We're very happy to announce that Die After Sunset is launching out of Early Access on the 17th of August!
We'd like to thank everyone in this specific community who have spent their time giving constructive feedback and helping Die After Sunset become a better game while we push through Early Access.
Comments and criticism go a long way to help games develop & grow. Whether it's bug reporting, balancing recommendations or brand-new features & game mechanic recommendations, the community's voice is always powerful in helping steer development.
Throughout our over one-and-a-half-year Early Access development timeline, our community have supported us by spending time sharing their suggestions and feedback which have continuously helped improve the game, and we are forever grateful for that! However, every now and then, a message or two comes our way that doesn't give us much to work on, but rather, a good laugh.
To celebrate the release date announcement of Die After Sunset, we've curated some of our favourite not-so-nice messages (with a good call out to some of the nice ones too)!
Regardless of the context feedback has come from, the Die After Sunset team appreciates the community for putting their thoughts out there and helping make Die After Sunset a better game. As an indie studio, community feedback is and always will be vital in making games!
Hey mercenaries! We're not thrilled about it either, but we've decided to push the Quasimorph release to October 2nd.
Overall, the main systems are working fine, but we realized that there are many elements that we'd like to rework because our main priority is a stable build that can provide a unique and enjoyable experience. We understand that it's sad news, but let us tell you the reasons and show you what we're working on. Hopefully, it will soften your heart (or whatever you have in its place).
We weren't satisfied with the old world map screen, which lacked useful information that would be handy with the introduction of the contracts system. In the new map interface, you'll find a lot of useful information: details about available missions, station ownership, factions, and estimated travel time to the mission objective. Plus, you'll easily figure out if you'll make it to the mission on time. Time management is a crucial aspect of the game, so we want to make it convenient for you. The new interface includes faction ratings and information: here, you can find active faction missions, their strength, and technological levels that affect rewards and loot on tasks. Also, we're working on a bunch of QoL features: after the prologue and demo, we received a lot of feedback about the convenience of interacting with the inventory and the game interfaces, so we've added:
Stack splitting
Off-screen enemy markers
Contextual hints
Keybinding customization
Option to remove pixelated fonts
We'll keep adding more similar features to make the game more user-friendly and easier to understand. But, believe us, the game won't become any less challenging.
We'll be back soon to tell you more about these gameplay improvements. ✌️
P.S. We were planning to close access to the free prologue before the Quasimorph release, but due to the delay, it will be available until the end of September. So, make sure to try it out and share your impressions in the Steam community and our Discord.
Hey mercenaries! We're not thrilled about it either, but we've decided to push the Quasimorph release to October 2nd.
Overall, the main systems are working fine, but we realized that there are many elements that we'd like to rework because our main priority is a stable build that can provide a unique and enjoyable experience. We understand that it's sad news, but let us tell you the reasons and show you what we're working on. Hopefully, it will soften your heart (or whatever you have in its place).
We weren't satisfied with the old world map screen, which lacked useful information that would be handy with the introduction of the contracts system. In the new map interface, you'll find a lot of useful information: details about available missions, station ownership, factions, and estimated travel time to the mission objective. Plus, you'll easily figure out if you'll make it to the mission on time. Time management is a crucial aspect of the game, so we want to make it convenient for you. The new interface includes faction ratings and information: here, you can find active faction missions, their strength, and technological levels that affect rewards and loot on tasks. Also, we're working on a bunch of QoL features: after the prologue and demo, we received a lot of feedback about the convenience of interacting with the inventory and the game interfaces, so we've added:
Stack splitting
Off-screen enemy markers
Contextual hints
Keybinding customization
Option to remove pixelated fonts
We'll keep adding more similar features to make the game more user-friendly and easier to understand. But, believe us, the game won't become any less challenging.
We'll be back soon to tell you more about these gameplay improvements. ✌️
P.S. We were planning to close access to the free prologue before the Quasimorph release, but due to the delay, it will be available until the end of September. So, make sure to try it out and share your impressions in the Steam community and our Discord.
Soldiers, Strategic Command WWI will have it’s first DLC: Empires in Turmoil.
This winter, prepare to fight on some of the most turbulent battlefields of the 20th century, from Siberia to East Africa.
Lead your armies during 6 new campaigns, including the First and Second Balkan Wars, the Russian Civil War and WW1’s German East Africa Campaign.
But that’s not all, there will be new unit types such as German Freikorps, the famed Graf von Goetzen steamer and more. New events including the Albanian independence movement, Allied and possible German intervention in the Russian Civil War and last but not least, an all-new victory condition, the destruction of the enemy army.
Hope you like this and we can’t wait to show you more during the next months. Stay tuned and wishlist now.
- Fams start small and get larger as they level up. - New Point-of-Interest icons added to the map view. - Fixed connection error when logging into Steam. - An august group of bug fixes, majestically applied.