Last but not least, we have been experimenting with new features that have been added to Unity in versions 4.6 through 5.0. We have not updated Lacuna Passage past 4.6.2, but with our work on TIMEframe we have had a chance to see how these more recent updates might affect Lacuna Passage. The new user interface features in Unity might drastically improve the way that we handle the rendering of the datapad for example. There have also been several performance enhancing changes that could positively impact our open-world memory management. We have been able to evaluate these new features in TIMEframe on a smaller scale without any disruption to our Lacuna Passage project management. It would have taken us orders of magnitude more time to even test these options in Lacuna Passage itself.

These are only a few of the most direct benefits we have experienced while working on TIMEframe, and as we move forward into this next chapter of Lacuna Passage development we feel much more confident in our ability to deliver on our original promises. Game development is not a straight path. There will always be bumps and detours, but we work extremely hard to ensure that every decision we make benefits our ultimate goal of delivering the best Mars exploration narrative experience that we possibly can. Over the next few weeks we will have more regular updates with the art and design of Lacuna Passage.