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Steam News16 April 20251y ago

Post-Release Thoughts and Reflections

Hello friends. The first weekend after release has passed, and I want to share some thoughts with you. First of all, thank you for showing interest in my project.

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Full Rapid Impact update

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Repeated intro

Hello friends. The first weekend after release has passed, and I want to share some thoughts with you.

What changed

0 fixes1 addition2 changes0 removals
  • Maps
  • Store
changedFirst of all, thank you for showing interest in my project. I can see it in the massive increase in wishlists - tens of times more than before. I’ve also noticed a huge spike in traffic to the game’s page. Secondly, I read all your feedback, and I always try to respond first to those who left negative reviews - because I take it personally . Yes, maybe some people were hoping to see a multiplayer version of STALKER 2, 90% complete, packed with weapons and maps, bug-free and perfectly polished. Or maybe someone expected this to be my answer to Escape from Tarkov... But in the release post , I believe I honestly and objectively described the current state of the game and what it really is.
changedThe main idea was to give you the opportunity to be part of the development from the earliest stage. To create this project from the beginning based on your feedback and suggestions . That’s why your impressions and reviews are so important to me. I could’ve worked on this project for several more years without showing it to anyone, doing everything the way I personally think is right. That’s how many studios and producers do it. And in the end, they create a game for one person - the producer or game designer who made it. Players don’t need it, because it wasn’t made for them. I don’t want to go down that path.
addedFirst, I intentionally decided against a free-to-play model , because I don’t like that kind of monetization. I don’t want to sell characters or weapon skins or character cosmetics for money. I especially don’t want to see loot boxes or gacha systems in the game. There’s nothing truly free in this world. Playing any “free” game usually ends up costing much more than a game you buy once. At least for now, I don’t see a future for this project as a free-to-play game. Second, I want to build a kind of closed community around this project. Even if there are fewer people in this “club,” they will be better. I don’t want to be distracted by the noise of the crowd—random people leaving thousands of contradictory reviews and suggestions… or just trolling. Buying the project now is your entry fee into this “club.” You can get your money back if, after buying and playing the game, you don’t see its potential or future. You have two hours of playtime or two weeks to decide. So don’t be afraid to give it a try . I understand it’s hard to buy something almost blindly. There aren’t many reviews yet. Not many streams or videos either. But fortunately, you’re fully protected on this Steam platform. I’ve also sent out dozens of keys to influencers so they can create reviews for you . Lastly, as I’ve mentioned before, I didn’t run a Kickstarter or anything like that for this project. I prefer the approach where you immediately get something tangible, and you see the development process and participate in it right away. Think of buying the game as a similar kind of support - just like on Kickstarter or any other funding platform - except you don’t have to wait, and you get at least something right now. I have no investors or publisher. I’m spending my own money on the project, and most of the money from game sales, at least in the beginning, will go toward the game’s development . I already have a long wishlist of add-ons I want to purchase and implement into the game as soon as possible. In the meantime, I’m working on patches and improvements based on your feedback to refine what’s already in the game - so we can move forward calmly and confidently. Stay tuned for updates, friends. See you in the world of Rapid Impact.

Rapid Impact changes

changedFirst of all, thank you for showing interest in my project. I can see it in the massive increase in wishlists - tens of times more than before. I’ve also noticed a huge spike in traffic to the game’s page. Secondly, I read all your feedback, and I always try to respond first to those who left negative reviews - because I take it personally . Yes, maybe some people were hoping to see a multiplayer version of STALKER 2, 90% complete, packed with weapons and maps, bug-free and perfectly polished. Or maybe someone expected this to be my answer to Escape from Tarkov... But in the release post , I believe I honestly and objectively described the current state of the game and what it really is.
changedThe main idea was to give you the opportunity to be part of the development from the earliest stage. To create this project from the beginning based on your feedback and suggestions . That’s why your impressions and reviews are so important to me. I could’ve worked on this project for several more years without showing it to anyone, doing everything the way I personally think is right. That’s how many studios and producers do it. And in the end, they create a game for one person - the producer or game designer who made it. Players don’t need it, because it wasn’t made for them. I don’t want to go down that path.
addedFirst, I intentionally decided against a free-to-play model , because I don’t like that kind of monetization. I don’t want to sell characters or weapon skins or character cosmetics for money. I especially don’t want to see loot boxes or gacha systems in the game. There’s nothing truly free in this world. Playing any “free” game usually ends up costing much more than a game you buy once. At least for now, I don’t see a future for this project as a free-to-play game. Second, I want to build a kind of closed community around this project. Even if there are fewer people in this “club,” they will be better. I don’t want to be distracted by the noise of the crowd—random people leaving thousands of contradictory reviews and suggestions… or just trolling. Buying the project now is your entry fee into this “club.” You can get your money back if, after buying and playing the game, you don’t see its potential or future. You have two hours of playtime or two weeks to decide. So don’t be afraid to give it a try . I understand it’s hard to buy something almost blindly. There aren’t many reviews yet. Not many streams or videos either. But fortunately, you’re fully protected on this Steam platform. I’ve also sent out dozens of keys to influencers so they can create reviews for you . Lastly, as I’ve mentioned before, I didn’t run a Kickstarter or anything like that for this project. I prefer the approach where you immediately get something tangible, and you see the development process and participate in it right away. Think of buying the game as a similar kind of support - just like on Kickstarter or any other funding platform - except you don’t have to wait, and you get at least something right now. I have no investors or publisher. I’m spending my own money on the project, and most of the money from game sales, at least in the beginning, will go toward the game’s development . I already have a long wishlist of add-ons I want to purchase and implement into the game as soon as possible. In the meantime, I’m working on patches and improvements based on your feedback to refine what’s already in the game - so we can move forward calmly and confidently. Stay tuned for updates, friends. See you in the world of Rapid Impact.

First of all, thank you for showing interest in my project. I can see it in the massive increase in wishlists - tens of times more than before. I’ve also noticed a huge spike in traffic to the game’s page. Secondly, I read all your feedback, and I always try to respond first to those who left negative reviews - because I take it personally. Yes, maybe some people were hoping to see a multiplayer version of STALKER 2, 90% complete, packed with weapons and maps, bug-free and perfectly polished. Or maybe someone expected this to be my answer to Escape from Tarkov... But in the release post, I believe I honestly and objectively described the current state of the game and what it really is.

You might ask - why release it in this state, and what’s the point?

The main idea was to give you the opportunity to be part of the development from the earliest stage. To create this project from the beginning based on your feedback and suggestions. That’s why your impressions and reviews are so important to me. I could’ve worked on this project for several more years without showing it to anyone, doing everything the way I personally think is right. That’s how many studios and producers do it. And in the end, they create a game for one person - the producer or game designer who made it. Players don’t need it, because it wasn’t made for them. I don’t want to go down that path.

You might also ask - why didn’t I make it free?

First, I intentionally decided against a free-to-play model, because I don’t like that kind of monetization. I don’t want to sell characters or weapon skins or character cosmetics for money. I especially don’t want to see loot boxes or gacha systems in the game. There’s nothing truly free in this world. Playing any “free” game usually ends up costing much more than a game you buy once. At least for now, I don’t see a future for this project as a free-to-play game. Second, I want to build a kind of closed community around this project. Even if there are fewer people in this “club,” they will be better. I don’t want to be distracted by the noise of the crowd—random people leaving thousands of contradictory reviews and suggestions… or just trolling. Buying the project now is your entry fee into this “club.” You can get your money back if, after buying and playing the game, you don’t see its potential or future. You have two hours of playtime or two weeks to decide. So don’t be afraid to give it a try. I understand it’s hard to buy something almost blindly. There aren’t many reviews yet. Not many streams or videos either. But fortunately, you’re fully protected on this Steam platform. I’ve also sent out dozens of keys to influencers so they can create reviews for you. Lastly, as I’ve mentioned before, I didn’t run a Kickstarter or anything like that for this project. I prefer the approach where you immediately get something tangible, and you see the development process and participate in it right away. Think of buying the game as a similar kind of support - just like on Kickstarter or any other funding platform - except you don’t have to wait, and you get at least something right now. I have no investors or publisher. I’m spending my own money on the project, and most of the money from game sales, at least in the beginning, will go toward the game’s development. I already have a long wishlist of add-ons I want to purchase and implement into the game as soon as possible. In the meantime, I’m working on patches and improvements based on your feedback to refine what’s already in the game - so we can move forward calmly and confidently. Stay tuned for updates, friends. See you in the world of Rapid Impact.

Source

Steam News / 16 April 2025

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