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Steam News30 August 20241y ago

Developer Diary #1

Hello, players! This is Sergio Gomez, the lead game designer at VHC! Today, I want to talk to you about Collectibles!

Full notes

Full Collectibles! update

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

What changed

0 fixes4 additions9 changes0 removals
  • Events
  • UI and audio
  • Gameplay
  • Balance
changedHello, players!When Catherine Walker called me with the offer to become the lead game designer at VHC, the first thing I asked about was the company’s philosophy regarding its games. Catherine responded, "Our goal is to create games that people can play for hours on end." This intrigued me because it sounded like a challenge. Is it really possible to make a game that people would play even while sleeping? After a lot of research, trials, and errors, we concluded that it is possible, and that’s how Collectibles was born!
addedSecond SeasonIn the second season, we will focus on deepening the gameplay experience, creating a more flexible interface, enhancing the endgame, and introducing new interactive elements, whose potential will be revealed in the future.
addedDeepening the Gameplay ExperienceAs practice has shown, even now, it takes an active player only 1-2 weeks to complete a full collection. Considering the season lasts a month, it’s important for us to add more challenges.
changedDeepening the Gameplay ExperienceMeasures to be taken:
changedDeepening the Gameplay ExperienceIntroducing an additional rarity: Divine
changedDeepening the Gameplay ExperienceChanging the drop rate for items: Common 70% -> 77.5% Rare 19% -> 15% Epic 8% -> 5% Legendary 2.5% -> 2% Forbidden 0.5% -> 0.4% Divine 0% -> 0.1%
Changing the drop rate for items: Common70%77.5%Changing the drop rate for items: Common increased, buff5% Rare19%15%5% Rare decreased, nerf5% Rare 19% -> 15% Epic8%5%5% Rare 19% -> 15% Epic decreased, nerf5% Rare 19% -> 15% Epic 8% -> 5% Legendary2.5%2%5% Rare 19% -> 15% Epic 8% -> 5% Legendary decreased, nerf

Hello, players!

This is Sergio Gomez, the lead game designer at VHC! Today, I want to talk to you about Collectibles!

In this diary, I’ll be sharing the philosophy and significance of this project for our company, as well as discussing the plans we’ve set to enhance the player experience.

When Catherine Walker called me with the offer to become the lead game designer at VHC, the first thing I asked about was the company’s philosophy regarding its games. Catherine responded,"Our goal is to create games that people can play for hours on end."This intrigued me because it sounded like a challenge. Is it really possible to make a game that people would play even while sleeping? After a lot of research, trials, and errors, we concluded that it is possible, and that’s how Collectibles was born!

Currently, the project's potential is only about 20% realized. Why so little? The answer is simple. We wanted to ride the wave of the genre’s popularity and develop this genre further with a live audience.

Second Season

In the second season, we will focus on deepening the gameplay experience, creating a more flexible interface, enhancing the endgame, and introducing new interactive elements, whose potential will be revealed in the future.

Deepening the Gameplay Experience

As practice has shown, even now, it takes an active player only 1-2 weeks to complete a full collection. Considering the season lasts a month, it’s important for us to add more challenges.

Measures to be taken:

  • Introducing an additional rarity: Divine

  • Changing the drop rate for items:

    • Common 70% -> 77.5%

    • Rare 19% -> 15%

    • Epic 8% -> 5%

    • Legendary 2.5% -> 2%

    • Forbidden 0.5% -> 0.4%

    • Divine 0% -> 0.1%

Enhancing the Endgame

It’s important for us to support the game’s economy, so we want to create more opportunities for challenges and scoring points for players aiming to top the leaderboard.

Measures to be taken:

  • Adding a clicker counter

  • Increasing the difficulty of the clicker

  • Evolving seasonal achievements (Bronze/Silver/Gold)

Creating more flexible Interface

  • Creating a text-based interface

  • Preparing the interface for more advanced filtering/sorting

  • Displaying and switching between different seasons/stickers/sticker packs

New Interactive Elements

  • Displaying the number of views for players in the leaderboard (Number of profile visits)

  • Adding the ability to "like" favorite collections (In the future, certain rewards will be given for likes)

Plans for Future Seasons

We’ve already shared our plans for the next 3 months in the roadmap we recently published. So, I’ll just reiterate what you can expect: profile customization, a referral system, in-game currency, and mini-games! We promise it’s going to be fun! BUT! That’s not all!

I’ll let you in on a secret —we want to grow our community, so we will continue to release free games with active gameplay! We hope to release the first of these games in late fall or early winter. We can’t share details about the graphics or gameplay just yet, but we will definitely do so later! So, stay with us and keep an eye on the news from VHC and Collectibles! in our Discord. Our adventure is just beginning!

Source

Steam News / 30 August 2024

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