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(DEV) FPS Module 2.0

FPS 2.0

The new version of ORION: Prelude in development has undergone some major updates and improvements. One of the first areas revisited was the Core FPS Module.

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The original systems had a solid bedrock in terms of structure but I wanted to dive in and revisit many aspects. This allowed me to add a variety of new systems that helped modernize important elements and I wanted to share some of that with you all.

FRAMING (Composition)

A new composition for the FPS Module has the game feeling *radically *different.

  • Things feel tight, reactive and the world scale has been adjusted as a result.

  • This is honestly feeling more like the Source engine than ever before and I am excited to see what you think just about core game feel as the project is launched and continues to grow.

  • Weapons now occupy about 10% of the screen (compared to 25-40% previously)

ORIGINAL

Occupied 25-40% of the screen.

  • Game Render

  • Composition Framing

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>> EXPERIMENTAL

Occupies 10% of the screen.

  • Game Render

  • Composition Framing

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FLUIDITY (Sway)

It also includes entirely new systems such as Look Sway, Move Sway, Crouch Tuck & more that I plan to cover in separate updates.

ORIGINAL

= The original system had zero reactive elements resulting in a stiff, static weapon feel.

>> EXPERIMENTAL

= The new experimental systems have reactive elements tied to player mechanics providing a more fluid, responsive, smooth weapon feel.

**IMPACT **(Recoil)

There is an entirely new Procedural Recoil system that is going to be applied to weapons to give extra fidelity, feel and "oomph".

>> ORIGINAL

(LONGSHOT SNIPER)

= Lite + Weak w/ very little kick-back.

** >> EXPERIMENTAL**

(LONGSHOT SNIPER)

= Heavy + Powerful w/ very nice kick-back.

>> ORIGINAL

(T-47 AR)

= Lite + Weak w/ very little kick-back.

** >> EXPERIMENTAL**

(T-47 AR)

= Heavy + Powerful w/ very nice kick-back.

**SMOOTH **(Transitions)

I've also been working on cleaning up a lot of "tissue" between systems to make things feel more natural, polished and responsive. Here is just one example to illustrate:

>> ORIGINAL

(T-99 DUAL PISTOLS)

= **ADS **had a harsh single-frame snap.

** >> EXPERIMENTAL**

(T-99 DUAL PISTOLS)

= **ADS **is now SMOOTH.

BUFFED (Attachments)

You'll see some new weapon updates even on the First Preview. The includes updates to both the CV-10 Standard Pistol and the T-12 Combat Shotgun, both of which have new Reflex sights added for improved ADS combat.

>> CV-10 PISTOL

>> T-12 COMBAT SHOTGUN

Q&A 2026

I am currently working on a large Q&A based on questions I am seeing. If you have a question about something please feel free to ask it.

The absolute best place to do this is on the Official ORION Discord Channel** **where I am often interacting but I also try to do my best to read the comments here.

I will let the questions pile up for a week or two and then I'll get the update out with as many answers as possible for additional perspective and clarity.

JOIN THE ORION DISCORD

https://discord.gg/cY5XHC3

  • Additional previews

  • Dev interaction

  • Poll voting

  • Early testing opportunities

  • & more

TikTok: http://tiktok.com/@dankie.dev

Twitter: https://x.com/dankiedev

YouTube: [dynamiclink href="https://www.youtube.com/@dankiedev"][/dynamiclink]

ORION: Prelude @ Steam:

[dynamiclink href="https://store.steampowered.com/app/104900/ORION_Prelude/"][/dynamiclink]

ORION: Prelude is back in active development.

The goals are simple:

  • A better game across gameplay and feel.

  • A more optimized game across polish and performance.

  • An open development process worth following along with.

This is all on an existing game that you may already own. Every update and quality-of-life improvement goes to existing owners for FREE.

With Love,  PRAZ

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