BossaKirk

BossaKirk



20 Jun

Post
    BossaKirk on Steam Forums - Thread - Direct
Greetings,

I have been informed by Steam that if you fit any of the 3 following criteria you should now have received refunds:

1) You purchased the game from the 29th April onwards
2) You purchased anything from the in-game store regardless of time
3) You purchased a Founders pack and were eligible for compensation for the Atlas Coins which were originally promised.

Please check your inbox from an email from Steam/Valve with more information.

Any issues contact support @ support.bossastudios.com

Cheers,


11 Jun

Post
    BossaKirk on Steam Forums - Thread - Direct
Greetings Travellers,

Our largest update to Worlds Adrift will be going live after maintenance. Update 31: Legendary Warfare sets up the final chapter of adventures in Foundation with a host of new features including:

Brand New Map - Explore a new world created by 2 members of the CCC.
Territory Control - Lay claim to territory, fight to be the ultimate winner of Worlds Adrift.
Legendary Engines - These engines have amazing stats and abnormally low weight thanks to the special components they use.
Ship Blueprints - Save your ship designs and rebuild them later at the click of a button.
Ship Boosting - Feed your engines Moonshine to make them go faster.

There’s many more changes, tweaks and fixes in this update and you can see all the details in the patch notes. (https... Read more

07 Jun

Post
    BossaKirk on Steam Forums - Thread - Direct
Greetings Travellers, Update 31 (the final update) will be released next week. It'll include lots of cool features such as new community created new map and Territory Control.

This Update will include a wipe of your characters. If you want to preserve memories of your current gear / ship, please make sure you do so over the weekend.

We'll also be sharing details about the End of the World event next week too, stay tuned!

30 May

Comment
    BossaKirk on Steam Forums - Thread - Direct
Hey there,

Please see what our CEO had to say about this here:

https://steamcommunity.com/app/322780/discussions/0/1644290458825499424/?ctp=3#c1644290549103897239

Just locking duplicate threads in order to focus discussion in one ...
Comment
    BossaKirk on Steam Forums - Thread - Direct
Answers about open source / p2p / selling the IP can be found here (at the bottom of the pinned FAQ)

https://steamcommunity.com/app/322780/discussions/0/1644290458825499424/?ctp=3#c1644290549103897239
Comment
    BossaKirk on Steam Forums - Thread - Direct
We negotiated a 1 month refund policy with Steam which is outside of their normal procedure.

You should not be denied a refund in that case.

If you have been automatically denied please contact us with your Steam details and proof of purchase at support.bossastudios.com and we'll chase it up.

29 May

Comment
    BossaKirk on Steam Forums - Thread - Direct
Hi there,

I mentioned this in another thread but the reason why Worlds Adrift (and many large games) don't go Open Source when they are sunset is simple: they are in part built with third party tools, plugins and licensed code we cannot share or open source ourselves. Without these the game doesn't run nor compile. Going over and removing all these instances is a huge undertaking as well. This is why it's rare for a game going Open Source, it has little to do with willingness to do so.

I hope that sheds a little light on why we can't do this as much as we'd like to.
Comment
    BossaKirk on Steam Forums - Thread - Direct
Hey there,

Sadly we can't make the game single player, we have the Island Creator which does not require SpatialOS to operate.

Unlike our other games, Worlds's network is built on top of SpatialOS, a proprietary tech. Worlds does not run without it, nor can it be hosted outside of SpatialOS's infrastructure. It stops us from both making it P2P or allow anyone to host their own servers, unfortunately.
Post
    BossaKirk on Steam Forums - Thread - Direct
Please visit https://www.worldsadrift.com for more information.

Why is Worlds Adrift shutting down?

Making such an ambitious game was always going to be a challenge and we love the game we’ve built together with our community. However,  Worlds Adrift has not captured the imagination of as many people as we needed to make it commercially viable.

When is Worlds Adrift shutting down?

Worlds Adrift will be closing in July 2019 with our End of the World Party. The exact date and details of this event will be announced here and on our other community channels (Twitter, Facebook, Steam Forum and Discord) soon.

What’s happening with the game until then?

You will be able to play as normal but we’ve made a few changes to help players get the most out of the game during these final months. To provide a... Read more
Post
https://youtu.be/yjTUf9VT4q8

At Bossa Studios we love taking risks and making stuff that no one dares to do in order to create great original experiences for players. Worlds Adrift was an ambitious undertaking for us: a community crafted MMO built on freedom and player agency with multiplayer physics, set in a huge world. We are proud of what we achieved with the game since development began five years ago out of a humble game jam.

We are immensely grateful for every Traveller that’s come to experience this community crafted world. However, Worlds Adrift just hasn’t reached the level of popularity it nee... Read more

01 May

Post


BLIGHT 2.0

  • Improvements to telegraphing:
    • Made the Blight screen overlay transparent when looking away from the centre of the storm to make it clearer which direction to travel in to get out.
    • If you can see particles you're at risk of destruction (you're near the destruction radius)
    • Destruction VFX will last longer. Now it will fade to black over 7.5s and 'dissolve' over 2.5s. Colliders should also be disabled halfway through the dissolving process.
    • New lightning VFX to make the Blight look more dangerous
    • Blight will now turn on if the server hits 75% time dilation for 30 seconds and disable when it gets to 85% time dilation for 30 seconds
    • Blight is now visible from 6km away
    • The Blight will now smoothly fade out when it disappears. Also, it's now more visibly windy in weather ...
Read more

24 Apr

Comment
    BossaKirk on Steam Forums - Thread - Direct
The best advice I can give you, or anyone is to go to http://www.gcping.com/

Look for Iowa and see your latency there.

If it's higher than say, 150ms, you might experience sub-optimal performance.

12 Apr

Post


PTS - Update 30 Patch Notes

BLIGHT 2.0
  • Improvements to telegraphing:
    • Made the Blight screen overlay transparent when looking away from the centre of the storm to make it clearer which direction to travel in to get out.
    • If you can see particles you're at risk of destruction (you're near the destruction radius)
    • Destruction VFX will last longer. Now it will fade to black over 7.5s and 'dissolve' over 2.5s. Colliders should also be disabled halfway through the dissolving process.
    • New lightning VFX to make the Blight look more dangerous
    • Blight will now turn on if the server hits 75% time dilation for 30 seconds and disable when it gets to 85% time dilation for 30 seconds
    • Blight is now visible from 6km away
    • Initial Blight posit...
Read more

11 Apr

Comment
    BossaKirk on Steam Forums - Thread - Direct
The last time we wiped was back in October 2018. They're not as necessary as before and as we develop the backend tech we can be more granular with what we reset.

The next planned wipe is for Update 31 which is a way off yet.

05 Apr

Comment
    BossaKirk on Steam Forums - Thread - Direct
Head to our Support Site [bossastudios.zendesk.com], make a ticket, and we'll take a look. :)

03 Apr

Post


Greetings Travellers,

For my last Tech Tuesday, I described how we are going to save all of the offline ships in the world and then delete them all in a subsequent update.

Well, it turns out that as of late the PvE deployment, in particular, has been really struggling with the sheer amount of ships in the world so strange bugs such as ships not appearing have started to happen much more frequently.

Due to this, we've decided to bring forward the work of deleting all of the offline ships and respawning them when registered players login. I completed the work to delete offline ships today and the results are even better than we expected, so here are some graphs!

First, here's the graph showing the number of entities in the world:

... Read more

19 Mar

Post


Knowledge And Scanning Revamp

Update 30 will bring the first big changes to scanning and progression in Worlds Adrift.

First things first; scanning has been heavily reworked. We have removed the need to scan every individual object in the game. They no longer give any knowledge but their description text remains. From now on knowledge is primarily gained from databanks, lore pages and salvaging schematics.

Another quality of life change we’ve made is a new cursor icon when holding your scanner and it will change colour to highlight when something is in range to scan.



These features have also been added to the other tools such as salvage and shipbuilding tool.

We’ve also added the ability to “complete” islands... Read more

05 Mar

Post


Greetings Travellers,

Worlds Adrift hasn't been wiped for quite some time. On the PVP that's not really a big deal because people blow each other up, but on the PVE server it means this:



Yup, that's a lot of ships, specifically offline ships…

Recently we put in place optimisations to reduce the impact of offline ships on the servers, but it's impossible to completely remove all impact, in particular from the system that periodically saves the state of the entire world to disk every 10 minutes in case the servers die.

Here's what the server load looks like:

... Read more

19 Feb

Post


Hi, Sylvain here, CTO at Bossa Studios, dropping in to give you quick summary of what we are tackling right now.

As some of you may have noticed if you read the forums, the Worlds Adrift team is currently undertaking some big technical upgrades to quite a few of the core systems. Whilst these upgrades will bring significant quality of improvements for players; they aren’t without their challenges. The issue with these systems is that they are usually touching a lot of the game code which was initially implemented years ago and more often than not for older versions of SpatialOS too. Code that is as fragile as it is essential. As a result, any changes made need to be scrutinised and implemented with a prudent mindset. We have planned to tackle these systems for a while, however, other features/fixes in Worlds Adrift’s release schedule to... Read more