HomeGamesUpdatesPricingMethodology
Steam News30 May 20233y ago

Talking about Gameplay

Hello, this is Studio Hatch. In this announcement, we would like to hear your overall opinions on your gameplay experience.

Full notes

Full The Highrise update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello, this is Studio Hatch.

What changed

0 fixes0 additions6 changes1 removal
  • Gameplay
  • Performance
  • Maps
  • UI and audio
changedIn this announcement, we would like to hear your overall opinions on your gameplay experience.
changedWhile optimization is a significant issue, we believe we can gradually resolve it in the future. Additionally, as we have gathered numerous insights within a day, many improvements are planned in the near future!
changedThe core issue we have identified is the "generator system." While the basic mechanics (AI, ventilation, etc.) have received positive feedback, the generator system, as a means of unlocking areas, has resulted in repetitive and intensified situations, causing significant fatigue among many players. This is a complete oversight on our part that hasn't been significantly improved since the demo.
changedUnfortunately, both playstyles that most players have adopted (stealth and aggressive combat) have encountered obstacles within the current system. Players exploring the map in stealth mode have felt fatigue due to repetitive and forced combat encounters, while those engaging in aggressive combat have experienced unreasonable difficulty in obtaining sufficient item supplies in the mid to late game. This appears to be a result of the oppressive nature of the generator system.
changedAs a result, our studio has made a decision to change the ending conditions. Instead of the previous map unlocking method (generator), we will revamp the level design and balance the game around the pure objective of "surviving for a specific period (approximately 30 days/12 hours in real time)," taking into account the overall map exploration time if done leisurely.
removedWhile there are currently many systems in place for survival (crop cultivation, water, oil, etc.), most of them lose their relevance within the current ending conditions. However, by shifting the ending condition to pure survival, the restrictive generators that hindered free map movement will be removed, and the organic map design and the circulation of hidden respawn resources will have meaningful effects. Stealth-oriented and exploration-focused players will be able to escape from forced combat encounters, and aggressive players will have the opportunity to engage in combat at their preferred timing.

The Highrise changes

changedIn this announcement, we would like to hear your overall opinions on your gameplay experience.
changedWhile optimization is a significant issue, we believe we can gradually resolve it in the future. Additionally, as we have gathered numerous insights within a day, many improvements are planned in the near future!
changedThe core issue we have identified is the "generator system." While the basic mechanics (AI, ventilation, etc.) have received positive feedback, the generator system, as a means of unlocking areas, has resulted in repetitive and intensified situations, causing significant fatigue among many players. This is a complete oversight on our part that hasn't been significantly improved since the demo.
changedUnfortunately, both playstyles that most players have adopted (stealth and aggressive combat) have encountered obstacles within the current system. Players exploring the map in stealth mode have felt fatigue due to repetitive and forced combat encounters, while those engaging in aggressive combat have experienced unreasonable difficulty in obtaining sufficient item supplies in the mid to late game. This appears to be a result of the oppressive nature of the generator system.
changedAs a result, our studio has made a decision to change the ending conditions. Instead of the previous map unlocking method (generator), we will revamp the level design and balance the game around the pure objective of "surviving for a specific period (approximately 30 days/12 hours in real time)," taking into account the overall map exploration time if done leisurely.

In this announcement, we would like to hear your overall opinions on your gameplay experience.

While optimization is a significant issue, we believe we can gradually resolve it in the future. Additionally, as we have gathered numerous insights within a day, many improvements are planned in the near future!

Since the game's release, we have been continuously reviewing the game content by watching players' streams and carefully reading all your feedback.

The core issue we have identified is the "generator system." While the basic mechanics (AI, ventilation, etc.) have received positive feedback, the generator system, as a means of unlocking areas, has resulted in repetitive and intensified situations, causing significant fatigue among many players. This is a complete oversight on our part that hasn't been significantly improved since the demo.

Unfortunately, both playstyles that most players have adopted (stealth and aggressive combat) have encountered obstacles within the current system. Players exploring the map in stealth mode have felt fatigue due to repetitive and forced combat encounters, while those engaging in aggressive combat have experienced unreasonable difficulty in obtaining sufficient item supplies in the mid to late game. This appears to be a result of the oppressive nature of the generator system.

As a result, our studio has made a decision to change the ending conditions. Instead of the previous map unlocking method (generator), we will revamp the level design and balance the game around the pure objective of "surviving for a specific period (approximately 30 days/12 hours in real time)," taking into account the overall map exploration time if done leisurely.

While there are currently many systems in place for survival (crop cultivation, water, oil, etc.), most of them lose their relevance within the current ending conditions. However, by shifting the ending condition to pure survival, the restrictive generators that hindered free map movement will be removed, and the organic map design and the circulation of hidden respawn resources will have meaningful effects. Stealth-oriented and exploration-focused players will be able to escape from forced combat encounters, and aggressive players will have the opportunity to engage in combat at their preferred timing.

If the decision is finalized, we can implement these changes very quickly.

Please take the time to read our perspective, and if you have any suggestions or alternative ideas, including the proposed solution and the approximate 30-day ending condition, feel free to express them in any language. Thank you.

Source

Steam News / 30 May 2023

Open original post

Changelog.gg summarizes and formats this update. How we read updates.