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Steam News19 April 20197y ago

Where does this road lead?

I've been trying to figure out what to do with Nock for quite a while now. I got my Vive shortly after release, and almost immediately I was hooked. Before I knew it, I was building this game.

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Full Nock: Hidden Arrow update

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addedI've been trying to figure out what to do with Nock for quite a while now. I got my Vive shortly after release, and almost immediately I was hooked. Before I knew it, I was building this game. I had a lot of fun putting Nock together, and I'm really happy with a lot of the things I was able to bring to life in it. In particular, I really like the archery mechanics and lighting, which I think still hold up pretty well to this day. Things were really different in the VR world at the end of 2016. As an industry, we were still figuring out what worked and what could really be done. Fast forward to 2019, and the landscape has changed a lot. There's a lot more content, and we've nailed down a lot of the basics. What was standout fare in the Vive launch era is pretty unremarkable today. And I think that's great. As a VR developer and gamer, I'm super excited for where we're headed. I can't wait to see what the next few years bring. On a more Nock-specific note, after much deliberation, I've decided to officially cease development. Just like I could never have predicted that getting my Vive would lead to Nock, I couldn't predict that making Nock would lead me to be a part of the wonderful VR studio I've been with for the last couple years. I was able to keep up with updates for a while, but it's gradually become clear to me that I'm just not going to be able to give Nock the attention it deserves. This realization left me with a new problem, though: What do I do about it? Leave everything as is, so people see it in their lists as "just another abandonware project," maybe hoping the developer will come back one day and "complete" the game? Remove it from the store? Pretend I finished everything I wanted to do and slip it into "released" state, hoping more people buy it? I don't like any of those options. Leaving Nock in early access would imply that it's still being developed, which wouldn't be entirely honest. Removing it from the store would mean nobody new gets to experience it, no matter how much they might enjoy a bit of barebones dungeon-crawling action. And slipping quietly into release with no comment wouldn't be fair to new people who have 2019 expectations of a 2016 VR release. And so I've picked a sort of middle ground. I've decided to graduate Nock to release and manually set its release date to its initial early access date. I'm also permanently reducing it to half its original price, which I think is much more in line with today's VR landscape (this last part may take a while - Valve needs to approve the price drop). I want to thank you all for helping me on this wonderful journey. I've had an absolutely amazing time creating this experience for you guys, and I hope you've had fun on this journey too. I can't wait to see where this road leads. ːsteamhappyː

Nock: Hidden Arrow changes

addedI've been trying to figure out what to do with Nock for quite a while now. I got my Vive shortly after release, and almost immediately I was hooked. Before I knew it, I was building this game. I had a lot of fun putting Nock together, and I'm really happy with a lot of the things I was able to bring to life in it. In particular, I really like the archery mechanics and lighting, which I think still hold up pretty well to this day. Things were really different in the VR world at the end of 2016. As an industry, we were still figuring out what worked and what could really be done. Fast forward to 2019, and the landscape has changed a lot. There's a lot more content, and we've nailed down a lot of the basics. What was standout fare in the Vive launch era is pretty unremarkable today. And I think that's great. As a VR developer and gamer, I'm super excited for where we're headed. I can't wait to see what the next few years bring. On a more Nock-specific note, after much deliberation, I've decided to officially cease development. Just like I could never have predicted that getting my Vive would lead to Nock, I couldn't predict that making Nock would lead me to be a part of the wonderful VR studio I've been with for the last couple years. I was able to keep up with updates for a while, but it's gradually become clear to me that I'm just not going to be able to give Nock the attention it deserves. This realization left me with a new problem, though: What do I do about it? Leave everything as is, so people see it in their lists as "just another abandonware project," maybe hoping the developer will come back one day and "complete" the game? Remove it from the store? Pretend I finished everything I wanted to do and slip it into "released" state, hoping more people buy it? I don't like any of those options. Leaving Nock in early access would imply that it's still being developed, which wouldn't be entirely honest. Removing it from the store would mean nobody new gets to experience it, no matter how much they might enjoy a bit of barebones dungeon-crawling action. And slipping quietly into release with no comment wouldn't be fair to new people who have 2019 expectations of a 2016 VR release. And so I've picked a sort of middle ground. I've decided to graduate Nock to release and manually set its release date to its initial early access date. I'm also permanently reducing it to half its original price, which I think is much more in line with today's VR landscape (this last part may take a while - Valve needs to approve the price drop). I want to thank you all for helping me on this wonderful journey. I've had an absolutely amazing time creating this experience for you guys, and I hope you've had fun on this journey too. I can't wait to see where this road leads. ːsteamhappyː

I've been trying to figure out what to do with Nock for quite a while now. I got my Vive shortly after release, and almost immediately I was hooked. Before I knew it, I was building this game. I had a lot of fun putting Nock together, and I'm really happy with a lot of the things I was able to bring to life in it. In particular, I really like the archery mechanics and lighting, which I think still hold up pretty well to this day. Things were really different in the VR world at the end of 2016. As an industry, we were still figuring out what worked and what could really be done. Fast forward to 2019, and the landscape has changed a lot. There's a lot more content, and we've nailed down a lot of the basics. What was standout fare in the Vive launch era is pretty unremarkable today. And I think that's great. As a VR developer and gamer, I'm super excited for where we're headed. I can't wait to see what the next few years bring. On a more Nock-specific note, after much deliberation, I've decided to officially cease development. Just like I could never have predicted that getting my Vive would lead to Nock, I couldn't predict that making Nock would lead me to be a part of the wonderful VR studio I've been with for the last couple years. I was able to keep up with updates for a while, but it's gradually become clear to me that I'm just not going to be able to give Nock the attention it deserves. This realization left me with a new problem, though: What do I do about it? Leave everything as is, so people see it in their lists as "just another abandonware project," maybe hoping the developer will come back one day and "complete" the game? Remove it from the store? Pretend I finished everything I wanted to do and slip it into "released" state, hoping more people buy it? I don't like any of those options. Leaving Nock in early access would imply that it's still being developed, which wouldn't be entirely honest. Removing it from the store would mean nobody new gets to experience it, no matter how much they might enjoy a bit of barebones dungeon-crawling action. And slipping quietly into release with no comment wouldn't be fair to new people who have 2019 expectations of a 2016 VR release. And so I've picked a sort of middle ground. I've decided to graduate Nock to release and manually set its release date to its initial early access date. I'm also permanently reducing it to half its original price, which I think is much more in line with today's VR landscape (this last part may take a while - Valve needs to approve the price drop). I want to thank you all for helping me on this wonderful journey. I've had an absolutely amazing time creating this experience for you guys, and I hope you've had fun on this journey too. I can't wait to see where this road leads. ːsteamhappyː

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Steam News / 19 April 2019

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