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Steam News8 August 20178y ago

Status Report - 8 August 2017

Hello survivors! Where the last couple of Status Reports felt a bit dry and lacking on exciting content, we're doing our best to improve our track record this week!

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Hello survivors! Where the last couple of Status Reports felt a bit dry and lacking on exciting content, we're doing our best to improve our track record this week! Starting off with Brian, and his excitement which clearly shows that we've had a good couple of rough, but good weeks, through Eugen, who's offering a closer look at the contents of the upcoming Gamescom DEMO, and then over to Peter, who details the changes made to melee and firearms behaviour in 0.63, it's a joyride of teasing new and exciting content. Adam continues by sharing his bits on new decals updates, our Brand Manager Martin assures everyone that the Gamescom news will make its way to everybody, and Baty invites you to Gamescom AND to our upcoming community event next week that goes together with a pre-gamescom developer live stream. Oh hey, and there's also GIFs showing some new stuff (because yes - it is a long read again). Ready? Go!

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addedHello survivors! Where the last couple of Status Reports felt a bit dry and lacking on exciting content, we're doing our best to improve our track record this week! Starting off with Brian, and his excitement which clearly shows that we've had a good couple of rough, but good weeks, through Eugen, who's offering a closer look at the contents of the upcoming Gamescom DEMO, and then over to Peter, who details the changes made to melee and firearms behaviour in 0.63, it's a joyride of teasing new and exciting content. Adam continues by sharing his bits on new decals updates, our Brand Manager Martin assures everyone that the Gamescom news will make its way to everybody, and Baty invites you to Gamescom AND to our upcoming community event next week that goes together with a pre-gamescom developer live stream. Oh hey, and there's also GIFs showing some new stuff (because yes - it is a long read again). Ready? Go!
addedDev Update/BrianGreetings Survivors, As we approach Gamescom I can't help but reflect back on all the work, stress, and dedication that has preceded where we are now. Back in the end of 2013 when we were trying to prepare a build for Steam, we couldn't have imagined the opportunities all the time that has been spent on technology, and the foundation of the project would afford us. Looking at the Early Access release of one of my personal favourite pure survival titles, The Long Dark I can't help but remember what that experience was like when it first hit Steam, compared to how amazing it is now. The team has been working tirelessly for quite some time, and the focus over the last month or so on preparing a functional vertical slice build for Gamescom, which should raise spirits a great deal internally. One of the most frustrating professional experiences for me has been working on adapting the design and experience of DayZ over the years, but knowing that you the consumers couldn't see these changes and get hands on with them until the underlying tech was ready to support it. Gamescom is just over the horizon, and I know everyone here on the team is really focused on trying to get an outstanding snapshot of the new DayZ experience for you all. Not losing focus on the fact that the development teams'; core goals have been aimed specifically at setting the foundation of DayZ for the years to come is a difficult order. The technology that we hit Steam with fundamentally just can't do justice to the experience we want to bring, and fortunately leadership inside the company has understood that and supported our drive forward. BETA by no means is the end all be all milestone for DayZ - we have plenty of amazing things beyond it and before leaving Early Access - but this is fundamentally the biggest impact on how you the users interact with the world, and establishes the technology baseline that enables us to do all the things we've talked with you about over the years. It's been a hell of a journey, but I wouldn't trade it for anything in the world. - Brian Hicks / Creative Director

Contents This Week

  • Dev Update/Brian

  • Dev Update/Eugen

  • Dev Update/Peter

  • Dev Update/Adam

  • Dev Update/Martin

  • Community Spotlight

Dev Update/Brian

Greetings Survivors, As we approach Gamescom I can't help but reflect back on all the work, stress, and dedication that has preceded where we are now. Back in the end of 2013 when we were trying to prepare a build for Steam, we couldn't have imagined the opportunities all the time that has been spent on technology, and the foundation of the project would afford us. Looking at the Early Access release of one of my personal favourite pure survival titles, The Long Dark I can't help but remember what that experience was like when it first hit Steam, compared to how amazing it is now. The team has been working tirelessly for quite some time, and the focus over the last month or so on preparing a functional vertical slice build for Gamescom, which should raise spirits a great deal internally. One of the most frustrating professional experiences for me has been working on adapting the design and experience of DayZ over the years, but knowing that you the consumers couldn't see these changes and get hands on with them until the underlying tech was ready to support it. Gamescom is just over the horizon, and I know everyone here on the team is really focused on trying to get an outstanding snapshot of the new DayZ experience for you all. Not losing focus on the fact that the development teams'; core goals have been aimed specifically at setting the foundation of DayZ for the years to come is a difficult order. The technology that we hit Steam with fundamentally just can't do justice to the experience we want to bring, and fortunately leadership inside the company has understood that and supported our drive forward. BETA by no means is the end all be all milestone for DayZ - we have plenty of amazing things beyond it and before leaving Early Access - but this is fundamentally the biggest impact on how you the users interact with the world, and establishes the technology baseline that enables us to do all the things we've talked with you about over the years. It's been a hell of a journey, but I wouldn't trade it for anything in the world. - Brian Hicks / Creative Director

Dev Update/Eugen

Hey guys! I'm going to get into detail in regards to what the Gamescom DEMO is and what is the plan going forward with it. As the

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Steam News / 8 August 2017

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