Hi, everyone, Tim Morten here. 

Two days ago, Stormgate was released publicly into Early Access. This was a huge milestone for us. Early Access is a new experience for the team, but I genuinely believe in the benefits of using feedback to drive development.

We want to thank all of you who have been supportive of our team and of Stormgate. 

Remember: this is only the beginning of our journey. Our Early Access launch formally begins on August 13 when we open up the game for free to all players and we still have a long road ahead. We expect to be in Early Access for at least a year of active development before we believe we’ll be ready for 1.0. That won’t be the end, either, as we plan to release new stories and more content for years to come. 

Here are a few highlights we’d like to share after our preview release:

  • Stable launch: We were able to bring together players from all around the world and, despite a few initial hiccups, achieved 98.6% uptime for our servers. 
  • Campaign is the most-played mode: Of the many thousands of total games played, campaign made up about half, followed by custom games. We are excited for the future of our ever-evolving campaign and will be dedicating a lot of time to improving them in the future. More on that below. 
  • More playtime = more fun: We found this interesting–though it may seem obvious–but Steam reviewer data indicates that the more players take the time to sink their teeth into the game and explore the various modes in Stormgate, the more they tend to enjoy it. ~You’ll find Reddit posts~ ~to this effect~ too, where players’ opinions improved after actually spending some time with the game.   

Our Ultimate Thanks

Some of our most dedicated supporters expressed disappointment when they saw that we had a Hero available for sale on day one. We tried to make the content in our Kickstarter bundles clear during the campaign, but we understand that many players looked at our “Ultimate” bundles on Kickstarter (and Indiegogo) as the path towards purchasing all of the gameplay content we’d have available for our Early Access release.

We want our backers to feel rewarded, so as a thank you, will be granting the next* paid Hero we release to everyone who backed Stormgate on Kickstarter or Indiegogo at the Ultimate Founder’s Pack tier and above, for free.

We also aim to grant that next paid Hero for free to everyone who purchased or purchases the Ultimate Early Access pack on Steam. Please note that this process will require additional engineering work and may be something we will have to fulfill after the release of that Hero.

\Why not Warz? We need to grant the next paid Hero for free because players have already purchased Warz and we are unable to make him free retroactively.)

We’re Acting on Feedback 

Early Access provides us with critical feedback that will help us continue iterating and improving the game. Here are some of the issues we’re already taking steps to address in the months to come:

Audio and Visual Feedback

  • We saw negative reaction to character models in the cut-scenes, particularly Amara, and to real-time segments not having animated mouths. We have changes planned based on this feedback, which will take time to implement. The current implementation was definitely something we considered “Early Access” and not “final.”
  • We heard feedback about inconsistent audio levels, repetitive announcer lines, and spammy unit response lines. These will be improved.
  • Some players dislike our stylized art direction and, as I noted in our last AMA, we’re going to continue to refine our look, but we’re committed to a stylized direction. We think it’s the right creative choice for Stormgate.  

Customizable Hotkeys

  • These are coming, though implementation in Unreal takes time. This will include fully re-bindable hotkeys, including adding support for modifiers.

Campaign Improvements

  • We'll be adding a pause function to the campaign. We’re also beginning planning for a save/load system that  will work in tandem with our existing checkpoint save system.  
  • The models you see in our cutscenes are the game models that were designed to be seen from top-down gameplay perspective. We’re going to look at our production timelines and schedule production on animated faces and other improvements for our models sooner than originally planned. This is significant work for our team, but we understand that many players feel the characters in our cutscenes are a critical part of the campaign experience. 

Financial Projections

  • I read the thread where someone tried to project Frost Giant's possible financial outcomes. Those projections were wildly inaccurate. Like any business, Frost Giant needs to make products that people decide to purchase in order to succeed. We're trying very hard to do that, and we're grateful to be well-funded relative to most start-ups, including many who never get to see their game in players’ hands. 

We’re Just Getting Started

We’re encouraged by how the game is performing during this limited preview period. The feedback we’re getting, positive and negative, will help us make the next great RTS. We look forward to opening Stormgate to a wider audience, and getting more valuable feedback, when we open up the game for free to everyone on August 13. 

Everyone at Frost Giant is deeply grateful to the community who support Stormgate. This game is our passion project, and we're continuing to work hard to make it shine. Your feedback is tremendously valuable--we are listening. Please keep the suggestions coming, bear with us, stay respectful, and GLHF!

External link →

Hi, everyone, Tim Morten here. 

Two days ago, Stormgate was released publicly into Early Access. This was a huge milestone for us. Early Access is a new experience for the team, but I genuinely believe in the benefits of using feedback to drive development.

We want to thank all of you who have been supportive of our team and of Stormgate. 

Remember: this is only the beginning of our journey. Our Early Access launch formally begins on August 13 when we open up the game for free to all players and we still have a long road ahead. We expect to be in Early Access for at least a year of active development before we believe we’ll be ready for 1.0. That won’t be the end, either, as we plan to release new stories and more content for years to come. 

Here are a few highlights we’d like to share after our preview release:

  • Stable launch: We were able to bring together players from all around the world and, despite a few initial hiccups, achieved 98.6% uptime for our servers. 
  • Campaign is the most-played mode: Of the many thousands of total games played, campaign made up about half, followed by custom games. We are excited for the future of our ever-evolving campaign and will be dedicating a lot of time to improving them in the future. More on that below. 
  • More playtime = more fun: We found this interesting–though it may seem obvious–but Steam reviewer data indicates that the more players take the time to sink their teeth into the game and explore the various modes in Stormgate, the more they tend to enjoy it. ~You’ll find Reddit posts~ ~to this effect~ too, where players’ opinions improved after actually spending some time with the game.   

Our Ultimate Thanks

Some of our most dedicated supporters expressed disappointment when they saw that we had a Hero available for sale on day one. We tried to make the content in our Kickstarter bundles clear during the campaign, but we understand that many players looked at our “Ultimate” bundles on Kickstarter (and Indiegogo) as the path towards purchasing all of the gameplay content we’d have available for our Early Access release.

We want our backers to feel rewarded, so as a thank you, will be granting the next* paid Hero we release to everyone who backed Stormgate on Kickstarter or Indiegogo at the Ultimate Founder’s Pack tier and above, for free.

We also aim to grant that next paid Hero for free to everyone who purchased or purchases the Ultimate Early Access pack on Steam. Please note that this process will require additional engineering work and may be something we will have to fulfill after the release of that Hero.

\Why not Warz? We need to grant the next paid Hero for free because players have already purchased Warz and we are unable to make him free retroactively.)

We’re Acting on Feedback 

Early Access provides us with critical feedback that will help us continue iterating and improving the game. Here are some of the issues we’re already taking steps to address in the months to come:

Audio and Visual Feedback

  • We saw negative reaction to character models in the cut-scenes, particularly Amara, and to real-time segments not having animated mouths. We have changes planned based on this feedback, which will take time to implement. The current implementation was definitely something we considered “Early Access” and not “final.”
  • We heard feedback about inconsistent audio levels, repetitive announcer lines, and spammy unit response lines. These will be improved.
  • Some players dislike our stylized art direction and, as I noted in our last AMA, we’re going to continue to refine our look, but we’re committed to a stylized direction. We think it’s the right creative choice for Stormgate.  

Customizable Hotkeys

  • These are coming, though implementation in Unreal takes time. This will include fully re-bindable hotkeys, including adding support for modifiers.

Campaign Improvements

  • We'll be adding a pause function to the campaign. We’re also beginning planning for a save/load system that  will work in tandem with our existing checkpoint save system.  
  • The models you see in our cutscenes are the game models that were designed to be seen from top-down gameplay perspective. We’re going to look at our production timelines and schedule production on animated faces and other improvements for our models sooner than originally planned. This is significant work for our team, but we understand that many players feel the characters in our cutscenes are a critical part of the campaign experience. 

Financial Projections

  • I read the thread where someone tried to project Frost Giant's possible financial outcomes. Those projections were wildly inaccurate. Like any business, Frost Giant needs to make products that people decide to purchase in order to succeed. We're trying very hard to do that, and we're grateful to be well-funded relative to most start-ups, including many who never get to see their game in players’ hands. 

We’re Just Getting Started

We’re encouraged by how the game is performing during this limited preview period. The feedback we’re getting, positive and negative, will help us make the next great RTS. We look forward to opening Stormgate to a wider audience, and getting more valuable feedback, when we open up the game for free to everyone on August 13. 

Everyone at Frost Giant is deeply grateful to the community who support Stormgate. This game is our passion project, and we're continuing to work hard to make it shine. Your feedback is tremendously valuable--we are listening. Please keep the suggestions coming, bear with us, stay respectful, and GLHF!

External link →

Originally posted by StormgateArchives

Felhog plush when?

Can't be soon enough.

7 months ago - /u/FGS_Gerald - Direct link

Originally posted by johnlongest

Great responses across the board, but I'm a bit disappointed there's no addressing criticism of the story, in particular how derivative it appears to be of StarCraft and Warcraft.

We are planning a separate post from our game director about our vision for the future of campaign and I believe we'll touch on story there. Rest assured that we're reading and absorbing the feedback.

7 months ago - /u/FGS_Gerald - Direct link

Originally posted by arknightstranslate

Audio level is one thing, having no sound effect at all is another. I heard you do have sound engineers, so how did this completely unpresentable sound design go through? Exo, Atlas, and so many more have no attack sound and it kills the experience much more than you might think.

This is really an "Early Access" release and some audio/sounds are not implemented yet. (Please remember that we're not a large development team by AAA standards.) We're aware and will be adding these sounds to the game before 1.0.

7 months ago - /u/FGS_Gerald - Direct link

Originally posted by Cybaras

Free hero for backers and ultimate pack is definitely more rewarding than what was originally offered (two campaign chapters and a fog of war skin). As to speculating what that hero might be according to the roadmap we will be getting two coop heroes later in 2024.

I speculate one of those heroes will be Ryker on account that his model is already functional in the campaign. The second hero I believe will be the arch angel with a sword that we see on the new promotion art. It makes sense that celestials will get another hero as they only have Auralanna for coop compared to the other two factions.

I personally hope the free hero will be the celestial hero as it makes up for the fallen celestial that Warz should have been in the first place.

No spoilers, but I hope you'll be pleased with our next hero...

7 months ago - /u/ - Direct link
A lil somethin somethin: You can find the details for this event on the announcement page here.
7 months ago - FrostGiant_Jex - Direct link
Hi, everyone, Tim Morten here.

Two days ago, Stormgate was released publicly into Early Access. This was a huge milestone for us. Early Access is a new experience for the team, but I genuinely believe in the benefits of using feedback to drive development.

We want to thank all of you who have been supportive of our team and of Stormgate.
Remember: this is only the beginning of our journey. Our Early Access launch formally begins on August 13 when we open up the game for free to all players and we still have a long road ahead. We expect to be in Early Access for at least a year of active development before we believe we’ll be ready for 1.0. That won’t be the end, either, as we plan to release new stories and more content for years to come.

Here are a few highlights we’d like to share after our preview release:
  • Stable launch: We were able to bring together players from all around the world and, despite a few initial hiccups, achieved 98.6% uptime for our servers.
  • Campaign is the most-played mode: Of the many thousands of total games played, campaign made up about half, followed by custom games. We are excited for the future of our ever-evolving campaign and will be dedicating a lot of time to improving them in the future. More on that below.
  • More playtime = more fun: We found this interesting–though it may seem obvious–but Steam reviewer data indicates that the more players take the time to sink their teeth into the game and explore the various modes in Stormgate, the more they tend to enjoy it. You’ll find Reddit posts to this effect too, where players’ opinions improved after actually spending some time with the game.
Our Ultimate Thanks Some of our most dedicated supporters expressed disappointment when they saw that we had a Hero available for sale on day one. We tried to make the content in our Kickstarter bundles clear during the campaign, but we understand that many players looked at our “Ultimate” bundles on Kickstarter (and Indiegogo) as the path towards purchasing all of the gameplay content we’d have available for our Early Access release.

We want our backers to feel rewarded, so as a thank you, will be granting the next* paid Hero we release to everyone who backed Stormgate on Kickstarter or Indiegogo at the Ultimate Founder’s Pack tier and above, for free.

We also aim to grant that next paid Hero for free to everyone who purchased or purchases the Ultimate Early Access pack on Steam. Please note that this process will require additional engineering work and may be something we will have to fulfill after the release of that Hero.

*(Why not Warz? We need to grant the next paid Hero for free because players have already purchased Warz and we are unable to make him free retroactively.)

We’re Acting on Feedback Early Access provides us with critical feedback that will help us continue iterating and improving the game. Here are some of the issues we’re already taking steps to address in the months to come:

Audio and Visual Feedback
  • We saw negative reaction to character models in the cut-scenes, particularly Amara, and to real-time segments not having animated mouths. We have changes planned based on this feedback, which will take time to implement. The current implementation was definitely something we considered “Early Access” and not “final.”
  • We heard feedback about inconsistent audio levels, repetitive announcer lines, and spammy unit response lines. These will be improved.
  • Some players dislike our stylized art direction and, as I noted in our last AMA, we’re going to continue to refine our look, but we’re committed to a stylized direction. We think it’s the right creative choice for Stormgate.
Customizable Hotkeys
  • These are coming, though implementation in Unreal takes time. This will include fully re-bindable hotkeys, including adding support for modifiers.
Campaign Improvements
  • We'll be adding a pause function to the campaign. We’re also beginning planning for a save/load system that will work in tandem with our existing checkpoint save system.
  • The models you see in our cutscenes are the game models that were designed to be seen from top-down gameplay perspective. We’re going to look at our production timelines and schedule production on animated faces and other improvements for our models sooner than originally planned. This is significant work for our team, but we understand that many players feel the characters in our cutscenes are a critical part of the campaign experience.
Financial Projections I read the thread where someone tried to project Frost Giant's possible financial outcomes. Those projections were wildly inaccurate. Like any business, Frost Giant needs to make products that people decide to purchase in order to succeed. We're trying very hard to do that, and we're grateful to be well-funded relative to most start-ups, including many who never get to see their game in players’ hands.

We’re Just Getting Started We’re encouraged by how the game is performing during this limited preview period. The feedback we’re getting, positive and negative, will help us make the next great RTS. We look forward to opening Stormgate to a wider audience, and getting more valuable feedback, when we open up the game for free to everyone on August 13.

Everyone at Frost Giant is deeply grateful to the community who support Stormgate. This game is our passion project, and we're continuing to work hard to make it shine. Your feedback is tremendously valuable--we are listening. Please keep the suggestions coming, bear with us, stay respectful, and GLHF!
7 months ago - /u/FGS_Gerald - Direct link

Originally posted by judgeshandiwork

Can we PLEASE talk about optimization a little bit? I’m not tech savvy at all and my computer is old but it can run every single mainstream e-sport on medium-high at 90-100 FPS and in order to get stormgate not to explode I need to put everything as low as possible on the absolute lowest resolution in nonborderless fullscreen.

Did you install the latest NVIDIA drivers? For some players, this has made a big difference.

7 months ago - /u/FGS_Gerald - Direct link

Originally posted by SilvertonguedDvl

That's the plan. S'why I was a bit disappointed they were only apparently unlocking one hero out of the starting three for free players. Like, what. I can't have at least one hero, for free, for each faction? ;-;

You can play ALL the Heroes for free to level 5.

7 months ago - /u/FGS_Gerald - Direct link

Originally posted by PhoenixRising48

I am genuinely so angry that you are already withholding content for payment.

The cutscenes are placeholders, 3v3 is missing, most of the campaign is "coming soon" but the microtransactions, those are ready to go. $60 given to you in good faith, and the very first thing you do is paywall what little content you have?

I want to love this game, but it is going to be SO hard to undo this piss-poor first impression.

Just making sure, but did you see the part where we’re giving you our next paid hero for free?

As for the other comments, our game is in Early Access. Things aren’t “missing”—the game isn’t done yet. That said, critiques are valuable and we are taking in feedback as we continue to plan out the road ahead.

That’s the point of Early Access, to let players be part of the game’s development while it’s being made. Early Access is not just a polish phase—we’re going to be in active development and introducing lots of new features and content for at least a year. The game isn’t done yet and won’t be for quite some time—as intended. We’d love for you to help us make it better.

7 months ago - /u/FGS_Gerald - Direct link

Originally posted by Ok_Towel6772

This is a decent, balanced post. Good communication is everything. Getting everything right the first time is nearly impossible in all cases, and so it's very refreshing to see the hot topics acknowledged in a speedy fashion.

I do think there is one outstanding question that folks can expect some clarity on: what sort of update cadence can we expect in the EA period?

This is important for setting the expectations of players across the spectrum from casual to sweaty, across all modes, and will go a long way to preventing speculation and the echo chamber effect between updates.

Take the issues with Celestial balance right now: a good chunk of the discord, reddit and twitch communities are regularly commenting on it. Simply knowing that we can expect a patch tomorrow, in a week, or a fortnight, changes the context of the discussion from an open-ended "jeez this is oppressive, balance in this game is cooked" to "in four days we get a patch."

Saying "soon" or "we're aware" is not the same; "soon" in terms of a live service product can mean months. This is too distant a timeframe, too open-ended to to be meaningful for something ambitious like Stormgate.

It might be too much to ask right now, but it would go a long way to see a commitment to an update schedule; ala traditional live service game. This will keep players checking back on that interval for any changes, even if some deployments are lighter than others. This keeps eyeballs coming back to that cash shop too, and knowing there are regular updates makes it easier to part way with money.

Keep up the good comms, good luck. EDIT: reworded some of the worst word salad.

Throughout Early Access we are planning for an update cadence of roughly “every couple of months,” give or take. Development is unpredictable and some things will shift, require additional testing or iteration time, etc.

Some updates will be bigger than others, and on the road ahead we will introduce major new content or features like more Heroes, new campaign chapters, new game modes, and the editor.

7 months ago - /u/FGS_Gerald - Direct link

Originally posted by itspch

StarCraft 2 was significantly better than Stormgate is for the same time frame

You are deeply, painfully, woefully misinformed. The length of time that wings of liberty was in development is public information. Please do your research before spouting nonsense.

7 months ago - /u/FGS_Gerald - Direct link

Originally posted by SilvertonguedDvl

That's not quite the same - and while I appreciate the response I think you know that.

In SC2, your only real competition, the game you are trying to replace, they offer Raynor, Kerrigan and Artanis for free. One character for each faction, free of charge, so even if you never spend a time on the game mode you can still play it completely and have a high-level commander to compete with your preferred faction at harder difficulties.

You're charging twice as much and I can only fully explore with a single Vanguard hero. I'm, uh, I hate to break it to you but I'm not a huge fan of Vanguard. So for me it's either spend twice as much money on a commander as I would in SC2 in order to just play the co-op mode fully with my preferred race, or... be artificially handicapped unless I spend money.

I appreciate you guys aren't doing this for free and need money, but you also need to build up good will with the community before you start exploiting them with microtransactions. Either that or rely on predatory marketing tactics. Hopefully you aren't doing the latter.

I'm just saying you may want to consider this a slightly different way. You need to get people enjoying the game and trusting you to create something high quality enough to justify buying stuff from you with the financial model you've chosen, after all.

We’re not trying to replace StarCraft 2. We hope people play SC2 forever. For many of us, it’s our pride and joy and a highlight of our careers.

You may know that SC2 is no longer in development, though, so we quit our jobs to make another RTS on our own, to build something new, so that we can continue making the kind of game we love.

7 months ago - /u/FGS_Gerald - Direct link

Originally posted by judgeshandiwork

I can give it a try!

Thanks for trying--let us know on the Discord (if you're there) if it works out. Otherwise, we can try to figure out another solution.

7 months ago - /u/FGS_Gerald - Direct link

Originally posted by PhoenixRising48

Thanks for responding, I realise there is a lot of anger here and it can't be easy to engage.

I'm not angry that things aren't done. I'm angry that things aren't done AND you want more money already. I spent $60, there are posts in this sub from people who spent $220, and I think we have a right to be mad at being expected to cough up even more this early on.

Let me explain what my first impression of Stormgate was: I downloaded the game after following the instructions in the Kickstarter email (which had been misrouted into spam, not your fault but still irritating) hit log in with steam, hopped onto the co-op tab, switched the difficulty from tutorial to normal, (I've played sc2 before I thought, I'll figure it out) selected a hero I thought looked cool... And saw a big glowing PURCHASE button appear. As a first impression after buying the so-called ultimate edition - that f**king sucks.

That can't be what you wanted people to take away the first time they sat down to play, and the extra few bucks it made you can't have been worth salting the earth like this, can it?

As angry as I am, I do appreciate the communication. Thank you for that, sincerely.

Edit: Clarity, typo's and tone.

I get why that felt bad--and we want to make things right as best we can. That's why, for the players who had an expectation that they'd have all of our day 1 content, we're making our next paid hero free. Hopefully we can win back your trust and support. It means a lot to us.

7 months ago - /u/FGS_Gerald - Direct link

Originally posted by Ok_Towel6772

Thanks for the acknowledgement Gerald. You're killing it on comms.

I think most people would agree that every few months for feature drops such as campaign chapters, heroes and the editor is extremely reasonable.

No need to respond to this if you see it, everyone has a "but can you just <this one small thing that isnt actually small>", but I must selfishly petition on behalf of the versus community:

3-4 months between relatively minor changes*, highly visible bugfixing**, or fixing exploitation*** will gut participation in the mode and put a damper on the advertising from the RTS content creation community right now (Pig, Arty, Tasteless, Winter, a dozen other folks you're probably all too familiar with).

Anyone expecting you guys to perfectly balance the roster before you even have all the units in the game is of course being unreasonable, and in fact trying to do so would be counterproductive, but just the most egregious or game breaking issues getting some love on a smaller timeframe would go a long way to keeping engagement and goodwill high.

* KRI
** vanguard t3 carrier bomber
*** infernal imp exploit allowing building across the map

Keep up the good work man, cheers.

Our content update schedule of “every couple months” doesn’t strictly limit how frequently we can push out a balance patch. That said, I don’t want to commit to a specific frequency on those without getting a better temperature read from our design team as we just released the early access preview a couple days ago and we’re gathering info.

My hope is that we’re responsive enough to any serious balance concerns for it to still be an area of strength for our game, as I believe it was during most of our testing phases.

7 months ago - /u/FGS_Gerald - Direct link

Originally posted by Feature_Minimum

Thanks for the communication.

Here's a quick win that'd be easy to implement:

Tell us how many units we lost at the campaign win screens. That's something a lot of us who enjoy campaign like to try to do is not lose units (see GiantGrantGames for example), so that'd be a small fix that'd add some replayability to the campaign, in my opinion at least.

This is a cool suggestion.

7 months ago - /u/FGS_Gerald - Direct link

Originally posted by Green_and_black

The feature this game is missing is the ability to click on a units portrait to centre the camera on them!

I think we’re tracking this one internally.

7 months ago - /u/FGS_Gerald - Direct link

Originally posted by Prosso

As a casual who followed SG since first announcement of FG, who haven’t laid my hands on the game but reading and partaning in the discussions here I have a question:

How do you react, when nit-picky people make a big fuzz about small stuff; such as re-hashing 1 texture to fill a map instead of having variations? I can definitly myself see a list of priorities, where implementing a random texture layer to a set of textures is much further down the list.

Maybe you ought to add, as someone suggested, a big ‘I understand’ check box pop up when starting the game that states that everything is yet subject of development and change and then a version number and openly suggest feedback. Because I think that there are many autistic people playing RTS and sometimes empathy doesn’t connect, and many expecting it to be a final product.

I personally love throwing out feedback, whenever I can. I never expect it to be recieved since I know it might or might not sit right with the developer etc. however the tone in this forum is pushing me away, and killing my joy in it.

The game looks great in 1v1 (please change Amaras’ hair lol, or at least add some gravity to it), and I could see a long time ago that it was heading this direction. Am hoping for even more creative solutions and implementations, since it wouldd be a pity if things already were calcifying.

Best of luck!🤞 Good job so far

Funny you say that—I asked for an “I understand that this game is not finished” checkbox for that Early Access pop-up you see when logging in for the first time, but too many other dev priorities meant it didn’t happen.

7 months ago - /u/FGS_Gerald - Direct link

Originally posted by judgeshandiwork

It is absolutely nuts what a difference this made. Thanks!

I’m really glad to hear that the updated drivers helped!