Eco - Octavio Rex
Hey all, so it’s been a crazy week for us, where not only did we have the Steam Release, but a giant grant proposal to submit (which is 112 pages of FUN!) for a future project. It all combined into a really epic time, with exciting developments like our login servers crashing shortly after we open the Steam floodgates (fixed now, but that was a wild ride).

Now that it’s out there and the dust has cleared a bit and people are discovering it at a much higher rate, it’s a good time to take stock and think about the future of Eco and where we want to take it in Early Access. And before looking to the future, it’s always fun to look to the past:




It looks like a completely different game over these three years, and basically it is (aside from the fact that you still have an axe and can chop down trees, so much else is totally different). That we were able to communicate our idea with our rough visuals in our Kickstarter and build a dedicated community over the years has been one of the best experiences I’ve had, and we’re super grateful to all our backers. It's rewarding to hear they’re satisfied with what they invested in.

Education
So it may be a surprise to some, but Eco is planned to have a big educational slant to it, and we want to make it a game that can be played by a classroom. We don’t openly advertise this to the gaming market, because ‘educational game’ has become synonymous with ‘something nobody would voluntarily play’. I personally think that’s a tragedy that people have made that connection, as the connection between fun and education is what’s most important in learning. So, we’re a little stealth with that aspect of the game to avoid fitting into preconceived notions of what ‘educational’ means, but it is one of my goals to gradually remove that stigma (which also exists from the education side, where many educators are skeptical of games having educational value).

There’s a ton we want to do with the game in education, most specifically we want it to be this virtual world that runs alongside your classroom, where you apply what you’re learning, and that generates context for school work. So as you’re learning ecology, scientific argumentation, civics, statistics, or many other topics, a teacher can have an Eco server running in the background that kids play out of the classroom, and the server will email the teacher dynamically generated context from what’s happening in the class, making it fodder for discussions and further study.

At a basic level, it provides what I think is the biggest missing piece from education: an immediate reason ‘why you should learn this’. Here’s our grant submission video where I and my brother Jeff (who works on Eco too) explain the project:


So a big piece of Eco’s future is fitting into classroom models, which is a very *very* different market than entertainment games, with much more complexity around reaching customers, but I think that’s also a huge opportunity to do something that could have a big impact on how we educate kids, and how we think about the roles of that. Focusing on inspiration over rote knowledge, making inspiration a key metric. We also want to make other games that cover other subjects eventually creating a whole universe of virtual worlds that cover every topic taught in school. That’s a long ways off for now, though, but it’s what we’re working towards.

Streamers
It’s a combination of really awesome and really stressful to see streamers picking up the game and inevitably finding (sometimes hilarious) bugs, but also super useful for seeing how other people are experiencing the game. It’s unique kind of joy when they ‘get it’ and it all makes sense, and then equally torturous when they struggle on something you were convinced was straight forward. Illuminating, in any case. Some of the streamers on Twitch who’ve been playing Eco below.



GiantWaffles in particular did a ‘stress test’, letting the community come in and play, which pretty much gave us a heart attack, but it held up surprisingly well, until the lag got unbearable. It inspired Eric our tech director to go through and do some turbo-optimizations, though, and we might be able to support 100 people in a server soon (fingers crossed).



Road Map
Last thing I want to mention is the Eco Road Map, which right now is on Trello but we are in the process of creating a community site for it, where we lay out what we’re planning to work on and solicit community votes and comments on what they’d like to see. We’re really hoping to bring all these new players that Steam has exposed to Eco, into the fold, as there is a pretty awesome community growing around Eco, and the patience and thoughtful feedback we’re seeing from players as we get this big ship up and running has been quite heartwarming overall.

So all in all, it's been a great launch, and I’m really looking forward to sharing the future of Eco with everyone and where we’d like to take it. Let me know what you think of this format of updates too, thinking I will send out updates like this weekly.

Cheers

-John K john@strangeloopgames.com
Eco - WAVES
Hey all, so it’s been a crazy week for us, where not only did we have the Steam Release, but a giant grant proposal to submit (which is 112 pages of FUN!) for a future project. It all combined into a really epic time, with exciting developments like our login servers crashing shortly after we open the Steam floodgates (fixed now, but that was a wild ride).

Now that it’s out there and the dust has cleared a bit and people are discovering it at a much higher rate, it’s a good time to take stock and think about the future of Eco and where we want to take it in Early Access. And before looking to the future, it’s always fun to look to the past:




It looks like a completely different game over these three years, and basically it is (aside from the fact that you still have an axe and can chop down trees, so much else is totally different). That we were able to communicate our idea with our rough visuals in our Kickstarter and build a dedicated community over the years has been one of the best experiences I’ve had, and we’re super grateful to all our backers. It's rewarding to hear they’re satisfied with what they invested in.

Education
So it may be a surprise to some, but Eco is planned to have a big educational slant to it, and we want to make it a game that can be played by a classroom. We don’t openly advertise this to the gaming market, because ‘educational game’ has become synonymous with ‘something nobody would voluntarily play’. I personally think that’s a tragedy that people have made that connection, as the connection between fun and education is what’s most important in learning. So, we’re a little stealth with that aspect of the game to avoid fitting into preconceived notions of what ‘educational’ means, but it is one of my goals to gradually remove that stigma (which also exists from the education side, where many educators are skeptical of games having educational value).

There’s a ton we want to do with the game in education, most specifically we want it to be this virtual world that runs alongside your classroom, where you apply what you’re learning, and that generates context for school work. So as you’re learning ecology, scientific argumentation, civics, statistics, or many other topics, a teacher can have an Eco server running in the background that kids play out of the classroom, and the server will email the teacher dynamically generated context from what’s happening in the class, making it fodder for discussions and further study.

At a basic level, it provides what I think is the biggest missing piece from education: an immediate reason ‘why you should learn this’. Here’s our grant submission video where I and my brother Jeff (who works on Eco too) explain the project:


So a big piece of Eco’s future is fitting into classroom models, which is a very *very* different market than entertainment games, with much more complexity around reaching customers, but I think that’s also a huge opportunity to do something that could have a big impact on how we educate kids, and how we think about the roles of that. Focusing on inspiration over rote knowledge, making inspiration a key metric. We also want to make other games that cover other subjects eventually creating a whole universe of virtual worlds that cover every topic taught in school. That’s a long ways off for now, though, but it’s what we’re working towards.

Streamers
It’s a combination of really awesome and really stressful to see streamers picking up the game and inevitably finding (sometimes hilarious) bugs, but also super useful for seeing how other people are experiencing the game. It’s unique kind of joy when they ‘get it’ and it all makes sense, and then equally torturous when they struggle on something you were convinced was straight forward. Illuminating, in any case. Some of the streamers on Twitch who’ve been playing Eco below.



GiantWaffles in particular did a ‘stress test’, letting the community come in and play, which pretty much gave us a heart attack, but it held up surprisingly well, until the lag got unbearable. It inspired Eric our tech director to go through and do some turbo-optimizations, though, and we might be able to support 100 people in a server soon (fingers crossed).



Road Map
Last thing I want to mention is the Eco Road Map, which right now is on Trello but we are in the process of creating a community site for it, where we lay out what we’re planning to work on and solicit community votes and comments on what they’d like to see. We’re really hoping to bring all these new players that Steam has exposed to Eco, into the fold, as there is a pretty awesome community growing around Eco, and the patience and thoughtful feedback we’re seeing from players as we get this big ship up and running has been quite heartwarming overall.

So all in all, it's been a great launch, and I’m really looking forward to sharing the future of Eco with everyone and where we’d like to take it. Let me know what you think of this format of updates too, thinking I will send out updates like this weekly.

Cheers

-John K john@strangeloopgames.com
Feb 13, 2018
Eco - Knexer
The 7.1.1 hotfix release has been published. Changelog:

  • Fixed occupancy for Waterwheels
  • Fixed wall forms not connecting to doors properly
  • Fixed some errors that could cause disconnects for users with multiple characters on a server (due to prior accounts bug). (fixed ShouldSelectUser bug)
  • Allowed setting backup periods smaller than one hour
Feb 13, 2018
Eco - Knexer
The 7.1.1 hotfix release has been published. Changelog:

  • Fixed occupancy for Waterwheels
  • Fixed wall forms not connecting to doors properly
  • Fixed some errors that could cause disconnects for users with multiple characters on a server (due to prior accounts bug). (fixed ShouldSelectUser bug)
  • Allowed setting backup periods smaller than one hour
Feb 10, 2018
Eco - SEEU
7.1.0 will be released tomorrow assuming all goes well in continued testing of the staging build. If your server is experiencing crippling lag, I would encourage you to try out the staging build in the meantime, as thus far there is only minor issues with it and it fixes the crippling lag.

7.1.0 has to disable the stat collection system as it is causing the lag. This is a temporary fix, which will make some stats display incorrectly (such as the species populations shown when joining a server). Some laws which rely on knowing action counts (such as limiting actions to a certain # per day) will also temporarily be non functional.

Estimate would be around noon PST for official release.
Feb 10, 2018
Eco - SEEU
7.1.0 will be released tomorrow assuming all goes well in continued testing of the staging build. If your server is experiencing crippling lag, I would encourage you to try out the staging build in the meantime, as thus far there is only minor issues with it and it fixes the crippling lag.

7.1.0 has to disable the stat collection system as it is causing the lag. This is a temporary fix, which will make some stats display incorrectly (such as the species populations shown when joining a server). Some laws which rely on knowing action counts (such as limiting actions to a certain # per day) will also temporarily be non functional.

Estimate would be around noon PST for official release.
Feb 9, 2018
Eco - That Wyoming Dude
7.0.6 hotfixes have been released! Find the Changelog below:

  • Fixed some issues when playing on a linked steam and slg account
  • Added a recovery path for players with multiple users on a server due to account linking problems. After re-linking your accounts, you will see a popup asking you which user to play with the first time you join your server. The other user will be permanently deleted. Steam linking will be re-enabled on the accounts page separately (but very soon!)
  • Change admin commands to set admin/banned/whitelisted users by userid (steam OR slg) or username (if they are online)
  • Attempted fix to an issue where some players behind routers with an incorrect UPnP implementation could not connect to their own local servers when NAT detection was on.
  • Fixed an issue with migration that caused world migrations that werent actually needed with every server restart.
  • Changed how the server performs background simulation work to reduce performance impact on players on the server
  • Various optimizations to serverside performance
  • Fix occupancy on the standing torch (it can no longer be placed inside walls or other objects)
  • Local games now save more reliably when exiting
  • Server will save and exit if you type "exit" in the console
  • Added support for mods to control the logic for determining if a user can run a command.
  • Fixed a bug where skillpoints were incorrectly displayed upon relogging
  • Increased skillpoint gain in single player (no collaboration) from x1 to x24
  • Added a bar to display progress towards the next skillpoint
  • Added an option to grant a small amount of skillpoints on the completion of work orders (recommended for single player only)
  • Fixed inventory synchronization when rapidly placing blocks
  • Fixed an issue with the tailings cache that could cause inordinate amounts of pollution to be spread.
  • Road Tool repair skill changed from Wood Construction to Road Construction
  • Plant Fiber weight changed from 0.1 to 0.01
  • Skillpoint cost of T0 efficiency skills reduced from (1, 2, 5, 10, 15) to (1, 2, 3, 4, 5)
  • Standing Torch fuel consumption drastically lowered, should now last approximate 4 times longer per torch
  • Tallow Lamps can now be toggled on and off
Feb 9, 2018
Eco - Nanders
7.0.6 hotfixes have been released! Find the Changelog below:

  • Fixed some issues when playing on a linked steam and slg account
  • Added a recovery path for players with multiple users on a server due to account linking problems. After re-linking your accounts, you will see a popup asking you which user to play with the first time you join your server. The other user will be permanently deleted. Steam linking will be re-enabled on the accounts page separately (but very soon!)
  • Change admin commands to set admin/banned/whitelisted users by userid (steam OR slg) or username (if they are online)
  • Attempted fix to an issue where some players behind routers with an incorrect UPnP implementation could not connect to their own local servers when NAT detection was on.
  • Fixed an issue with migration that caused world migrations that werent actually needed with every server restart.
  • Changed how the server performs background simulation work to reduce performance impact on players on the server
  • Various optimizations to serverside performance
  • Fix occupancy on the standing torch (it can no longer be placed inside walls or other objects)
  • Local games now save more reliably when exiting
  • Server will save and exit if you type "exit" in the console
  • Added support for mods to control the logic for determining if a user can run a command.
  • Fixed a bug where skillpoints were incorrectly displayed upon relogging
  • Increased skillpoint gain in single player (no collaboration) from x1 to x24
  • Added a bar to display progress towards the next skillpoint
  • Added an option to grant a small amount of skillpoints on the completion of work orders (recommended for single player only)
  • Fixed inventory synchronization when rapidly placing blocks
  • Fixed an issue with the tailings cache that could cause inordinate amounts of pollution to be spread.
  • Road Tool repair skill changed from Wood Construction to Road Construction
  • Plant Fiber weight changed from 0.1 to 0.01
  • Skillpoint cost of T0 efficiency skills reduced from (1, 2, 5, 10, 15) to (1, 2, 3, 4, 5)
  • Standing Torch fuel consumption drastically lowered, should now last approximate 4 times longer per torch
  • Tallow Lamps can now be toggled on and off
Feb 8, 2018
Eco - SEEU
Authentication
We are continuing work on fixing the account verification system, and with 7.0.6 there will be a fix for those SLG+Steam users who may have ended up with 2 players on a given server as a result of this bug.

Account Linking
We have disabled account linking for now while we continue investigating the issues it has been having. Previous SLG accounts can still login and play the game outside of steam for the time being, and we expect to re-enable this feature once 7.0.6 goes out the door.

Game Invites
If you purchased extra game keys from the SLG site and have still not been able to give them out, please contact support@strangeloopgames.com or Rain Farmer on discord and we can hook you up while we debug the issues around them.

Single Player
We are preparing a balance pass for single and low-player population servers, which allows for faster skill gain and different methods to gain skillpoints at an accelerated rate. This will make singleplayer much more viable and less frustrating, but also can be used on larger servers if you wish to have a shorter meteor time, for example.

Server Performance
This hotfix will also contain a number of performance tweaks to the server, to alleviate lag spikes that could occur when the simulation and other tasks were being computed. If you are a server operator and want this specific tweak early to test, please PM me on discord.

Connection Issues
We are continuing to look into issues players have connecting to both friend games and other servers. Most of these should be related to auth going down occasionally, but we also are improving the error handling and some of the guides for setting up a server to with fixes for some common issues.

We anticipate 7.0.6 to be out early afternoon tomorow (PST time).

Thank you for playing Eco and we look forward to seeing you in game!
Feb 8, 2018
Eco - SEEU
Authentication
We are continuing work on fixing the account verification system, and with 7.0.6 there will be a fix for those SLG+Steam users who may have ended up with 2 players on a given server as a result of this bug.

Account Linking
We have disabled account linking for now while we continue investigating the issues it has been having. Previous SLG accounts can still login and play the game outside of steam for the time being, and we expect to re-enable this feature once 7.0.6 goes out the door.

Game Invites
If you purchased extra game keys from the SLG site and have still not been able to give them out, please contact support@strangeloopgames.com or Rain Farmer on discord and we can hook you up while we debug the issues around them.

Single Player
We are preparing a balance pass for single and low-player population servers, which allows for faster skill gain and different methods to gain skillpoints at an accelerated rate. This will make singleplayer much more viable and less frustrating, but also can be used on larger servers if you wish to have a shorter meteor time, for example.

Server Performance
This hotfix will also contain a number of performance tweaks to the server, to alleviate lag spikes that could occur when the simulation and other tasks were being computed. If you are a server operator and want this specific tweak early to test, please PM me on discord.

Connection Issues
We are continuing to look into issues players have connecting to both friend games and other servers. Most of these should be related to auth going down occasionally, but we also are improving the error handling and some of the guides for setting up a server to with fixes for some common issues.

We anticipate 7.0.6 to be out early afternoon tomorow (PST time).

Thank you for playing Eco and we look forward to seeing you in game!
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