Jump to content


  • Content count

  • Joined

  • Last visited

Everything posted by Joshua

  1. Hello survivors, As you may know, we are planning on implementing a mission / task system. Some general ideas so far: Delivering packages between safe zones Escort an NPC to the safe zone / across map to other safe zone while protecting them from players & other AI Finding a specific item in the world from AI or Buildings Killing a number of AI Repair large satellite stations around the map Bring power stations back online around the map After completing a mission / task you will be rewarded with various things: Unique item(s) Experience Points New crafting blueprints (unique to the mission) The plan is to have these missions rotate every day or week to keep things interesting, and possibly implement a system to randomly generate missions based off a few variables. (Which could mean everyone gets different missions every day/week) Have any other ideas? Share them here Cheers!
  2. Hello Survivors, The map extension has begun, I wanted to include you all in the ideas / design phase of the extension. Below is a map, surrounded by dirt, the dirt being the extended terrain where new POIs will be placed. Download this map, and draw on it and give your ideas of what you would like to see added in the new areas of the map. I look forward to seeing / reading all your ideas! Cheers Joshua
  3. Hello Survivors, Thank you for your patience as we finalized writing this month's dev blog. Over the past 2 months, a lot has happened with the studio which we wanted to include in this blog and we felt it was best to wait until everything was lined up. I (Joshua) also took a much needed vacation to replenish the energy reserves! Don’t worry - the rest of the team was hard at work while I was away and there has been plenty of planning and discussion. Also Karan and WarG have a bunch of art content waiting to be implemented! First, I'd like to address the concerns of the reduced server populations. We are well aware of this and are planning our journey through Early Access accordingly. We believe this is relatively normal for an Early Access game in the current games market. From our success at launch, we have seen that there is great demand for an action-focused looter shooter - and we’ve also seen the demand for additional content to keep you all engaged. With that in mind, we have now hired an additional developer (Reuben) who will assist with pushing out new content more frequently. Reuben will start at Spotted Kiwi Interactive on the 1st of August and will be working alongside myself and our artists to implement pending art and create new core gameplay elements. We are also going to be working on migrating the game to the latest Unreal Engine version (4.22), which includes lots of server and client performance improvements. Secondly, I wanted to address the concerns of content timelines. After many internal discussions we have decided we want to accelerate development to reach a v1.0 release as soon as possible. This will allow us to bring more content out to you in a shorter amount of time. From the most recent polling carried out by Gary we have established that the currency system will be the next core feature to be implemented into the game - as per our roadmap we are planning to have this implemented in August. You can see all the content we have planned for the game here: https://trello.com/b/yGBsrAZF/xera-survival-public-roadmap. We’ve also made some internal changes to how we plan to deliver patches and content updates. We will aim to deliver at least one major content update per month, alongside 1-2 hotfix patches to address any bugs or issues. Thirdly, there is the frequent questioning of when there will be a wipe. We have always said that wipes are inevitable. We believe wipes are the best way to reset the game economy when major changes are implemented. This moves us onto the implementation of seasons. Given the plan to accelerate development, the seasons system will allow us to have a schedule of wipes to keep the game’s economy fresh as we’re adding new content. It will also give us the opportunity to introduce new skins as well as rotate skins from the previous season. A season will run every 2-3 months and at the start of every season there will be a full wipe. We also plan to allow players to earn seasonal rewards, based on leaderboard position for both XP and Skill Rating. We will have more details coming in the future as we continue to discuss this internally. We would love your feedback on seasons so feel free to tell us what you think! We have plans to start “Season 1” when the currency system has been implemented. We hope that this system will offer more transparency for the timing of wipes and offer new opportunities to be one of the top players each season. Tim (Infamy) - Marketing Director In the first week of June we were all pretty much flat out keeping the plates spinning. Since then I’ve been hard at work on business development – we had a great deal of interest from publishers, other retailers besides Steam and they all need answering. I’ve been building Facebook advertising campaigns which hit alongside Patch 3, with help from Facebook’s marketing team. We’ve now translated the Steam store page into French, German, Russian, Polish, Thai, Spanish, and Simplified Chinese – thanks to community members who have helped proof-read, please let me know if you find any problems. We have marketing via Facebook planned for all the monthly patches going forward, plus of course to the community, and we have big plans for a massive push around Halloween time, especially in North America. Stay tuned! We’ve worked hard on modelling now that we have the first cash burn figures (Steam’s reporting is a month in arrears). We answered our main question - can we recruit more staff soon? Reuben will soon be on the team, helping Joshua with programming to speed up the rate we can bring new content and features into the game. We’re in this for the long haul through Early Access, but hey, it will be nice to make the haul a bit shorter by adding resources. Gary (IcedYoshi) - Community Manager What an amazing launch it has been. To keep you guys up to speed on what I've been up to the past 2 months, here is a breakdown. As of June 10th, I was officially hired full time by Spotted Kiwi Interactive, and I have been in my current role since January of this year. Previously I served as a community moderator for the game. What this means to you guys as a community is I am now able to dedicate all of my spare time to the studio and to you, our wonderful community. On a daily basis, I have a lot on my plate such as monitoring all social media outlets for the studio, monitoring Discord, our forums, reddit, and keeping up with the industry by knowing what's going on with other studios and games being developed. I am also responsible for monitoring support tickets and responding in a timely fashion, as well as all reports that come through our in game reporting system. On top of that, I'm in charge of our QA team and regularly do a lot of internal testing myself. As you can see there is a lot that I do every day, but I enjoy every single moment of it. Most recently I have been heavily involved with talking to Joshua about the feedback you have all sent and I want to thank everyone for voicing your opinions on what you would like to see change and be added to the game. Prior to the last content update, I had been leading the charge on the testing of our most recent patch including getting to the bottom of why our new Crashed Helicopter Event caused so many issues and assisting with the rebalancing of several items within the game, and planning out our 3rd event, the Civilian Bunker event. It's been a ton of fun interacting with all of you and I can’t wait to help bring even more content along with the rest of the team in the future! Thank you to everyone for your continued support! Jack (Backyback) - Partnerships Coordinator I have been busy working on keeping all of our amazing Partners and Creators plugged in and enjoying the game, as well as getting new creators on board and helping them create quality content for XERA: Survival. My day to day activities consist of answering new partner applications, reaching out to content creators currently playing the game, working with current partners and creators to organize events and giveaways, and providing overall support to the community when Gary is getting some much needed rest! I have also been working with our Partners to create their very own skins in game! These will be rolling out quite soon! Thank you all for making our dream become a reality! Karan - Artist The past 2 months I’ve worked on the XERA research bunker as well as some other assets that have been previewed in our art-wip channel on Discord. Some early progress was shown some time ago but this time it's been populated with lots of props to make it an interesting place to explore with a few surprises in it. I’ve also created some other small buildings that will be used to fill some of the small areas of the map. The next big project has been the motel building, which was shown in the Discord channel. I’ve spent the last few days working on creating new props to fill every room of the building to make it feel what once was a nice place to stay… Mikhail (Wargr) - Artist Over the past 2 months I have made a lot of progress designing new skins that will be coming in the future. Of the 100+ different skins that I completed the past 2 months, these are some of my favorites that will be coming in the future! As always, thank you all for your continued support. We really appreciate those who are sticking around for the journey, and hope if you are sitting on the sidelines that you’ll join us once again when the time is right. We’re really excited about the expansion of the team and hope that you are ready for all the new content that we have planned. Cheers, Spotted Kiwi Interactive
  4. Hi all, As you may know already - the implementation of a PVP reputation system is planned. While I have some ideas of how I want to implement it, I want get the community's thoughts on how it should be implemented. Please give me your thoughts & opinions on how you think it should be implemented below Cheers!
  5. Hello survivors, Let's talk about supply drops! Introduction Supply drops were implemented before the closed alpha started, a basic prototype to test it's functionality of dropping etc. Right now the current system will spawn every 40-60 minutes, only if 5 or more players are on the server. The supply drops contain exclusive items such as the VSS Vintorez and the ZSH-V helmet. Supply drops provide a fun random event that gets players moving around the map. Improvements I am currently working on changing the way the loot that supply drops give. Right now the supply drops give random items based off a percentage, so you may find items unrelated to each other, for example G36 ammo and no G36. The plan is to move the loot to more of a "package" which has related items. For example you will find some armour, helmet, medical supplies, backpack, weapon, ammo for that weapon. I believe that having it this way makes the contents of the supply drops immediately useful, rather than requiring more items to make use of the items. The way I plan to implement these loot packages is with a tier system. When an air drop is opened it will randomly select a tier based off weights, so 'very rare' packages will be rarer than the very common packages. Higher tiers will be tied to the amount of players currently in the server, to make it harder to get items from higher tiered supply drops. Depending of the rarity of the supply drop, you will also gain experience towards your character's level. The tiers will be as follows: Very Common Medical Items Food / Water supplies Low-tier weapons (G-17, UMP) Low-tier ammo +100 Experience Common Medical Items Low-tier weapons (G-17, UMP) Low-tier armours / helmets Low-tier ammo +150 Experience Uncommon Medical items Medium-tier weapons (AR-15) Medium/low-tier armours / helmets (ZSH regulars, light vests) Weapon attachments (Silencer, scopes) +200 Experience Rare (Requires 5+ Players) High-tier weapons (G36,AK-47) Medium-tier armours / helmets (Light vests, ZSH-NVG) Grenades +350 Experience Very Rare (Requires 5+ Players) Snipers (L96-A1) Sniper / High-tier ammunition High-tier armours (Heavy vests, ZSH) Military Medical Items +500 Experience The tier system also means we can spawn supply drops more frequently, these will now spawn every 20-30 minutes. The future of Supply Drops The plan is to evolve the supply drops based off player feedback, tweaking rarity of items and other elements. I plan to mix up the items that supply drops give, keeping them fresh. The packages will be tweaked every month, adding / removing various items. Supply drops will also be used when new items become available in the game, giving players a reason to always run to a supply drop. I also plan to tie a server-unique item to a mission that you have to bring to a safe settlement to receive a reward from an NPC. Let me know what you think about these changes and do you have any suggestions for the future of the supply drops? Cheers Joshua
  6. Hi everyone! I wanted to gauge some feedback from the community in regards to our upcoming Private Servers feature. The idea of private servers: Default configured servers can have official global inventory access (So when no config is changed, except maybe a password) Once any config is changed (e.g night/day) the server becomes dis-associated with the official servers so items and other data does not transfer between customized private servers and official servers Private servers may have their own Global Inventories which only persists on that server Private servers will be rented from us and are configurable from an in-game interface after they are purchased from our website We're wanting to give you control over many different game-play elements and would like to know what you'd like to see! We will use this feedback to prioritize what features we launch private servers with. Some ideas we already have planned: Day / Night Speed of which cycle completes (Slow down or speed up) Day / Night only (A specified time e.g 11AM or 3PM) First person / third person only (Lock to a specific view) AI Controls Disable AI (Stops AI from spawning at all, for PvP events or PvP orientated servers) Increase AI Spawns (Increases the amount of AI in the world for hardcore PvE) Health modifiers (Give them more or less health) Change their loot tables Loot changes Increase amount of loot that spawns in the world Reduce amount of loot in the world Change type of loot that spawns (E.g Glock + 9mm only game) Server administration controls (handy for events and moderation) Kick (w/ duration) Ban (w/ duration) Givemod Giveadmin Clear server (Kicks all non mods/staff from server) Thanks - looking forward to hearing what ideas you all have! Cheers!
  7. Joshua

    A Message From The Developer

    Hello Survivors! I wanted to start off by saying a massive thank you! To those who supported us from early pre-alpha, right through to our Early Access release. Without you this wouldn’t have been possible. I am extremely overwhelmed by the response – I could not be happier. XERA: Survival started off as a passion project for me when I wanted to get into game development and had a vision for a game I wanted to build. Starting from an early prototype in 2016, XERA: Survival quickly grew. Things began getting serious in 2018 when Tim Ponting, an Activision veteran came on board the Spotted Kiwi team, bringing with him the knowledge and investment required to get us through to an Early Access launch. Spotted Kiwi Interactive is now a team of 7 with a range of roles, including art / 3d modeling, community support and management, creator/influencer management. I remain as the only developer for the time being. We are planning on expanding the team as required to fit the needs of the game and the community, including making sure that security / cheat protection remains a #1 priority for the game. What’s Next? So, you may be wondering, now that we’ve launched into Early Access – what’s next? Now that the team has caught up on some much-needed sleep from launch, we’re getting back into our usual routine. Let me break it down to you, what our team will be working on: Joshua (Developer) – I’m going to continue working on bug-fixes and content for the game, while working closely with the community and reading suggestions and feedback. Gary (Community Manager) – Gary will be continuing to support the community, answering support requests, and making sure everyone is able to access the game. He will also make sure important feedback is relayed to me, and the rest of the team as required. Gary will continue to communicate and be active within in the community. Jack (Partnership Co-Ordinator) – Jacks role is to support our creators. We’re extremely grateful for the number of influencers covering our game and Jacks role is to make sure that we support you in every way possible while you create content for our game. Tim (Marketing / Business Development) – Tim will continue to create strategies so that the game keeps growing at a steady rate. We want to ensure servers stay populated and that the game continues to grow. Karan (3D Environment Artist) – Karan will be working closely with me to create new buildings and props for the game. This includes working on new assets to swap out stock/store bought models. Mikhail (3D Artist) – Mikhail will be working on all our cosmetics. Creating new weapon skins, models and more. He will also be working on improving our existing weapon textures to bring them up to scratch with the standard we are going for. Jordan (Server Administrator) – Jordan will continue to assist with scaling the servers to meet capacity requirements. He will also assist with ensuring security of our back-end systems remains top-notch. Where’s the roadmap? Some great news. Given the success of our Early Access launch, we now have the additional resources to go beyond our original roadmap. We’re currently working on the new roadmap and it will be ready for you to view in the coming weeks. Where can I get involved? You as a player have an active role in the community. Your feedback is extremely important for the future of the game. Our team is constantly reading suggestions and feedback, as well as making sure bugs are relayed back to me for fixing. You can get involved in the community in many places: Discord - https://discord.gg/xera Steam Forums Official Forums - https://forums.xeragame.com Official Reddit - https://www.reddit.com/r/playXERA/ Social Media - Find us on FB/Twitter/YT/VK/Twitch I’m very excited for the future with you all and cannot wait to get fresh content and bugfixes in your hands throughout Early Access. Let’s do this! Cheers, Joshua
  8. It was probably on the ground for 24.5 minutes.
  9. Joshua

    Please REVERT the low pop loot nerf!

    Loot will be changing to 1500 minimum next patch.
  10. Hi there! Air drops despawn after 25mins.
  11. Joshua

    Early Access - Patch #1

    Hello Survivors! We're happy to announce our first Early Access patch! We hope you enjoy these changes. - Survivor Crates You can now open Survivor Crates from the main menu - Medical System Fixed an issue causing weapons to not switch back correctly after quick-medding - Death Screen Fixed an issue causing 'Fists' to show when actually you died to a weapon - Settings Fixed an issue causing FPS limit to default on lowest possible value Disabled FPS limit (While we resolve some issues) - Weapons Falloff damage added to all weapons except snipers - Loot tables Adjusted spawn rates of items on military loot table Reduced spawn rate of L96-A1 on military and normal loot table - Supply Drops Reduced chances of uncommon & rare drops - Commands You can no longer use /respawn while hostile - Player Fixed an issue with death cam going into sky when dying in first person - Respawn Timer Respawn nearby timer will now depend on how many players are in your group 4 players = 50 Seconds 3 Players = 45 Seconds 2 Players = 40 Seconds - Redwood Valley Reduced default fog to 0.02 was 0.03 - Macro Detection Increased kick trigger threshold Adjusted detection behavior - Servers Servers will now automatically reboot every 12 hours - Loot Servers total spawned items will now scale depending on number of players online (1 player = 800, 35 players = 2200) - Hostile When hostile the log-out timer is now 30 seconds (was 10 seconds) - Experience Reduced experience lost on death to 100 (was 150) You will now gain experience when killing players, this is based off their survived time (max 100xp) (30 minutes survived = 100xp, 15minutes = 50xp), you wont get xp for killing someone with under 2 minute survived time - ATV Fixed an issue with ATV explosions causing player animations to get stuck with ATV animations - Helicopter Transport System Helicopter will now remain landed for 45 seconds (was 25 seconds) Fixed an issue causing helicopter to go slow for first few seconds - Player Spawn System Players will now spawn back into the safe zone when swapping servers if they logged out in one Players will now spawn at the safe zone after a patch (was nearby) - Player Damage Moved hands and arms to 1.5x damage multiplier (same as body) Cheers Joshua
  12. We're constantly reviewing cheats and working on ways to block exploits. We are also reviewing reports constantly - if you feel someone is cheating PLEASE report them. Players with many reports will be flagged for manual review and then banned if they are cheating. Thank you!
  13. Joshua

    Being shot from Safe Zones?

    If you are inside a safe zone, you cannot damage someone outside the safe zone unless they are hostile.
  14. Joshua

    Please REVERT the low pop loot nerf!

    Hi guys! I did change the loot so that 1-5 players will be 900 items (100 more than last patch). We made this decision as we felt people are farming gear way to fast, if people can fill their global inventory in a few days this will mean there's not much longevity in the farming aspect. We will be keeping an eye on feedback on the loot, and make changes as required. We do hear that for some players it is a little low - but we are still working on balancing the loot aspect of the game. Hope this information helps. Cheers
  15. Joshua

    Wipe soon ?

    We will announce it if there will be one.
  16. Joshua

    Steam Early Access - May 24th

    Please contact us [email protected] with transaction details
  17. Joshua

    Alpha Finished (Keys Revoked)

    Hello Survivors! As you are aware, we are preparing for Steam Early Access. The time has come to close the alpha. You will receive a message on steam that your access has been revoked. This is normal. Backers will receive a new key (via email) when early access launches. I wanted to say a huge thanks again, for everyone who played in the pre-alpha, closed alpha and open alpha. We’ve had over 10,000 unique players play over this time. There’s only 4 days remaining to pick-up one of the pre-order packages. After this time, it will change to a “Standard” $19.99 USD package with no backer rewards. Visit https://xeragame.com/pre-order to secure your pre-order. If you are waiting to purchase the game off steam, or if you have already pre-ordered, we would appreciate if you hit that “Add To Wishlist” button on our Steam page: https://store.steampowered.com/app/625340/XERA_Survival/ We’re looking forward to seeing you all in Early Access! Cheers
  18. Hello Survivors, There have been many preparations going on behind the scenes over the last few weeks here at Spotted Kiwi Interactive. Today we’re announcing our new Creators Program! The Creators Program is an opportunity for members of the community to play an active role in creating content that will help to further develop the XERA: Survival player base. Our creators will have the opportunity to work with us to produce quality content for many to enjoy in the form of streaming, creating videos, or other types of content. Becoming a creator will mean getting access to some great benefits, such as: Special Discord role and dedicated section Prioritized communications from Moderators Ability to participate in promotional events Access to additional access keys during the Invitational Open Alpha to give away Get sneak-peaks of upcoming content to pass onto your community What we are looking for in a Creator: Ability to stream or create videos for XERA: Survival regularly To create content that is inspiring to both XERA: Survival players and potential fans To maintain a professional attitude at all times We hope that by implementing this program, we can provide you with an opportunity to play an active role in the community’s development. As of today we are accepting applications for the XERA: Survival Creators Program. If you’re ready to create awesome XERA: Survival content then apply today! Regards, Spotted Kiwi Interactive
  19. Hello survivors! Here's the patch notes for the Final Open Alpha! We hope you all enjoy these changes, and hope to see you all in-game. - Top Features Global/Group/Proximity Chat Channels Crosshairs are now customisable Vehicle bugfixes and improvements Brazil Region is now available - Chat System Added support for written group chat Added support for proximity chat Note: Pressing tab will change between global, group & proximity - Animations New Jump Animations for ARs / Snipers New Jump Animations for Pistols - Compound Event Reduced XP given from Robots inside compound to 10 (was 50) Reduced XP given by completing compounds to 100 (was 500) Reduced the radius that gives XP (Now have to be closer to the event to get the XP) Added new compound event UI - Leaderboards Skill Rating leaderboard now displays up to 100 players Kills leaderboard now displays up to 100 players Experience leaderboard now displays up to 100 players UI Improvements to leaderboard Leaderboards are now cached every 20 minutes - Crafting Reduced quantity requirements to make Remote C4 Kit - Items Fixed various item descriptions stating wrong ammo type Reduced XP given from picking up items to 1 (was 5) - Inventory Added protection tooltip to Armours & Helmets Added tooltips to health items Added tooltips to food & fluids - Settings Menu Added crosshair colour selection Added crosshair customisation for First Person Added crosshair customisation for Third Person Added crosshair toggle for first person PrimaryAction (Fire) can now be rebinded SecondaryAction (ADS/Aim) can now be rebinded - AI AI now has the ability to jump down from places if it gets stuck on a non-navigatable area Reduced XP given from killing super robot to 50 (was 100) Fixed an issue causing server hitches on robot death - Supply Drops Added "Rare" supply drops to <5 player servers (1% chance) Reduced chance of "Very Rare" drops (Snipers) to 1% (was 3%) Reduced XP given on all supply drops Supply drops will now crush vehicles and players - Drone You can now toggle NVGs while using a Drone You can no longer deploy a drone while moving Fixed an issue allowing drones to be deployed while using the helicopter - Player Punch cooldown delay reduced to 0.6s (was 2s) - Should make boxing matches much more exciting You can now change weapons while jumping Added crosshair to first person Fixed an issue causing multiple action requests to be sent to objects (while holding e) - UI Action UI will now show "Hold" or "Press" depending on the objects action requirement Fixed casing on "Humanoid Robot" on death screen - ATVs Vehicle will now despawn after 30 minutes without use You can now toggle NVGs while using a Vehicle Vehicles can now run over robots & players (Hitting AI will damage ATV 5%, Hitting Players will damage ATV 50%) Vehicle will now check around the vehicle for a safe spawn location ATV now has a max speed of 65km/h ATV HUD speed now displayed in km/h Fixed an issue that caused "Environment" to be shown when ATV is destroyed by a player, will now display attackers name Fixed - Crouching while entering on ATV mounts character higher than should be Fixed an issue allowing players to spawn drone while on ATV Fixed various issues with safe zones not protecting ATVs Fixed - ATV Can take damage in safe zone, and on death can cause player to be stuck in atv animation Fixed - Taking damage on ATV doesn't show blood splat Fixed - Death post process still shows a few seconds after respawning after dying on atv Fixed an issue preventing damage being reduced to group members while on an atv Fixed an issue causing the ATV to keep moving after driver dies Fixed When dying on ATV and not respawning quick enough it stuck on death screen Fixed - Getting out of ATV on incline can spawn under map Fixed an issue allowing players to activate placer system and drive ATV Fixed an issue allowing players to get into ATV and Helicopter at the same time Fixed an issue allowing players to open inventory before driving an ATV - Quickmed Moved quickmed to server for additional security and reliability Fixed an issue causing med to not play animation while jumping Fixed an issue causing quick med to spawn in other players to play the animation - Loot System Optimised loot selection system - Map Fixed an issue allowing players to get outside map boundary Fixed garage roof collision in Redsville Fixed collision on garage door Cheers!
  20. Hi everyone! Here's patch notes for Open Alpha Round 8! We're happy to announce our first Vehicle - the ATV. This is still a very experimental system so please expect bugs! - New Feature - Vehicle (ATV) New ATV Vehicle Added Vehicle has 200% HP Vehicle will explode and kill riding player on death Players can still take damage and die while on ATV Currently no support for running over players & AI (coming soon) AI will sometimes ignore the ATV and will attack the player on the ATV if detected (Still a bit of AI work to be done w/ vehicles) Vehicles will spawn at specific spawn points (4 in the world) Note: These are still extremely experimental, so expect many bugs! - Map Improved Farm House area Replaced fences in Pleasant Pastures Reduces vertical scale on background mountains (Should allow for shorter dark periods in-game) Removed some POIs in preparation for map re-work (Game map may show locations where there is nothing) Added compound event to bunker mountain - Event System Changed event cool down to 25 minutes (from 20 mins) - Transport System Reduced helicopter sounds - UI Quantity slider added to global inventory Fixed some localisation issues - Robots Disabled decals on robots (will prevent robots being hidden by decal lines at airport) Cheers, Joshua
  21. Hi everyone, These are the patch notes for Round 7! - Compound Event Fist icon will now display white when not activated - Inventory System Reworked backend of inventory system for better performance - Crafting System Reduced item requirements to craft drones (1 Chassis, 1 Blade, 1 Battery) - Weapons Added Honey Badger weapon! - Air Drop System Added Honey Badger to Uncommon Air Drop spawns NOTE: This is a smaller than usual patch - as our main focus has been on planning our Early Access launch! Hope you all understand.
  22. Joshua


    Thanks ❤️
  23. The main objective with the PvP design is that it is "arcadey", and will not be too realistic. We want it to be fun - without it being too punishing. There's still a bit of work to be done with the weapon mechanics, such as fall-off damage, different recoils and more.
  24. So there's some things to consider regarding player count. The game is heavily focused on the Global Inventory and other progression systems - so players are not wanting to invest a lot of time in getting items and grinding if it will be wiped Many Open Alpha players don't actually know they can play during the week - the main objective of the open alpha is to concentrate them around the alpha weeks, so players can see what the game is like with a 40/40 server etc. They don't want to over-play early and get burnt out by playing too much - being surprised by all the new features at early access is what some players are wanting Marketing - while we are doing some marketing, most of the game's growth has been through organic word of mouth and running minimal ads. The invitational open alpha has put the game in front of thousands of new faces We are working on our Early Access marketing plan very soon - which will include making a new trailer etc. We're pleased with the current growth of the game which has been mostly word of mouth. Cheers
  25. Hi everyone! Here are the patch notes the closing patch of Open Alpha Round 6. - Slot System Fixed an issue causing medical slots to not unequip old medical item before switching to new one - Compound Event Reduced XP given on completion to 500, was 3000 Increased XP given from robots in compound to 50, was 20 - UI Fixed an issue causing UI to not show red when item cannot fit in inventory - Inventory Right clicking a proximity item will now pick it up Changed experience given when picking up items to 5 (was 1) Fixed an issue causing ammo to sometimes not spawn after switching weapons at max backpack weight Fixed an issue causing items to not correctly add to the inventory Fixed an issue with melees' tooltip showing ammo type Fixed an issue with melees' tooltip showing wrong damage Fixed an issue allowing equipped backpacks to be shredded with double click - Helicopter System Fixed an issue allow players to shoot while in helicopter - Supply Drops Optimised Supply Drops to use less resources on the client Optimised Supply Drop smoke particles Fixed an issue allowing air drops to land on player controlled drone - Map Fixed an issue with a container in Riverton causing players to get stuck Fixed floating grass on rd to mountain Fixed pixel walk on some houses Cheers