New Feature: Quests

November 20, 2016

Today I launched a new feature for Directive Alpha: Quests. They are something I have wanted to implement for a long time, but didn't get around to yet. Now that I had most of the infrastructure ready, it was really quick to do. All it took me was two hours. This also means that there could still be some bugs. If you find any, please send me a Message ingame.

Quests work pretty much the way you would expect. You can accept Fighting and Gathering quests in the Quests menu. As you continue gathering or fighting, you will slowly progress towards completing the quest. They have no time limit for completing, you can take as long as you want, or blast through them as quickly as possible. After completing a quest, you need to hand it in in the Quest panel to claim your rewards. Quests become gradually more difficult to solve every time you complete one.

Quest Rewards

Completing a quest will net you Prestige. In the future you will be able to buy special bonuses, gift boxes etc. with Prestige points. This means that I will also transition the daily rewards from the ranking from getting gift boxes to earning the Top 10 players some amount of prestige, which you can then invest whichever way you want.

As it is now, it just takes time to complete a quest and you don't need to think much when doing them. I'm not completely satisfied with this “dumb” behaviour, but I think it's good enough for now. In the future I want them to fit better into the overall theme of Directive Alpha.

Radar Quests

As you can see from the Quests panel, I am also planning to include quests for the radar. I'm not oompletely sure yet what you can expect there though. Since the radar fits so nicely into the theme of Directive Alpha, I am sure we can find something enjoyable to do with it.

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