After a thorough evaluation, we've decided to adjust regional pricing even further in some areas. However, this is the absolute minimum we can go, as the servers and services we rent are not cheap. The price of the game overall is below the price point of many games with similar feature sets, but the costs of maintaining and further development is high. We need to maintain a steady income to ensure the game's long-term sustainability, not short term.
Currently, we've set prices at a point where they may seem too high, even though we are losing income on a per-player basis in some regions.
If you would like to support our development and we invite you to consider purchasing our supporter pack option or the Supporter Edition:
In this quick-fire Q&A session with Otres, the lead dev at Woodhill Interactive, we learn a few things about Orten Was the Case and our favorite hero Ziggy. Thank you for turning up!
Lewis, community rep: Greetings, Otres. Big Ziggy Fan here. Right off the bat, I have to ask why the name Orten was the case? It has a nice ring to it with a touch of mystery.
Otres: Interesting that you think of it that way. I named the game after one of my favourite songs from Snoop Dog's album, Doggy Style. The song’s name is Murder was the case.
Lewis, community rep: At the beginning of the Game, at the Me and My Crew Picture, are those your friends?
Otres: The characters are fictional, but I and some friends had a crew when we were 14 years old that we called Me And My Crew. As for their names, they are somewhat random except Ziggy. Ziggy is a homage to one of Sweden's very first graffiti writers.
Lewis, community rep: Been playing the game for hours. It's very easy to be tempted to explore everything and forget there is a time limit.
Otres: Yes! So I have put lots of work into getting the game to this stage and I am glad you are having fun working out what is needed for the ultimate Orten was the Case experience. Exploration will help in the long run since you may remember to quickly get to a place you have been before.
Lewis, community rep: What's an easy fix for anyone who may be having issues trying to boot up the game?
Otres: Make sure you have updated your Steam before starting the game. Secondly, make sure you do not have outdated graphics drivers! Update them too.
Lewis, community rep: It's one thing to play a game. It's another thing to make it. For People who are still finding their way to making indie games, what's your advice to them?
Otres: Making a game is quite a hill to climb, but still, I had no doubts. that I couldn't do it. The question was not whether I should make a game. It was; why shouldn't I?
Join our Discord and be part of the Orten was the Case community. Please also wishlist the game on Steam and welcome Ziggy to your world!
We've decided delaying a bit until pushing our next game update to deliver a slightly larger patch in time for steam's summer sale event, so we thought it'd be a good time to write a devblog to update on our progress. We continue to be focused on filling in blank areas of the open world with questing content that also rewards exploration. We're also currently prioritizing the early/midgame areas of the game.
For example, in our next update the bare lands between Mistywood and Haywind will receive a complete facelift with a new village named Aurfield full of npcs with dialogue, multiple new quests, and new surrounding wilderness with semi-hidden caves and new resources to find!
Beware, according to fishermen's tales a great crab monster may also be lurking nearby...!
From a more optimization-perspective, we've tried using a different style of housing for this area. The houses we've used thus far are actually somewhat unnecessarily resource intensive for what this style of game should really need, so for the future we'll be creating houses that only use a far more appropriate amount of system's resources.
Similar to Aurfield, the road from Haywind to Thornhill is another area that currently remains devoid of content and thus isn't particularly exciting to travel. It will be receiving more attention a bit later, most likely after the Aurfield update. We want to apply more polish to these areas first, as they're ones that new players can encounter relatively early on (definitely earlier than Thornhill City itself, for example) and we wouldn't want anyone to feel discouraged from playing further as they encounter these rough patches.
At the same time, we're of course always looking to expand on the core skills in the game. The next update will include some new interactions across skills such as tailoring, fishing and woodsmanship. A new farm estate will contain a tailoring minigame to make skill leveling a bit more fun...
The taverns are another place we're looking to flesh out a bit more. There are quite a few of them in game and the ones that have amusing NPC background conversation make the game feel infinitely more immersive and alive in our opinion. We'd also like the taverns to be a place where the player can generally expect to find quests.
For now, here's a scene from a new quest started at Thornhill's harbor inn, which will unlock a fast travel option between the two cities of Thornhill and Haywind.
At the moment our efforts mainly center around improving the experience of journeying through the lands as the player progresses through the main quest content. We're also adding more tasks around the game's world that can be repeated, also in the form of repeatable quests from npcs, so that it may feel a bit more alive with things to do, and with alternative ways of gaining experience in skills for example. Later down the line in autumn we're planning to shift more towards implementing challenging high level content.
You can expect our next game update to land at the end of the month.
As usual, feel free to follow us on twitter and/or Discord for future news and updates.
Stay tuned, happy gaming and hope you all enjoy your summer!
First of all, I appreciate all the players who contacted me by email to share their feedback and report any issues with VR Cops before leaving a review.
The scoring system updated to better reflect your skills and performance in the game. Also, You can now earn more cash as a reward for playing training modes.
A minor bug that affected some of the Steam achievements was fixed.
Thank you for your continued support and feedback.
Eyes of War has been published to early access on Steam. Combining real-time strategy and 3rd person shooter gameplay mechanics, Eyes of War will take you back in time for a unique experience.
Eyes of War - Official Gameplay Trailer
Manage your city and army from an isometric perspective looking down from above, or control your soldier and play in 3rd person.
- The motorbike is now much more stable when rejoining the track - Adder drivers into formulas - Reworked all other rider animations - Regenerated all vehicle icons - Fixed daily login bonus on 28 th day - Fixed bug with powers over 10.0 in multiplayer - Fixed icons of players and others in the minimap - Cloud API updated (better bug reporting) - Default minimap was changed to local - Added privacy policy consent at the startup - Tech tree is now split into vehicle types - Reworked the graphical setting tab, which is now better suited for the future full controller support - Graphics quality is now switched fully imminently (not after loading a new scene) - Pitches of all vehicles were made less extreme; everything should sound less pitched and a bit more normal - New screenshot tool (ALPHA, more info soon)
This patch took a long time since I had my laptop in repairs, then it had a bad performance, then in repairs again, then I found out that I had to purchase a new one, then I had to migrate all the stuff to the new one... Also, I was working on a lot of stuff for 2024, which should be public in 2 weeks. From now on, the patches should be traditionally 2-3 times a week.