Repeated intro
Hey everyone, we’re still hard at work on a whole slew of maps and features, many which have been previously mentioned and a few new surprises. We wanted to give a very frank recap of the past year and share our studio’s outlook for the next year. We've seen a few common questions and concerns over the last few months which we'll do our best to address. If you have any more feel free to leave them in the comments.
What changed
0 fixes1 addition2 changes0 removals
changedHey everyone, we’re still hard at work on a whole slew of maps and features, many which have been previously mentioned and a few new surprises. We wanted to give a very frank recap of the past year and share our studio’s outlook for the next year. We've seen a few common questions and concerns over the last few months which we'll do our best to address. If you have any more feel free to leave them in the comments.
changedWhy is it taking so long?We are, and have always been, a small team. Since June we have had all 4 of our developers full time (1 Programmer, 1 Technical Artist, 1 Designer, and 1 Environment Artist who started in March). Where we are able we’ve continued to contract out art assets, and hired programmers to help build our VOIP, AI, Map Editor, and Stat Tracking System. We’ve elected to keep the core team small because it gives us more control and lets us stretch our dollars much further, even though it means we move a little slower.
addedWhat have we learned this year?When we came to Early Access we didn’t have enough maps, had too many bugs and performance issues, and lacked polish in many areas that all summed up to an experience that simply wasn’t fun enough to keep people around. The game was over priced for the experience at the time, which also hurt our sales numbers and meant we weren’t bringing in enough new blood to keep the servers full. We could have started discounting, advertising, etc. but we wanted to bring the game quality up to the asking price first, because that’s what we promised. The upside is, we learned our lesson – which is why we don’t want to ask people to try the game out again until we think it’s good enough. This is why we haven’t released any updates, or done sales and free weekend promotions. If we had to do it all again, we probably wouldn’t do it any differently. While not ideal, we would never have been able to diagnose our biggest issues and priorities without the sheer volume of feedback and data that we received in the first few months of EA. We learned more in 1 week of Early Access than we did in 9 months of closed
Days of War: Definitive Edition changes
changedHey everyone, we’re still hard at work on a whole slew of maps and features, many which have been previously mentioned and a few new surprises. We wanted to give a very frank recap of the past year and share our studio’s outlook for the next year. We've seen a few common questions and concerns over the last few months which we'll do our best to address. If you have any more feel free to leave them in the comments.
changedWe are, and have always been, a small team. Since June we have had all 4 of our developers full time (1 Programmer, 1 Technical Artist, 1 Designer, and 1 Environment Artist who started in March). Where we are able we’ve continued to contract out art assets, and hired programmers to help build our VOIP, AI, Map Editor, and Stat Tracking System. We’ve elected to keep the core team small because it gives us more control and lets us stretch our dollars much further, even though it means we move a little slower.
addedWhen we came to Early Access we didn’t have enough maps, had too many bugs and performance issues, and lacked polish in many areas that all summed up to an experience that simply wasn’t fun enough to keep people around. The game was over priced for the experience at the time, which also hurt our sales numbers and meant we weren’t bringing in enough new blood to keep the servers full. We could have started discounting, advertising, etc. but we wanted to bring the game quality up to the asking price first, because that’s what we promised. The upside is, we learned our lesson – which is why we don’t want to ask people to try the game out again until we think it’s good enough. This is why we haven’t released any updates, or done sales and free weekend promotions. If we had to do it all again, we probably wouldn’t do it any differently. While not ideal, we would never have been able to diagnose our biggest issues and priorities without the sheer volume of feedback and data that we received in the first few months of EA. We learned more in 1 week of Early Access than we did in 9 months of closed
Why hasn’t there been a patch since June?
In June we decided that instead of dripping smaller updates as we had in the first few months of Early Access, we wanted to do a lot of work and come back with something exciting.
What are you doing with my money?
Because we’ve been quiet in our communications and our updates, we’re aware that some people are assuming we ‘took the money and ran’. This couldn’t be further from the truth, we continue to be 100% focused on Days of War.
Why haven't you just given up?
Most people probably would have. It's hard to revive a game, even though we technically haven't released yet. The way we see it, we owe it to all of you to both finish the game and do our best to revive it. We still think we're in a genre that is massively under served, and we think Days of War has a lot of potential. If we didn't think this, we wouldn't be here.
Why is it taking so long?
We are, and have always been, a small team. Since June we have had all 4 of our developers full time (1 Programmer, 1 Technical Artist, 1 Designer, and 1 Environment Artist who started in March). Where we are able we’ve continued to contract out art assets, and hired programmers to help build our VOIP, AI, Map Editor, and Stat Tracking System. We’ve elected to keep the core team small because it gives us more control and lets us stretch our dollars much further, even though it means we move a little slower.
What have we learned this year?
When we came to Early Access we didn’t have enough maps, had too many bugs and performance issues, and lacked polish in many areas that all summed up to an experience that simply wasn’t fun enough to keep people around. The game was over priced for the experience at the time, which also hurt our sales numbers and meant we weren’t bringing in enough new blood to keep the servers full. We could have started discounting, advertising, etc. but we wanted to bring the game quality up to the asking price first, because that’s what we promised. The upside is, we learned our lesson – which is why we don’t want to ask people to try the game out again until we think it’s good enough. This is why we haven’t released any updates, or done sales and free weekend promotions. If we had to do it all again, we probably wouldn’t do it any differently. While not ideal, we would never have been able to diagnose our biggest issues and priorities without the sheer volume of feedback and data that we received in the first few months of EA. We learned more in 1 week of Early Access than we did in 9 months of closed