Your browser doesn't seem to support the video tag or the webm format. Maybe there's a plugin for that? View Source Video As I mentioned last week, the first goal this week was to get our revised weapon system back in the game and integrated with the new movement system. To recap, we completely tore apart our weapons system, pretty much rebuilding it from scratch (making it better & more flexible in the process), so getting it back into the game & testing out the new code felt pretty good. Since we’ve already done some experiments with the teammates & player progression we have a good feel for how those will work in the game, so we decided that our time this week was better spent experimenting with the wave & arena progression. From the very beginning we’ve envisioned a giant continuous environment where you can move seamlessly through the world without any loading screens. The goal this week was to see if this was technically possible (spoiler alert: it is ) We’ve added a little connection room after each mini-boss & boss so that if players want to take a little break they can. For those that don't want to take a break you’re free to run from one end of the world to the other without any interruption (well except for enemies & bosses of course), but definitely without any loading screens. The end of this week's update is slightly off topic. For those that are interested, our other game Time Rifters is taking part in Steam’s Autumn Sale and is 60% off until November 29.