Renowned Explorers: International Society - AbbeyManuel

Dear Explorers, today we look back upon a year rich of history and progress for Renowned Explorers. All of it is certainly worth celebrating and we will do so in many ways! Please do read on.

Patch #19: Emerged Island content
First of all, we just released Patch #19, the last of a series of patches meant to improve and stabilize the game. This one contains quite a bit of fresh content to make the Emerged Island that much more exciting. Patch Notes here.



Discounts
Secondly Renowned Explorers is running a 60% discount until 72 hours from now. This is the deepest discount ever and a good time to convince your friend to start their own adventures. The More To Explore DLC is on discount as well for those of you still looking to expand their explorations. Click for the Store Page



Livestream Celebration
For the party itself, we hosted a live stream here on our Twitch channel. Unfortunately it's over now, but you can watch it back right there. The program consistsed of a look back on the past year, the release of Patch #19, playing a 1-year old launch build, a 2-year old dev build, contests, interviews and a glimpse in Renowned Explorers' future. Read more here.

*** UPDATE ***
At the end of the anniversary celebration stream we announed some exciting news: we will keep working on Renowned Explorers. Instead of focusing on regular patches and weekly challenges, we will focus our efforts on creating a new expansion pack. This one will be different from More To Explore. If you want to know how, check out the livestream archive towards the end :)
Renowned Explorers: International Society - AbbeyManuel

Dear Explorers, today we look back upon a year rich of history and progress for Renowned Explorers. All of it is certainly worth celebrating and we will do so in many ways! Please do read on.

Patch #19: Emerged Island content
First of all, we just released Patch #19, the last of a series of patches meant to improve and stabilize the game. This one contains quite a bit of fresh content to make the Emerged Island that much more exciting. Patch Notes here.



Discounts
Secondly Renowned Explorers is running a 60% discount until 72 hours from now. This is the deepest discount ever and a good time to convince your friend to start their own adventures. The More To Explore DLC is on discount as well for those of you still looking to expand their explorations. Click for the Store Page



Livestream Celebration
For the party itself, we hosted a live stream here on our Twitch channel. Unfortunately it's over now, but you can watch it back right there. The program consistsed of a look back on the past year, the release of Patch #19, playing a 1-year old launch build, a 2-year old dev build, contests, interviews and a glimpse in Renowned Explorers' future. Read more here.

*** UPDATE ***
At the end of the anniversary celebration stream we announed some exciting news: we will keep working on Renowned Explorers. Instead of focusing on regular patches and weekly challenges, we will focus our efforts on creating a new expansion pack. This one will be different from More To Explore. If you want to know how, check out the livestream archive towards the end :)
MANDAGON - tom-kitchen
Howdy,

We recently did an interview with Gadchet which you can read here. We also spoke to Tricycle about the themes and ideas behind Mandagon which you can read here should you be interested.

We’re currently addressing the bug reports that have been coming in. We’ll be making an update available in the near future. For now we’ve got our best, brightest and fluffiest QA testers on the case!



Lastly thanks again for your continued support! OST and digital art book DLC is just around the corner!!
MANDAGON - tom-kitchen
Howdy,

We recently did an interview with Gadchet which you can read here. We also spoke to Tricycle about the themes and ideas behind Mandagon which you can read here should you be interested.

We’re currently addressing the bug reports that have been coming in. We’ll be making an update available in the near future. For now we’ve got our best, brightest and fluffiest QA testers on the case!



Lastly thanks again for your continued support! OST and digital art book DLC is just around the corner!!
America's Army: Proving Grounds - DabOnTheTaters
8/29/2013 was the initial release date of AAPG and the start of the open beta.

It is hard to believe it has been three years! People today are playing a vastly different game than the one we first released.

We released with 12 maps (ignoring BDX/FLO versions of the same map. All but the Hospital family of maps were "training" maps. They were not well received by many people. I can't blame them; we didn't like them all that much either. It is a long story as to why those maps were made the way they were.

Our features have changed and evolved over time. For the better I hope. Some examples:

When the game first came out people could spectate their own dead bodies. This was a bad idea. :) We knew it but it took a while to get permission to change that. One would often hear "Nade my body!" over comms in those days.

Once upon a time players could be revived twice and downed bodies would never bleed out. Made for a very different game then. We are much happier with the current implementation.

It has been quite a journey. I am proud of what our team has accomplished. Most will never know the obstacles we have had to overcome. Every game has its challenges and working for the Army has its own unique set of challenges! I know some in the community will never be satisfied. That is fine, that is how things are. Can't please everyone all the time. Even Overwatch and its 15 million players has its critics.

AAPG isn't done. In the short term we have more UMM contest winning maps and a net code update is on the horizon.

Thanks for playing America's Army. We only ask that you enjoy it!

----------------------------------------------------------------------------------------------

A quick tour of other notable updates over the past three years:

Oct 31, 2013: Added lean, added equippable grenades (previously they were only quick throw), added the Hooah! key

Feb 20, 2014: Redline and Harbor Assault maps, C4 game type (yes we messed up making the bomb securable by defense!)

Mar 27,2014: Mission Editor available

July 3, 2014: Added roles including sniper and M24, Coldfront and Slums, Tactical movement, actual minimaps (previously was a radar with no background)

Sept 23, 2014: Players can drop and pickup weapons, Intercept added, weapon damage falloff introduced

Oct 30, 2014: Overload is our first UMM contest winner

April 17, 2015: The first of several opt-in tests begin

Oct 1, 2015: AAPG officially out of beta with new HUD/UI, rank system, weapon skins, new character models, enemy weapons, demorec, etc.

----------------------------------------------------------------------------------------------

Original post by Dev Caterpillar. Come join the discussion on our Official forums!

http://forum.americasarmy.com/discussion/5619/aapg-first-released-three-years-ago
America's Army: Proving Grounds - TheTots
8/29/2013 was the initial release date of AAPG and the start of the open beta.

It is hard to believe it has been three years! People today are playing a vastly different game than the one we first released.

We released with 12 maps (ignoring BDX/FLO versions of the same map. All but the Hospital family of maps were "training" maps. They were not well received by many people. I can't blame them; we didn't like them all that much either. It is a long story as to why those maps were made the way they were.

Our features have changed and evolved over time. For the better I hope. Some examples:

When the game first came out people could spectate their own dead bodies. This was a bad idea. :) We knew it but it took a while to get permission to change that. One would often hear "Nade my body!" over comms in those days.

Once upon a time players could be revived twice and downed bodies would never bleed out. Made for a very different game then. We are much happier with the current implementation.

It has been quite a journey. I am proud of what our team has accomplished. Most will never know the obstacles we have had to overcome. Every game has its challenges and working for the Army has its own unique set of challenges! I know some in the community will never be satisfied. That is fine, that is how things are. Can't please everyone all the time. Even Overwatch and its 15 million players has its critics.

AAPG isn't done. In the short term we have more UMM contest winning maps and a net code update is on the horizon.

Thanks for playing America's Army. We only ask that you enjoy it!

----------------------------------------------------------------------------------------------

A quick tour of other notable updates over the past three years:

Oct 31, 2013: Added lean, added equippable grenades (previously they were only quick throw), added the Hooah! key

Feb 20, 2014: Redline and Harbor Assault maps, C4 game type (yes we messed up making the bomb securable by defense!)

Mar 27,2014: Mission Editor available

July 3, 2014: Added roles including sniper and M24, Coldfront and Slums, Tactical movement, actual minimaps (previously was a radar with no background)

Sept 23, 2014: Players can drop and pickup weapons, Intercept added, weapon damage falloff introduced

Oct 30, 2014: Overload is our first UMM contest winner

April 17, 2015: The first of several opt-in tests begin

Oct 1, 2015: AAPG officially out of beta with new HUD/UI, rank system, weapon skins, new character models, enemy weapons, demorec, etc.

----------------------------------------------------------------------------------------------

Original post by Dev Caterpillar. Come join the discussion on our Official forums!

http://forum.americasarmy.com/discussion/5619/aapg-first-released-three-years-ago
Z1 Battle Royale - Greg
EDIT: The information from this post has changed, please refer to the Producer's Letter from 9/15 for the most recent infromation.



Release Date Updates
The most important news in quite some time -- I am thrilled to say that we will be launching King of the Kill on the PC on September 20, 2016. This entire year has been focused on reshaping, tuning, and polishing all of the core systems. With new mechanics to make the game more interesting, a brand new UI, and an entirely new map, the game has really come a long way over 2016. Your feedback has been instrumental in helping drive and shape the experience that we were shooting for, and now I feel like we can give back a bit when we launch the full experience.

Some of you are probably wondering what that means for the console versions of the game. When I first joined the H1Z1 team, I looked to build a plan that would get H1Z1 out of Early Access and shipped on three platforms. Working out that schedule, everything lined up for a summer release of the game. We were just as excited as our players with the idea of King of the Kill on their PS4 or Xbox One. As we started to execute against that plan, it became apparent that the schedule was just too risky. We were spread too thin trying to fix areas of the game while simultaneously getting the game to work on the console hardware. It became clear that to best line up the game for success was to reduce the number of variables in the equation.

As a result, I have decided to pause our efforts on the console versions and put 100% of the focus on to the PC version of the game for right now. It was definitely a tough decision, but I think it was the right one to make. We have been able to make essential updates to the gunplay, combat, and vehicles, get the new map in a state to go live, and add lots of polish to the core areas of the game.

We are committed to delivering a high-quality experience, one that is both satisfying and enjoyable. We are creating a competitive game that is consistent, predictable, fair, and as fun to watch as it is to play. By structuring the plan in this way, we ultimately will achieve higher quality targets and not put the game in a situation where we have to compromise quality to hit a date.

What does that mean for an Xbox One and PS4 launch? As soon as we ship the full PC experience out of Early Access, we will turn our focus back to converting that same experience to run on the consoles. I don’t want to promise an exact date, since we are committed to doing it the best way possible at the expense of time. We will keep you up-to-speed on the progress that we are making against that plan through continuous producer’s updates and posts on other channels, such as Twitter and reddit. We have many, many fans excited to experience King of the Kill on their consoles, and we are very excited to deliver it to you in the right way.

Launch Feature Updates
Now that the news is out about release dates, I want to give a quick update on some of the upcoming launch features.

Scoring
A really great feature that will be available on launch day is Scoring. Available in the solo experience, each match will be scored based on your finishing positions and number of kills. The system was designed to be a real measure of success instead of having to rely on your overall number of kills as a measure of well your game went. And, it will give you immediate feedback on your improvements and let you see how you measure up against your friends.

Scoring also layers into our new leaderboards. Leaderboards will be seasonal in that, over a predetermined period of time, you will fight, shoot, and claw your way as high as you can before the end of the Season. Your overall position on the Leaderboard will be determined by how well you score in the matches you play. We are excited about this feature as it’s bound to help intensify the level of competition. We will have more details on this system in the coming weeks.

The Arena (Z2) on Test Permanently on 9/2
More great news today is that The Arena will be replacing Z1 on our Test servers on September 2, 2016. It will still be undergoing some bug fixing and optimizations while on Test, but it is ready for full-time playtesting.

The Invitational will be played on The Arena, so I expect to see the participants in there sharpening their skills and learning the new map. We will also be calling out numerous playtests when we jump into the map to test it out with a larger number of players. Watch some of the Devs’ social feeds for when that will happen.

Speaking of the Invitational, today we announced the final round of Invited Players, which includes some of the fan favorites from last year like LIRIK and Sodapoppin, as well as tournament newcomers such as Charlespbf1 and nmp. It’s definitely going to be something you won’t want to miss.

PAX West
If you will be attending PAX West in Seattle this weekend, be sure to drop by Booth #1909 as we will have a lot of great activities going on, including the chance to win t-shirts, Pinny Arcade pins, and other prizes. I will be there myself, so I really hope I get the chance to meet some of you and share some stories of your time in the game. All the PAX West details here.

September Skirmish
Due to popular demand, we have decided to bring back Snipers and Shotguns for another run as the skirmish in September. Get in there to earn the 4 unique rewards over the course of the month.

The whole King of the Kill team is excited to get the game launched on September 20. It has been a long road, and one that we could not have done without you. I really and truly appreciate every piece of feedback and hour put into the game since it was released into Early Access. King of the Kill doesn’t stop here, we will continue to listen and keep meaningful changes coming as the game grows.


Z1 Battle Royale - Halo117
EDIT: The information from this post has changed, please refer to the Producer's Letter from 9/15 for the most recent infromation.



Release Date Updates
The most important news in quite some time -- I am thrilled to say that we will be launching King of the Kill on the PC on September 20, 2016. This entire year has been focused on reshaping, tuning, and polishing all of the core systems. With new mechanics to make the game more interesting, a brand new UI, and an entirely new map, the game has really come a long way over 2016. Your feedback has been instrumental in helping drive and shape the experience that we were shooting for, and now I feel like we can give back a bit when we launch the full experience.

Some of you are probably wondering what that means for the console versions of the game. When I first joined the H1Z1 team, I looked to build a plan that would get H1Z1 out of Early Access and shipped on three platforms. Working out that schedule, everything lined up for a summer release of the game. We were just as excited as our players with the idea of King of the Kill on their PS4 or Xbox One. As we started to execute against that plan, it became apparent that the schedule was just too risky. We were spread too thin trying to fix areas of the game while simultaneously getting the game to work on the console hardware. It became clear that to best line up the game for success was to reduce the number of variables in the equation.

As a result, I have decided to pause our efforts on the console versions and put 100% of the focus on to the PC version of the game for right now. It was definitely a tough decision, but I think it was the right one to make. We have been able to make essential updates to the gunplay, combat, and vehicles, get the new map in a state to go live, and add lots of polish to the core areas of the game.

We are committed to delivering a high-quality experience, one that is both satisfying and enjoyable. We are creating a competitive game that is consistent, predictable, fair, and as fun to watch as it is to play. By structuring the plan in this way, we ultimately will achieve higher quality targets and not put the game in a situation where we have to compromise quality to hit a date.

What does that mean for an Xbox One and PS4 launch? As soon as we ship the full PC experience out of Early Access, we will turn our focus back to converting that same experience to run on the consoles. I don’t want to promise an exact date, since we are committed to doing it the best way possible at the expense of time. We will keep you up-to-speed on the progress that we are making against that plan through continuous producer’s updates and posts on other channels, such as Twitter and reddit. We have many, many fans excited to experience King of the Kill on their consoles, and we are very excited to deliver it to you in the right way.

Launch Feature Updates
Now that the news is out about release dates, I want to give a quick update on some of the upcoming launch features.

Scoring
A really great feature that will be available on launch day is Scoring. Available in the solo experience, each match will be scored based on your finishing positions and number of kills. The system was designed to be a real measure of success instead of having to rely on your overall number of kills as a measure of well your game went. And, it will give you immediate feedback on your improvements and let you see how you measure up against your friends.

Scoring also layers into our new leaderboards. Leaderboards will be seasonal in that, over a predetermined period of time, you will fight, shoot, and claw your way as high as you can before the end of the Season. Your overall position on the Leaderboard will be determined by how well you score in the matches you play. We are excited about this feature as it’s bound to help intensify the level of competition. We will have more details on this system in the coming weeks.

The Arena (Z2) on Test Permanently on 9/2
More great news today is that The Arena will be replacing Z1 on our Test servers on September 2, 2016. It will still be undergoing some bug fixing and optimizations while on Test, but it is ready for full-time playtesting.

The Invitational will be played on The Arena, so I expect to see the participants in there sharpening their skills and learning the new map. We will also be calling out numerous playtests when we jump into the map to test it out with a larger number of players. Watch some of the Devs’ social feeds for when that will happen.

Speaking of the Invitational, today we announced the final round of Invited Players, which includes some of the fan favorites from last year like LIRIK and Sodapoppin, as well as tournament newcomers such as Charlespbf1 and nmp. It’s definitely going to be something you won’t want to miss.

PAX West
If you will be attending PAX West in Seattle this weekend, be sure to drop by Booth #1909 as we will have a lot of great activities going on, including the chance to win t-shirts, Pinny Arcade pins, and other prizes. I will be there myself, so I really hope I get the chance to meet some of you and share some stories of your time in the game. All the PAX West details here.

September Skirmish
Due to popular demand, we have decided to bring back Snipers and Shotguns for another run as the skirmish in September. Get in there to earn the 4 unique rewards over the course of the month.

The whole King of the Kill team is excited to get the game launched on September 20. It has been a long road, and one that we could not have done without you. I really and truly appreciate every piece of feedback and hour put into the game since it was released into Early Access. King of the Kill doesn’t stop here, we will continue to listen and keep meaningful changes coming as the game grows.


Onion Force - Queen Bee Games
It's that time of year, where vacations are ending and we all need to get our butts back to work and school! We want to celebrate (?) this with a sale of Onion Force! We will be offering it at 50% off for a whole week! Psssst...pass it on...

Hope you all had some Awesome Summers! :D

Onion Force - Queen Bee Games
It's that time of year, where vacations are ending and we all need to get our butts back to work and school! We want to celebrate (?) this with a sale of Onion Force! We will be offering it at 50% off for a whole week! Psssst...pass it on...

Hope you all had some Awesome Summers! :D

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