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Steam News18 May 201511y ago

May 18th, 2015 - Steam launch week, and a battle night!

Hi everyone, It's been just one week since Quintet expanded on to Steam, and what a week it's been! We've had a lot of constructive feedback on our forums, and we've read your reviews.

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Full Quintet update

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What changed

0 fixes1 addition0 changes0 removals
  • Gameplay
addedHi everyone, It's been just one week since Quintet expanded on to Steam, and what a week it's been! We've had a lot of constructive feedback on our forums, and we've read your reviews. Some of you have asked for features that we also want to see, and some have asked for things that would require building a totally new game. I'll address a few of the immediately feasible ones, at least! The most requested feature so far is a tutorial, and we're working on it. We will implement it as soon as it's ready, and that should happen fairly soon - possibly as early as this week. In the meantime, there is a Controls button at the top when you're in game, and that is useful for learning the very basics. The second most requested feature is integrated voice chat. It's being worked on, and it should be ready even sooner than the tutorial, because communication is crucial in this game! This feature has had most of Carmine's attention for the past several days. You'll be able to automatically log in to our voice server, if you choose (it's off by default.) You'll also be able to mute specific players, if you need to - just click on their name in the VoiceComm menu, and you'll get a popup with that toggle. You'll also be able to Friend people, and then find them easier later on. Those Friend/Mute Player settings will be tied to your account. One of our long standing traditions (remember, Quintet has been playable for over two years) has been our battle nights. Some of you who have been around since the Steam Greenlight campaign (or even as far back as the Kickstarter!) have joined the dev team for these nights. We usually run through a few scenarios, maybe get into some crazy PvP, and in many of the past battle nights, we've done beta testing. Lots (and lots) of beta testing. If any or all of this sounds fun to you, our next one is going to be TONIGHT, at 7 PM EST (GMT -5). That's just under an hour from now! The dev team will be on, and we may end up streaming on our Twitch channel for part of the evening. Please consider joining us on our Teamspeak, as well. The Quintet Teamspeak server is: ts.quintet.us:5 Open Space 2.0: Many players like the Open Space mode of the game, which is a PvP sandbox spread across 25 sectors. We've been working on Open Space 2.0, - its bigger and beefier brother, which you can access from the Player Created Scenarios section of the menu. Note that this mode has dynamic AI spawning in and out of sectors, as well as missions you can elect to take. You CAN still go around just shooting the ships of the other races, but you might have more fun flying around from sector to sector just taking on missions. In addition: Each race in OS 2.0 now has one sector called Simulator. You can use the dialogue box there to spawn new missions - just note that in order to "reset" the sector, every player ship needs to jump away (leaving the sector empty of players) and then jump back into it. And now, since some of you like statistics, here are a few of ours: - Prior to the Steam launch, we had 14-15k created accounts. We're now close to 25k created accounts. This doesn't include people who log in as a guest,

Quintet changes

addedHi everyone, It's been just one week since Quintet expanded on to Steam, and what a week it's been! We've had a lot of constructive feedback on our forums, and we've read your reviews. Some of you have asked for features that we also want to see, and some have asked for things that would require building a totally new game. I'll address a few of the immediately feasible ones, at least! The most requested feature so far is a tutorial, and we're working on it. We will implement it as soon as it's ready, and that should happen fairly soon - possibly as early as this week. In the meantime, there is a Controls button at the top when you're in game, and that is useful for learning the very basics. The second most requested feature is integrated voice chat. It's being worked on, and it should be ready even sooner than the tutorial, because communication is crucial in this game! This feature has had most of Carmine's attention for the past several days. You'll be able to automatically log in to our voice server, if you choose (it's off by default.) You'll also be able to mute specific players, if you need to - just click on their name in the VoiceComm menu, and you'll get a popup with that toggle. You'll also be able to Friend people, and then find them easier later on. Those Friend/Mute Player settings will be tied to your account. One of our long standing traditions (remember, Quintet has been playable for over two years) has been our battle nights. Some of you who have been around since the Steam Greenlight campaign (or even as far back as the Kickstarter!) have joined the dev team for these nights. We usually run through a few scenarios, maybe get into some crazy PvP, and in many of the past battle nights, we've done beta testing. Lots (and lots) of beta testing. If any or all of this sounds fun to you, our next one is going to be TONIGHT, at 7 PM EST (GMT -5). That's just under an hour from now! The dev team will be on, and we may end up streaming on our Twitch channel for part of the evening. Please consider joining us on our Teamspeak, as well. The Quintet Teamspeak server is: ts.quintet.us:5 Open Space 2.0: Many players like the Open Space mode of the game, which is a PvP sandbox spread across 25 sectors. We've been working on Open Space 2.0, - its bigger and beefier brother, which you can access from the Player Created Scenarios section of the menu. Note that this mode has dynamic AI spawning in and out of sectors, as well as missions you can elect to take. You CAN still go around just shooting the ships of the other races, but you might have more fun flying around from sector to sector just taking on missions. In addition: Each race in OS 2.0 now has one sector called Simulator. You can use the dialogue box there to spawn new missions - just note that in order to "reset" the sector, every player ship needs to jump away (leaving the sector empty of players) and then jump back into it. And now, since some of you like statistics, here are a few of ours: - Prior to the Steam launch, we had 14-15k created accounts. We're now close to 25k created accounts. This doesn't include people who log in as a guest,

Hi everyone, It's been just one week since Quintet expanded on to Steam, and what a week it's been! We've had a lot of constructive feedback on our forums, and we've read your reviews. Some of you have asked for features that we also want to see, and some have asked for things that would require building a totally new game. I'll address a few of the immediately feasible ones, at least! The most requested feature so far is a tutorial, and we're working on it. We will implement it as soon as it's ready, and that should happen fairly soon - possibly as early as this week. In the meantime, there is a Controls button at the top when you're in game, and that is useful for learning the very basics. The second most requested feature is integrated voice chat. It's being worked on, and it should be ready even sooner than the tutorial, because communication is crucial in this game! This feature has had most of Carmine's attention for the past several days. You'll be able to automatically log in to our voice server, if you choose (it's off by default.) You'll also be able to mute specific players, if you need to - just click on their name in the VoiceComm menu, and you'll get a popup with that toggle. You'll also be able to Friend people, and then find them easier later on. Those Friend/Mute Player settings will be tied to your account. One of our long standing traditions (remember, Quintet has been playable for over two years) has been our battle nights. Some of you who have been around since the Steam Greenlight campaign (or even as far back as the Kickstarter!) have joined the dev team for these nights. We usually run through a few scenarios, maybe get into some crazy PvP, and in many of the past battle nights, we've done beta testing. Lots (and lots) of beta testing. If any or all of this sounds fun to you, our next one is going to be TONIGHT, at 7 PM EST (GMT -5). That's just under an hour from now! The dev team will be on, and we may end up streaming on our Twitch channel for part of the evening. Please consider joining us on our Teamspeak, as well.

The Quintet Teamspeak server is

ts.quintet.us:5 Open Space 2.0: Many players like the Open Space mode of the game, which is a PvP sandbox spread across 25 sectors. We've been working on Open Space 2.0, - its bigger and beefier brother, which you can access from the Player Created Scenarios section of the menu. Note that this mode has dynamic AI spawning in and out of sectors, as well as missions you can elect to take. You CAN still go around just shooting the ships of the other races, but you might have more fun flying around from sector to sector just taking on missions.

In addition

Each race in OS 2.0 now has one sector called Simulator. You can use the dialogue box there to spawn new missions - just note that in order to "reset" the sector, every player ship needs to jump away (leaving the sector empty of players) and then jump back into it. And now, since some of you like statistics, here are a few of ours: - Prior to the Steam launch, we had 14-15k created accounts. We're now close to 25k created accounts. This doesn't include people who log in as a guest,

Source

Steam News / 18 May 2015

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