HomeGamesUpdatesPricingMethodology
Steam News23 January 20265mo ago

Playtest 2: Cradle to Gate

Hey everybody Lot's has happened in the past weeks. A crazy start into the year :) After the playtest A bit behind schedule, we playtested Castle Come over the second weekend of January.

In this update4

Full notes

Full Castle Come update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey everybody

What changed

0 fixes4 additions3 changes0 removals
  • Gameplay
  • Events
  • Balance
addedAfter the playtestAs a small play test it gave important feedback to the onboarding process also as we added some telemetry tracking to get some insights what people are doing and how far they are advancing.
addedMore NPCsThat's why we decided that we work on two essential things. Adding more storytelling to comment on players progress in learning mechanics like "picking up items" or the "hunting mode" to have more direct feedback and explain the in-world narration more.
addedBetter behind the scenes infoAdditionally we are adding better telemetry (we are using "Game Analytics", quite simple to add to your game). It's kinda tricky to intuitively put in markers to track progress which is then easy to get actionable follow up out of.
changedBetter behind the scenes infoProgression got tracked with "Hunting Phase Start" and "Hunting Phase Complete", for when you drop a core at the gate. This came from the style of tracking a event generally. This made it hard to create stacks of steps and filters to produce good overviews on what people did.
addedBetter behind the scenes infoWhat you want to do is track the data with more info. And don't try to put too much info together . If we need something that also tracks the progress with the gate (Which Hunting Phase is kinda doing) we just add it as a separate tracking call.
changedBetter behind the scenes infoNow we catch "Hunting Phase Start" + Cores at the Gate + Time since level Start. This feels like a small chance but now you can clearly structure your funnels and see how far people play and where they struggle the most.Steam post image

Castle Come changes

addedAs a small play test it gave important feedback to the onboarding process also as we added some telemetry tracking to get some insights what people are doing and how far they are advancing.
addedThat's why we decided that we work on two essential things. Adding more storytelling to comment on players progress in learning mechanics like "picking up items" or the "hunting mode" to have more direct feedback and explain the in-world narration more.
addedAdditionally we are adding better telemetry (we are using "Game Analytics", quite simple to add to your game). It's kinda tricky to intuitively put in markers to track progress which is then easy to get actionable follow up out of.
changedProgression got tracked with "Hunting Phase Start" and "Hunting Phase Complete", for when you drop a core at the gate. This came from the style of tracking a event generally. This made it hard to create stacks of steps and filters to produce good overviews on what people did.
addedWhat you want to do is track the data with more info. And don't try to put too much info together . If we need something that also tracks the progress with the gate (Which Hunting Phase is kinda doing) we just add it as a separate tracking call.

Lot's has happened in the past weeks. A crazy start into the year :)

After the playtest

A bit behind schedule, we playtested Castle Come over the second weekend of January. For this we used the internal play testing system available through Steam where people were able to sign up to starting from October.

We've unlocked 300 playtesters and gave them access to the newest Version 0.9.22.21 Rhäzüns.

As a small play test it gave important feedback to the onboarding process also as we added some telemetry tracking to get some insights what people are doing and how far they are advancing.

It became really clear that the start is hard to get through, there is too little explanation and some mechanics are easily missable if you don't take care. Luckily the playtest forced us to fix several technical issues and we went through the weekend without any big bugs.

Is before the playtest

So whats to change?

More NPCs

That's why we decided that we work on two essential things. Adding more storytelling to comment on players progress in learning mechanics like "picking up items" or the "hunting mode" to have more direct feedback and explain the in-world narration more.

We've scattered multiple NPCs and recruitable crew members on the path to the gate and have them physically gate you from progressing if you didn't do what you were intended to learn.

Better behind the scenes info

Additionally we are adding better telemetry (we are using "Game Analytics", quite simple to add to your game). It's kinda tricky to intuitively put in markers to track progress which is then easy to get actionable follow up out of.

For example:

Progression got tracked with "Hunting Phase Start" and "Hunting Phase Complete", for when you drop a core at the gate. This came from the style of tracking a event generally. This made it hard to create stacks of steps and filters to produce good overviews on what people did.

What you want to do is track the data with more info. And don't try to put too much info together . If we need something that also tracks the progress with the gate (Which Hunting Phase is kinda doing) we just add it as a separate tracking call.

Now we catch "Hunting Phase Start" + Cores at the Gate + Time since level Start. This feels like a small chance but now you can clearly structure your funnels and see how far people play and where they struggle the most.Steam post image

So now the playtest is going live for the weekend again and we are looking forward on gathering information again. This first play test already helped us a lot in getting a better feeling on how player interact with the game and we hope to learn lots more.

So hop over into the playtest and join the Discord to catch up!

Best wishes and thanks for playing.

Sam & Basil

Source

Steam News / 23 January 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.