GraveRaiders - AI & Progression Systems
Welcome back, Raiders. It's been an exciting few weeks since our transition to Unreal Engine, and we're ready to share some significant progress on two core pillars of GraveRaiders: Enemy AI and our progression system.
What’s New? Smarter AI, Built on GAS
One of our biggest milestones has been implementing enemy AI using Unreal's Gameplay Ability System (GAS). This gives us the flexibility to create dangerous, tactical enemies that adapt to how you play.
AI Pathfinding
- We've integrated Unreal's navigation mesh to enable enemies to navigate our open map zones intelligently. Enemies find paths around cover, pursue players through the dangerous core, and reposition based on squad positioning.
- This matters because GraveRaiders isn't a corridor shooter. Our zones give enemies room to flank, retreat, and set up ambushes.
AI Behavior
- Behavior trees now determine enemy actions based on context: distance to players, health status, nearby allies, and what abilities you've been using. GAS-driven decisions replace hardcoded logic, making our AI modular and easier to expand.
- We're particularly excited about our Adaptive AI Director concept: enemies that counter your playstyle. Rush constantly as Assault? Expect more melee-stunning attacks and shotgunners. Rely heavily on deployables as Engineer? Watch for enemies that prioritize destroying your turrets.
Enemy Tiers & Attacks
Each enemy attack functions as a GAS Ability, handling damage, cooldowns, and hit logic through a unified system. Our current enemy tiers include:
| Tier | Role | XP Value |
|---|---|---|
| Tier 1 | Basic troops | 25 XP |
| Tier 2 | Veterans, armored | 50 XP |
| Tier 3 | Elites | 100 XP |
| Mini-Boss | Zone threats | 500 XP |
| Final Boss | Extraction guardians | 1000 XP |
Prototyped attack effects include damage-over-time, knockback, suppression, and burst damage, all integrated with our cover system so positioning matters.
XP & Talents: Progression That Feels Earned
We've moved away from traditional attribute/skill point systems. Instead, GraveRaiders uses XP-based leveling where power is earned through gameplay, not menu allocation.
How It Works
- Earn XP from kills, objectives, and exploration
- Level up 15-20 times during a 30-45 minute run
- Choose 1 of 3 talents on each level up
- Build identity emerges through your choices
The Talent System
Instead of a passive skill tree, we have 100+ talents across four categories:
| Category | Focus |
|---|---|
| Offensive | Damage, crit, weapon handling |
| Defensive | Health, armor, damage reduction |
| Utility | Movement, cooldowns, resources |
| Team | Buffs that help nearby squadmates |
Common talents can stack up to 5 times, letting you specialize deep. Rare and Epic talents offer unique build-defining effects that can't stack.
The GAS integration enables dynamic stat modifications. Talents can scale with your Specialty abilities, and buffs can trigger based on combat context.
Team XP Distribution
For co-op balance, XP splits 70% shared / 30% individual:
- Shared pool keeps the team within 1-2 levels of each other
- Individual bonus rewards active participation
- Catch-up mechanics help reconnecting players
Stay Connected!
Thanks for following our development journey! We're getting closer to launch, and we can't wait to share our game with you all. To stay up-to-date with the latest news, behind-the-scenes content, and potential beta test opportunities:
Join our Discord:
Be part of our growing community!
Chat with developers, share feedback, and connect with other players. We're regularly sharing exclusive sneak peeks and hosting Q&A sessions with the team: Click to join our Discord!
Follow Our Socials:
Twitter/X: @DarkLoomStudio
Instagram: @DarkLoomStudio
Facebook: @DarkLoomStudio
Wishlist on Steam: Coming Soon!
Your support means everything to us, and we can't wait to see you in-game soon! Until next week!
- The Dev Team 🎮
Member discussion