Hello, The game has been live for about 6h and it's already received (a lot of) negative reviews.
Well, I wasn't waiting for this negative tsunami, but I have to stand up and extract of all the possible fixes and improvements that the game needs. The good thing about Early Access is that the game will never stop to evolve.
From what I've read in forums and reviews, I think that this could be a good roadmap to start: Bugs: - In mission 4, it seems that there is a problem to refuel the car - In mission 2, there seems to be a problem for completing the 2 objectives for some players - Mission 5 don't load correctly - When you activate a probe if you press the button to pause, it freezes - Radar doesn't show all of the activity areas - Objective's text don't show properly in some resolutions - Some game's crashes
Improvements: - Add Singleplayer Free Roaming (Difficulty: 1/5) - Add Online Free Roaming [like in GMod] (Difficulty: 4/5) - Make the game brighter (Difficulty: 1/5) - Remove the need to complete mission 4 to play online (Difficulty: 1/5) - Better performance in low-end PC [less particles in clouds] (Difficulty: 2/5) - Better car physics [better speed up and brake] (Difficulty: 2/5)
I think that those are all of the issues and suggestions that I have found in comments and reviews. I would like to ask you to not post bad reviews until you are totally sure that the game will not fit your needs and desires, because every negative review is very harmful for the game's future.
More important, I would like to really thank you all for buying the game and playing it.
Hi everyone! It's been a while since I posted anything and lots of stuff has been going on behind the scenes. First of all I wanted to thank everyone for the support. I read all the reviews (Sorry if I didn't comment on yours) and I've listened to all the feedback be it positive or negative I appreciate it all.
Today's update is a moderate one. Expanding on the main game just a little bit but I think it's an interesting one none the less.
So, I just finished adding a small new section to the game. I'll go over that in more detail down below. I also wanted to talk a little bit about the future of STARDROP and discus a little bit what happened in between the game's release and now.
I've also addressed some more bug fixes and tweaks and a small new addition.
UPDATE July, 22nd, 2019
NEW: Disable HUD
I figured I would sneak this small update into this news post. A number of you guys have asked for it before and after someone asked me again I decided that I could spend a little time to see if I could implement a HUD toggle feature. Turns out it wasn't insanely difficult, so I rolled it out today and should be working.
That said I have not yet fully tested it out under all the circumstances the game throws at this new feature, so if you find an issue, let me know here or preferably, on the forums.
So how does this work? Easy you can toggle the HUD on or off at random by pressing the M key or pressing the right D_Pad button. You may also just use the options menu to toggle it on or off as well.
Continuing Original Post
NEW: Crew Quarters Section
For those who have played the game and learned about the "Med Bay" section which was closed off, it's now accessible. However it's not called the Med Bay anymore, instead it's now a connector. You will receive a notification at the right time and place if you play throuh the game normally or if you use the Chapter Selection and select STARDROP Unlocked.
This new hallway leads to the Med Bay (which is still locked) and the Crew Quarters. You'll be able to learn a little bit more about how some of the crew members have been dealing with the situation at the time as well as being able to find a few more souvenirs. I also did my best to make this place feel lived in. The rooms in there display a lot of individual personality traits.
On top of that I also added a video inside the level somewhere in the form of the "STARDROP Production Report". It's a bit of a mix between a behind the scenes video and an interview. We did a live stream way back in 2016 and I cut it up and made something more interesting out of it. You'll be able to watch it in the game itself but you have to work a little for it. I will eventually make that video public on YouTube but for now only the die-hards of you will be able to check it out.
You will also be able to pay a visit to the Holo_Lounge where you can listen to your collection of the OST and enjoy the Holo-Panels which displays space vistas.
Fixes And Tweaks
UI Elements I have tweaked some UI elements regarding the HUD and the subtitles. I tweaked these widgets to allow a wider aspect ratio compatibility. I am also working on extending that to the HUD itself but that's a lot more work so it will take some time. Below you can see how it looks on standard 1080 resolution and on an ultra-wide resolution.
Standard:
Ultra Wide:
Dev-Blog DataPads One of the new things I added are these developer commentary DataPads throughout the game. They add a little bit of insight into my thought processes and explanations regarding game and/or level design philosophies.
I think they're a fun little addition and I hope you'll have fun reading them and learn some stuff a bout the game. There are currently ten of them to be found but I might expand that number at some point, maybe.
They look like this:
NEW: Two Souvenir Items have been added in the CRew Quarters section.
NEW: Connector and Crew Quarter sections added to the game.
NEW: Yellow colored Dev-Blog DataPads have been placed throughout the game.
TWEAKED: The subtitles UI element has been recreated to deal with more varied aspect ratios.
TWEAKED: The main menu has also been tweaked to allow for more diverse aspect ratios. The main HUD is also on the list of being tweaked.
TWEAKED: The STARDROP infomercial has been recreated which now shows the actual STARDROP itself.
FIXED: The Gamepad can now be used during Ido's camera section.
In Between The Release And Now
I have been prototyping shooter mechanics and am yet unsure if I want to really do something with it. It works and it plays a little bit different from regular shooters but here's the thing. STARDROP is NOT a shooter by design. I'm pretty sure that anyone who enjoyed the game can agree that this was one of its strong points and obviously I agree. I would have added it in there if I thought it should have been. And if I did then the game would have been a fundamentally different experience as my focus would have been on that aspect.
So why have I been prototyping this then? Well, this actually goes a little bit into what future plans I have for the game, or should I say, set of games. I want to explore the idea of creating a bigger universe. This means different stories with different characters.
There are a lot of possibilities that open up when I broaden gameplay mechanics. At the same time I don't want to create yet another shooter game for example with bad guys and epic plot twists. I would like to keep gameplay simple but also not too arcade like. So I am still kind of figuring this out, if possible at all. I don't want to put off people who enjoyed the game for what it didn't do but I myself am also interested in what it could do.
But, there's more than that and it's something that's a little bit more personal. The game did not perform to a level where I am able to be completely independent. I can list the reasons why but I think most here on Steam know the situation regarding Indies and under performing. I hoped that with STARDROP I could grow and do a lot more but the game is just incredibly niche, to the point where it's not sustainable for me in the long run and I've had and am still dealing with that.
I will also readily admit that adding action would draw a bigger crowd. I knew that back then but I just did not want to make a game like that. I wanted to create a game that meant something to me on a personal level. Something that I hope would resonate with others and on that front I am so happy I stuck with it.
The Future
So, for now, the "pew pew prototype" will remain just that. I haven't been able to figure out a narrative where violence is something I feel I can stand behind. Don't get me wrong I have nothing against it per se, it's just a game. I love Doom 2015 and I play CS GO to unwind but for me, it has to means something if I want to fit it into the universe of STARDROP. For those who might get worried about having weapons in the game, or in another game set in this universe, I am a huge Half-Life fan boy. I believe that in the right context and with the right story and characters it can be done. But I have not yet found that story yet.
So, for now I am working on a new project. I can't really say much about it other than it is not STARDROP related. But, if all goes well I might finally be able to become independent enough to focus on more STARDROP. And there's a lot more that I have been planning. What I will say now is that I do have a new side mission in the works. Not too big but something at the very least yet I can't promise when I will be able to release it.
I also have plans for a proper expansion. It will tie into the main story but also expand on the universe itself and hopefully move away from the main game's narrative into something new and exciting. I also have plans to do a lot more with the game itself but again, I can't go into that too much. I hate promising things that I can't guarantee one hundred percent so I won't.
All I want to say right now is that if it was up to me, I'd be working on a lot more STARDROP stuff right now, but as it is it will have to take a little longer than I hoped. I can only hope that you guys will understand and that knowing more will come down the road is good enough for now.
Also, if you enjoyed the game (or even if you didn't) then please consider leaving a review. Knowing what you guys think means a great deal as to what I got right and what I got wrong. :) REVIEW STARDROP
Final Words
So, again thank you all. Let me know if you liked the small additions to the game and what you didn't like. Let me know if you have any issues and I'll do my best to remedy them.
Until the next update I wish you all a good day and take care!
We are approaching one year of Early Access! This period was great for developing the game with community feedback, not to mention the financial return much needed as an independent developer with no other funding. The game has grown a lot this past year and I managed to release around one update per month, with new features (a good amount of them being player suggestions) and of course BUG fixes.
After receiving feedback about pricing and putting some thoughts on the matter, it is clear now that the current price does not represent the game value. A price increase was in fact already planned for when the game leaves Early Access, but I decided to do part of it now, as I think it’s only fair to value my own work :)
What is also fair is to let everyone knows about it in advance, so that they have the chance to buy the game now, with 45% OFF on Steam Sale, before the increase. The actual price change will occur around mid July, So, if you haven’t bought the game yet, or you have friends “on the fence”, this is the time to do it.
I hope I can count on the community support, just as it has been for the past year. Thank you! - Laious
A quick short detour from the simulation module to support module
Graphics setting (WIP)
Implemented borderless mode
Implemented active monitor switching for multi-monitor user
Implemented overall quality preset
Additional 4 quality settings
Visual Effects
Texture
View distance
Foliage (future proofing; in the current build there is still no foliage asset)
Implemented auto-detect functionality
Various other improvements (minor layout changes; Primary GPU detection. Resolution change confirmation widget, etc)
Implemented a custom configuration file. Several user-specific preferences now saved correctly and are persistent across playthroughs. (e.g: Measurement unit preferences, autosave interval, etc)
Nativitized most of setting logic from blueprint to c++. Better performance and easier to extend/maintain in the future
I took a few weeks off to recuperate and now I'm finally back! Thanks for remaining patient! I plan to keep y'all updated on the update schedule for the game via here and discord so stay tuned, should have more to show y'all in the next few days!
I won't be putting a patch out today as I'm still finishing up some things. Apologies for the delay. Hope to be done early next week.
Here's what I'm working on:
I've added some functionality to rooms so they can have two types of occupants depending on the room. For example, the Animal Enclosure can have a Shepherd and Animals. The difference between the two, outside of organization, is that the Shepherd will feed the Animals and stock the enclosure with food and water. Each functionality is different for the various rooms and not all rooms have two occupant types. Another example would be the Tavern where a Host feeds Patrons.
I've also been working on two new rooms, the Well House and the Prison Cell. The Well House provides the ability to automatically collect water from wells. The Cell, which will be used a lot by the Ardyn race, will be used to store prisoners, as you would think. It will require a Warden (anyone with combat skills) to guard the prisoners.
Lastly, I've been re-working the room UI to be easier to use and to communicate things a bit clearer.
Well, that's it for now. Hope you all have lovely weekends. :)
I Can't Believe It's Not Gambling - MutantEntertainment
We don't call them loot boxes.
We look at it as surprise mechanics.
People enjoy surprises … it’s been a part of toys for years. We do think the way we’ve implemented these kinds of mechanics is quite ethical and quite fun. They aren’t gambling and we disagree that there’s evidence that shows they lead to gambling.
I think it’s important to look at this. If you go to a store that sells lots of toys, and you do a search for surprise toys, what you’ll find is that this is something people enjoy. They enjoy surprises. And so, it’s something that’s been part of toys for years, whether it’s Kinder Eggs, or Hatchimals, or LOL Surprise. We do think the way that we have implemented these kinds of mechanics in I Can't Believe It's Not Gambling — [which] of course is our big one— is actually quite ethical and quite fun and enjoyable to people.
We have no qualms that they’re implemented in an unethical way.
If you’re asking me if we have a duty of care under law, I can say there’s not a law yet...
An updated version of the game, version 1.3.1, has been released that now also includes full Spanish translation. Cherry Kiss is committed to creating localized versions of authentic Japanese visual novels for both English and Spanish markets. Please enjoy!