Spooktacular greetings, Titans!
As the autumn chill settles in, the leaves turn, and the children of Titan City prepare for their annual sugar rush, we’ve been hard at work preparing the next big content update.
To be honest with you– we dragged our feet on this quarterly update. We’re so close to our long-awaited major content update that we had hoped we could get it into your hands just in time for THAT to be your Q3 update.
Alas, what we have planned likely won’t quite be ready for an October release, so we’ve instead opted to tell you about everything we’ve worked on in the last 3 months, and give you a better look at what you can anticipate.
So let’s start with the really big news first: We have successfully built the project in Unreal 5.8! We’ve been saying for quite some time that managing to build in this version was the BIG obstacle before us, and now that it’s happened, a host of other things can start to move forward.
Here’s some key things we have implemented in our internal build that you can look forward to trying out soon:
1.The new NPC AI is fully in place! This is the next tier of our work to make enemies (and allies) feel alive, intelligent, and engaged.
2. The new movement modes are ready to try out! And that’s not just travel powers– the way in which your character moves, demonstrates weight, directionality, and momentum, are all part of the reworked movement system.
3. Key Binding has been put in! More and more of our menus and options have become functional and ready to use, and that includes custom key binding.

And here’s a few things that are currently being implemented and tested internally:
1. Chat is in development! Network dependent features needed to wait for that successful 5.8 build, and now that we have it, chat and other networking features are going in. We’re hoping to have chat specifically ready for you soon.
2. Power sets! Several have been successfully built and our hope is to give you access to them soon. They are still in an alpha state, so expect existing animations to change over time as we move from implementation to polish.
3. The quest system has been implemented in our internal build and is actively being upgraded to give our mission designers better tools for preparing content.
4. Progression (leveling) is actively being worked on and refined.
5. The refinement system for improving your Titan’s powers is similarly being implemented and built out.
6. The costume creator is undergoing some changes and bug hunting– as fixes elsewhere to the character models and skeletons have happened, it’s introduced changes to the character creator, making it an ongoing subject of focus.
AND, we’re happy to talk about something we weren’t sure we’d be able to do. We have been testing PET SUMMONING AND CONTROLS!. You may recall that the “Commander” Archetype wasn’t originally planned for the 1.0 release– we may be bringing them to you sooner than we thought!
Just to wrap things up with an extra spooky little treat, here is another screenshot from testing, showing off a lot of what we've been talking about. These are placeholder character models and UI designs in a closed testing environment. Expect the look of things to change when we integrate all these systems into the main game world.

There’s quite an incredible amount of work happening behind the scenes, and we’re really optimistic that we’ll have something big for you soon.
Hang in there Titans, things are about to get good.
Feel free to comment here:https://cityoftitans.com/forum/discuss-city-titans-q3-update
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