We wish you all the best for the new year. So that all troubles and problems pass by you and your family. In order for everything planned to be accomplished, endeavors began, and what had already been started was completed.
Also, many thanks to you for following the project, being interested, offering ideas and generally supporting us.
Next year we will try to show more material, conduct the first play tests and hope that you will take part in all this!
For our final #DSPorterSpotlight article of the year and the series, we wanted to give everyone in the DEATH STRANDING community the opportunity to get involved! There are so many passionate, knowledgeable, and supportive Porters in this community and today, we want to celebrate you, those who have helped to foster a positive and safe space for our players to engage with one another.
(Credit: Daniar - #DSPorterSpotlight Oct 23)
See below a selection of our favourite responses from fans!
INTERVIEW WITH FANS
What makes you a DEATH STRANDING super-fan?
ScudmanVP - It's my favorite game of all time. I never played a game that made me feel so close to the character and the story like DEATH STRANDING did. It's captivating, immersive, fun, and gorgeous. I've loved everything about it.
sevenwndrs - What makes me a fan? The dream team of course!! Hideo Kojima, Norman Reedus, and Guillermo del Toro! I came to DEATH STRANDING for the talent and stayed for the amazing gameplay and lore! ♥️
Barmy Deer - DEATH STRANDING is one of the most unique ludic experiences of all time! Easily my favourite Hideo Kojima's product. Playing as Sam Porter Bridges lets me sci-fi hike, speculate on the lore richness, explore the enchanting landscapes, and try out different approaches in the ranked challenges! For these reasons, I've played DEATH STRANDING for 600+ hours.
Lil scooby - I got DEATH STRANDING at the end of 2020. I think I bought it because I was a big fan of the Walking Dead/ Norman Reedus, and also the trailer looked really cool; I had never played MGS or even heard of Hideo Kojima before. I instantly fell in love with the game. It sounds silly, but it gave me purpose again in my life in a dark time. The music, the atmosphere, the comfort I found in delivering, just everything about it made me feel so content and safe. It became my comfort game. The community strongly spreads the game's message, "Keep on keeping on" which were the exact words I needed to hear at that time.
Shadmehrphoenix - I have three reasons: the first is because of the story of this game. In my opinion, this is the most emotional story about life and human beings. The second reason is because of their talented and lovely actors, and the third reason is because of Hideo Kojima's name.
(Credit: Krystine Art - #DSPorterSpotlight Jan 23)
Tell us a bit about yourself and how you discovered DEATH STRANDING. What do you love the most about being part of the DEATH STRANDING community?
AADIPIE - I love sci-fi and remember stumbling across the E3 2018 trailer which looked stunning and super unique! Then, I watched all the other available footage and loved everything I saw, which then led to looking up the DEATH STRANDING subreddit and seeing a bunch of super passionate and curious people. It felt like I was joining this community of people who wanted to unearth every secret in the game. Today it has become so much more.
Frau_Haku - DEATH STRANDING really won my heart during quarantine. It also inspired new cosplay projects. Finding inspiration is especially difficult when you're isolated at home by yourself.
AngelinaZelda - I've been a fan of Hideo Kojima’s work for a long time, so when DEATH STRANDING was announced, I couldn't miss it! The best part about being the community is the way the developers, actors and everyone involved in making the game interacts with the fanbase.
Barmy Deer - Those Nordic, peaceful, and diverse landscapes can fuse with futurism, frightening encounters and/or, sometimes, a tad of humour! Irresistible combinations for that advanced in-game Photo Mode.
Speaker - I never expected there to be so much of a community, I just knew the game was special; I am a 9-5 office worker, who lives with a roommate two cats and an Italian greyhound, but when I first played the game I was in a very different, well, let's say; less good place. It's only been in recent years that I've connected and met new people who love the game as much as I do. It's really wonderful, to start discussing the connections we made ourselves in the game, craft our own little theories and poke at game mechanics to see what they could do. We had Strand nights where we all got into the same region together at the same time and tried to spawn our structures into each other's worlds! We had group BT hunts! It was AWESOME. DEATH STRANDING DIRECTOR’S CUT was excellent and the game community on Steam and elsewhere is pretty awesome.
(Credit: Vincent Hult - #DSPorterSpotlight June 23)
For the virtual photographers here, what is it about DEATH STRANDING DIRECTOR’S CUT that makes it so appealing to capture?
AADIPIE - The landscapes and level of detail in everything is first, then you have the incredible photo mode itself. It's one of the best I've seen in a game thanks to how it handles. You can get some fantastic portraits or close ups of specific objects, but also capture these vast sweeping landscapes just as easily. It's just extremely intuitive, welcoming and an all-round solid feature.
Doctor - It's beautiful, not only graphically, but it has style and authenticity. I feel like a film director.
Speaker - Every vista, every lookout point and mountain peak looks like something out of a dream, you can't help but stop and wonder up at certain things, the mountains surrounding Mt Knot. I spent hours photographing the weather station against the sky and the mountains. There's just such a real / live feeling to the game. I love things in games that stand out or strike against a contrasting environment. It's like monolithic brutalism in a field of lilies and daffodils. It's beautiful.
JustSimy - I’m obsessed with Photo Mode. The variation of tools, the freedom, the beauty of every corner in-game.
Shadmehrphoenix - In my opinion, its environment has a great effect on its attractiveness! The story of this game is about corruption and destruction after the fall of civilization, but these environments convey a message to us that this world is still beautiful and there is still hope!
ScudmanVP - The most photos I've ever taken is in DEATH STRANDING (So far 1200) The world is gorgeous, with many different terrains and environments. There is a huge potential to create stunning photography with many different styles. It comes with an outstanding Photo Mode.
(Credit: Shinobi - #DSPorterSpotlight Sep 23)
For the cosplayers and artists here, what is it about DEATH STRANDING DIRECTOR’S CUT that makes it so special to replicate in your work?
Frau_Haku - My Fragile cosplay was literally an experiment! I usually create my costumes quite quickly, but this time I worked on sewing the jacket for several months... Also in search of the ideal pants material the master and I chose latex, which made this costume even more difficult.
Barmy Deer - I really like the survival tone communicated by those Porter suits. One of my goals is to cosplay as a Porter/Prepper soon. My girlfriend has already cosplayed Fragile, and she looked brilliant!
(Credit: Leo - #DSPorterSpotlight Aug 23)
What advice do you have for anyone playing DEATH STRANDING DIRECTOR’S CUT for the first time?
AADIPIE - One step at a time, play it at your own pace. Soak in the music, atmosphere, bits of lore that are fed to you as you keep playing. The game is filled with content for you to explore at your own pace so take it easy, but also try out different things that might seem a bit daft but surprisingly work out. (Peeing on a Cryptobiote coral formation after grabbing 'em all, or laying a ladder down between 2 cliffs for traversal on a trike for example.) You can have a lot of fun experimenting with the dozens of mechanics in the game, Keep On Keeping On!
Frau_Haku - Enjoy every moment! Locations, music, characters. This game is real meditation. So be sure to spend time on the little things. And don’t forget to build roads!
Barmy Deer - DEATH STRANDING will test both your curiosity and perseverance. If you are inspired by the characters and wish to find out more about this new strand-like genre, my advice is to simply give it a chance. It will eventually satisfy your inquisitiveness and reward you with an ever-increasing repertoire of items, details, information, game-changing equipment, variety, and options! Just remember: it might feel lonely out there, but you are never really alone! DEATH STRANDING multiplayer is asynchronous: you can indirectly interact with other players' paths. Anyone's choice can impact anybody else. Thus, tomorrow is truly in your hands!
Snak3yz - Give it a chance, take your time, take it all in. Literally just stand still and listen to the sounds; hear the wind, the rain, the ambience. This is a one of a kind experience. Don't rush through it. Savor every moment. And BLAST that soundtrack... Man, I love the soundtrack.
ScudmanVP - DEATH STRANDING created a new genre in gaming. Take your time exploring. You'll have to be patient, especially in the beginning. Gameplay varies between relaxing and full of action. As you progress you'll understand how satisfying and enjoyable it is.
F_D_Whitehead - Take your time, it's an experience that shouldn't be rushed.
(Credit: Ray Reynolds - #DSPorterSpotlight Mar 23)
Thank you to all our amazing Porters for contributing to our final #DSPorterSpotlight feature of 2023.
As we wrap up the year, we want to say a huge thank you to everyone in the DEATH STRANDING community. We are so immensely grateful for all the love you show the team, as well as each other. Keep on keeping on!
(Credit: Adam Online - #DSPorterSpotlight Feb 23)
Missed out on any of our previous #DSPorterSpotlight features? Check them out here:
DEATH STRANDING DIRECTOR'S CUT - #DSPORTERSPOTLIGHT 2023
With Crystal Raiders on the horizon, it’s time to take a closer look at some of the update’s main features. Here, we delve into the changes coming to territories, with Raiding, Control Costs, and more.
Territory Raiding
Crystal Raiders introduces Raw Energy to Albion’s territories. This is generated by Siphoning Mages and refined into Siphoned Energy over time, but it also brings an opportunity to other guilds, as it can be stolen in Territory Raids:
Each day at prime time, a territory’s Energy Storage becomes attackable
A territory can be raided during prime time if all Siphoning Mages and the Sentry Mage are defeated
After a successful Raid, 50% of the Stored Energy is stolen in the form of four Raw Energy Cores, which can be transported back to another guild’s territory
However, if they don’t reach a new territory within 30 minutes, these Raw Energy Cores will revert back to their original territory
With higher frequency than other territory warfare mechanics, Territory Raiding opens new avenues for Albion’s guilds and encourages action throughout the day:
Since each Raid has to happen in a territory’s prime time, there is a good chance of a defending force amassing, leading to a battle
However, since these are happening every day, across all prime times, they are more likely to have smaller defending forces than territory invasions
This brings greater opportunities for impromptu, guerilla-style warfare in the Outlands
Further Territory Changes
Changes have been made to territory prime times, to ensure territory-owning guilds are not under pressure to defend their territories around the clock:
Territory prime times have been reduced to one hour
Siphoning Mages can now only be attacked during prime time
Territory Attacks can now only be scheduled during prime time
Territories now also have Control Costs associated with them:
Territories closer to Portal Towns have higher Control Costs
Once a Control Cost of 15 has been exceeded by a guild or alliance, the Siphoned Energy Drain applies, and when a Control Cost of 25 is exceeded all individual members face Fame and Silver penalties
In this way, large guilds who seek to dominate the outer ring of the Outlands will be punished, and encouraged to compete further in
This in turn gives newer and smaller guilds a better chance at finding a foothold in the outer ring
Further changes also address the relative value of territories:
The Siphoned Energy and Season Point output of territories has a more pronounced weighting towards the inner circle of the Outlands
Territory attack costs increase with a region’s quality and tower level
Territories begin a season with a certain amount of Stored Energy depending on their region quality level
And the way Stored Energy is paid out has been changed:
After each prime time, a percentage of Stored Energy is paid out as Season Points and Siphoned Energy, depending on region and tower level
Conquering or giving up a territory no longer reduces Stored Energy
There is a new, fourth and final Invasion Day at the end of each season, where all Stored Energy is paid out directly as Season Points
Prior Invasion Days no longer pay out Stored Energy
All this will encourage guilds to compete over valuable territories deep in the Outlands, whether through outright control or unexpected Territory Raids, and bring ongoing conflict to Albion’s Guild Seasons. We’re excited to see how this plays out with the start of the next season on January 13, along with the other big changes coming with the update. For a full season schedule, click here, and stay tuned for another Feature Focus coming soon!
another four months have gone by and naturally the game has progressed a little. i wish i could have gotten more work done but school and burnout are my main two obstacles right now and so unfortunately progress has been very stagnant, hence why i waited until now to post another update on the game's progress.
as a reminder, studio apart(ment) is a life sim x roguelite where you play seven days of a life sim before the map resets. right now, my work is focused on introductory related content. i don't want to spoil exactly what this entails, but there are some story details that remain relevant for now. this does include a tutorial, however, since i really want to get playtesters to be able to start the game and get playing without handholding from me. currently, i'm having to explain the whole game to someone everytime they do anything, which makes getting feedback tricky.
the intro is more or less done, however. instead of being dumped into the city, there is finally a progression to the start of the game. it is not fully complete yet, as i really want to polish these scenes and make the experience of starting the game fluid and fun, most of all. despite that, this is super exciting! pressing on a save finally feels unique and interactive, compared to the previous (and now unused)
old:
new:
animations
i'm definitely trying to include a lot of animation sequences here, but my main philosophy as a designer is to let the player jump right into the game without watching 30 hours of cutscenes. i think this creates a more engaging and player-driven experience, which is what makes a game fun. here is a sneak peak at one of the animations for now.
story??
while this is a life sim at heart, a vague story is required to bind together the roguelite and life sim elements. i really struggled to think of an idea that wasn't too outlandish for the vibe i wanted, and i think i've finally come up with one. obviously, i'm not going to reveal it right now, but i think it fits right into the game and will feel really natural.
bugs
the last month has been really good for development. i want to quantify how much i've been able to work on but one month of development is admittedly hard to show when much of it is code and backend work. some (extremely stupid) bugs i've fixed are:
after dialogue is finished the ui would not be unloaded
if you loaded a save file, went to the menu, and then back to that save all the input was turned off
player starts with no clothes (oops)
if you are prompted for your name and you click submit without typing, your name gets set to "what is your name?"
i wish there was more, but that's it for now. over the next year i'm going to finish up the introduction completely, revamp the procedural generation code, work on npcs, and hopefully, get the first BETA BUILD of studio apart(ment) which i'm so insanely excited for. september marked the two year anniversary of starting this project, and i'm really happy with how its come out so far. solo development is really time consuming, and i'm glad i'm finally able to see some sort of an end in sight.
This update fixes the issue in the [Winter Adventure] version where new player could accept winter quest missions before the tutorial mission was completed.
You can check our game updates channel in Discord to find the latest development content.