Swap from OpenVR to OpenXR to allow support for new headsets and controllers
Upgrade from the Unity built in to Universal Render Pipeline
Does this mean that microtransactions are on the way?
Looking at Vivox's billing rate (as of 2022 anyway), the service costs $1500/m/5k PCU (peak concurrent users) with 50k PCU. This means that could cost ~$3.60/user/yr. For a game that costs $14 (now $11 on sale), that's a LOT of overhead.
Either they're expecting a lot of growth and coming out of early access in the forseeable future, there's DLC on the way, or some sort of microtransaction is being planned.
I don't understand the move. P2P voice chat has worked for decades. Certainly finding an engineer to properly implement it has got to be cheaper in the long run.
EDIT: Forgot about the console version! Still a weird amount of overhead to have on a game that has lobbies of only 4 people.
Hey, we have a custom price that works well for us. We won't ever do microtransactions for Phasmophobia.
Hi, DK! It’s nice to see you answering here personally.
I’d like to ask a question myself. I assume that supporting separate console and PC versions will be almost twice as complicated as adding new stuff just on PC. How are you planing to support new content such as Horror 2.0? Will it come out simultaneously? Will one of the versions be prioritised and the other receive new content later or not at all? There’s also of course VR and all the issues related to it.
Thanks in advance!
Hey, yes it will be more complicated but that is one of the reasons we are hiring more developers. Any new content will release simultaneously on all platforms. Horror 2.0 will definitely be a challenge with PSVR2 certification however we are making plans for this.