What changed
0 fixes3 additions0 changes0 removals
addedLast Month Summary5 patches in that month alone for a mostly small fix about the crash and DirectX 11 problem for some player solved. It was a wild ride but I'm quite happy to be able to solve all that and make the game a lot less crashing, although Steam Connection is wonky for some player the traditional IP connection works well (minus the port forward nonsense) however, with the new Steam Connection being released while ago this might change.
addedTalky TalkyI'm disappointed with a number of players, low forum activity, and the minimal donation pack sale, even though I decide to make it Free to Play because I'm the new guy, solo, and released the game so late, so I want more exposure by going free with optional purchase. (which doesn't seem to work that well. Happy with all the feedback and crash report though) But right now the results sure hamper my performance as of late. But being no name and no marketing as well as being Early Access is to be expected. (But some recently released early access hit so well, but that's known devs, so yeah.) I still have the reserve to keep the game update, though.
addedUpcoming InsightI read all the feedback and try to extract all the vital information I need to improve my game (I MIGHT miss some still) and I mostly found that... Player did not understand what to do in the game I understand before the last update it doesn't give the proper game direction, some still don't know what to do with the current patch. But no one is giving me the detail about their confusion in the 0.5 hours reviews, so I believe it's about having to activate The Harvester to start a mission. So I'm thinking about simplifying it by Automatically start objective on area entered, so, straight into the action I suppose. (No one read help screen anyways) Player Party not setup properly The game is meant to be played with 7 party size, but I default to 3 to give the player an easier time to learn and not being overwhelmed by a number of the enemy and difficulty. So I'm thinking about force 7 party scaling or force 7 AI (no remove only replace), but I'm not sure as I don't want to limit the options. Low number of players And focus too much on Co-op instead of AI Even though it's free to play without IAP model, player count is still a single digit, it might because of no marketing, early access (waiting?), low players effect for Co-op game (although it meant to play with AI, Co-op is a bonus), wonky Steam Connection, not stylish graphics or something else? I may have to do a few marketing in the next big update or this game will remain obscured. Enemy Variety I've seen some complaint about the enemy model and boring boss. I have added a new enemy model as well as rework the boss fight in the next version. Enemy Models may seem random, but hey, they are elemental imitating a person. A new Boss battle now spawns in a group of multiple boss types instead, so it would suit the horde-style and provide much more challenge. Single Super Boss is still saved for the later occasion. Low Variety on Normal Difficulty I read a complaint about no mission variety, the thing is, most of the game features (and loot) are in Standard difficulty, which player should play once they learned the game basic. Because you need to work on the objective while fighting at the same time, the Capture and Recharge mission is the easiest that's why it only available in Normal difficulty, so the player would not overwhelm much. I may have to make all the mission available on Normal or find the better way. Area Beutyness As of now, the area is a little bit empty, especially when all barriers are gone, so I'll add more statics to the area generation, some maybe interactive too. This should provide more obstruction and some lore insight too. Mechanic Confusion There's some confusion on stats especially Armor and not so good character stats UI (currently only show while mouse hovering), lending item automatically returns when the game end, etc, etc. I have no idea how to explain real-time while playing but I'll put them in the Codex section for now. There's no ETA on the 0.94.0 patch, probably during May, because of things and time need to make the new trailer and some marketing. I might create the Discord channel too. That's it, thank you for your time reading this, I'll also have to improve my writing if I could.
Xecryst Remains changes
added5 patches in that month alone for a mostly small fix about the crash and DirectX 11 problem for some player solved. It was a wild ride but I'm quite happy to be able to solve all that and make the game a lot less crashing, although Steam Connection is wonky for some player the traditional IP connection works well (minus the port forward nonsense) however, with the new Steam Connection being released while ago this might change.
addedI'm disappointed with a number of players, low forum activity, and the minimal donation pack sale, even though I decide to make it Free to Play because I'm the new guy, solo, and released the game so late, so I want more exposure by going free with optional purchase. (which doesn't seem to work that well. Happy with all the feedback and crash report though) But right now the results sure hamper my performance as of late. But being no name and no marketing as well as being Early Access is to be expected. (But some recently released early access hit so well, but that's known devs, so yeah.) I still have the reserve to keep the game update, though.
addedI read all the feedback and try to extract all the vital information I need to improve my game (I MIGHT miss some still) and I mostly found that... Player did not understand what to do in the game I understand before the last update it doesn't give the proper game direction, some still don't know what to do with the current patch. But no one is giving me the detail about their confusion in the 0.5 hours reviews, so I believe it's about having to activate The Harvester to start a mission. So I'm thinking about simplifying it by Automatically start objective on area entered, so, straight into the action I suppose. (No one read help screen anyways) Player Party not setup properly The game is meant to be played with 7 party size, but I default to 3 to give the player an easier time to learn and not being overwhelmed by a number of the enemy and difficulty. So I'm thinking about force 7 party scaling or force 7 AI (no remove only replace), but I'm not sure as I don't want to limit the options. Low number of players And focus too much on Co-op instead of AI Even though it's free to play without IAP model, player count is still a single digit, it might because of no marketing, early access (waiting?), low players effect for Co-op game (although it meant to play with AI, Co-op is a bonus), wonky Steam Connection, not stylish graphics or something else? I may have to do a few marketing in the next big update or this game will remain obscured. Enemy Variety I've seen some complaint about the enemy model and boring boss. I have added a new enemy model as well as rework the boss fight in the next version. Enemy Models may seem random, but hey, they are elemental imitating a person. A new Boss battle now spawns in a group of multiple boss types instead, so it would suit the horde-style and provide much more challenge. Single Super Boss is still saved for the later occasion. Low Variety on Normal Difficulty I read a complaint about no mission variety, the thing is, most of the game features (and loot) are in Standard difficulty, which player should play once they learned the game basic. Because you need to work on the objective while fighting at the same time, the Capture and Recharge mission is the easiest that's why it only available in Normal difficulty, so the player would not overwhelm much. I may have to make all the mission available on Normal or find the better way. Area Beutyness As of now, the area is a little bit empty, especially when all barriers are gone, so I'll add more statics to the area generation, some maybe interactive too. This should provide more obstruction and some lore insight too. Mechanic Confusion There's some confusion on stats especially Armor and not so good character stats UI (currently only show while mouse hovering), lending item automatically returns when the game end, etc, etc. I have no idea how to explain real-time while playing but I'll put them in the Codex section for now. There's no ETA on the 0.94.0 patch, probably during May, because of things and time need to make the new trailer and some marketing. I might create the Discord channel too. That's it, thank you for your time reading this, I'll also have to improve my writing if I could.
Hi everyone, this is my first check in to keep you in check about what am I doing and among the thing.
Last Month Summary
5 patches in that month alone for a mostly small fix about the crash and DirectX 11 problem for some player solved. It was a wild ride but I'm quite happy to be able to solve all that and make the game a lot less crashing, although Steam Connection is wonky for some player the traditional IP connection works well (minus the port forward nonsense) however, with the new Steam Connection being released while ago this might change.
Talky Talky
I'm disappointed with a number of players, low forum activity, and the minimal donation pack sale, even though I decide to make it Free to Play because I'm the new guy, solo, and released the game so late, so I want more exposure by going free with optional purchase. (which doesn't seem to work that well. Happy with all the feedback and crash report though) But right now the results sure hamper my performance as of late. But being no name and no marketing as well as being Early Access is to be expected. (But some recently released early access hit so well, but that's known devs, so yeah.) I still have the reserve to keep the game update, though.
Upcoming Insight
I read all the feedback and try to extract all the vital information I need to improve my game (I MIGHT miss some still) and I mostly found that... Player did not understand what to do in the game I understand before the last update it doesn't give the proper game direction, some still don't know what to do with the current patch. But no one is giving me the detail about their confusion in the 0.5 hours reviews, so I believe it's about having to activate The Harvester to start a mission. So I'm thinking about simplifying it by Automatically start objective on area entered, so, straight into the action I suppose. (No one read help screen anyways) Player Party not setup properly The game is meant to be played with 7 party size, but I default to 3 to give the player an easier time to learn and not being overwhelmed by a number of the enemy and difficulty. So I'm thinking about force 7 party scaling or force 7 AI (no remove only replace), but I'm not sure as I don't want to limit the options. Low number of players And focus too much on Co-op instead of AI Even though it's free to play without IAP model, player count is still a single digit, it might because of no marketing, early access (waiting?), low players effect for Co-op game (although it meant to play with AI, Co-op is a bonus), wonky Steam Connection, not stylish graphics or something else? I may have to do a few marketing in the next big update or this game will remain obscured. Enemy Variety I've seen some complaint about the enemy model and boring boss. I have added a new enemy model as well as rework the boss fight in the next version. Enemy Models may seem random, but hey, they are elemental imitating a person. A new Boss battle now spawns in a group of multiple boss types instead, so it would suit the horde-style and provide much more challenge. Single Super Boss is still saved for the later occasion. Low Variety on Normal Difficulty I read a complaint about no mission variety, the thing is, most of the game features (and loot) are in Standard difficulty, which player should play once they learned the game basic. Because you need to work on the objective while fighting at the same time, the Capture and Recharge mission is the easiest that's why it only available in Normal difficulty, so the player would not overwhelm much. I may have to make all the mission available on Normal or find the better way. Area Beutyness As of now, the area is a little bit empty, especially when all barriers are gone, so I'll add more statics to the area generation, some maybe interactive too. This should provide more obstruction and some lore insight too. Mechanic Confusion There's some confusion on stats especially Armor and not so good character stats UI (currently only show while mouse hovering), lending item automatically returns when the game end, etc, etc. I have no idea how to explain real-time while playing but I'll put them in the Codex section for now. There's no ETA on the 0.94.0 patch, probably during May, because of things and time need to make the new trailer and some marketing. I might create the Discord channel too. That's it, thank you for your time reading this, I'll also have to improve my writing if I could.