I just looked it up it’s going to be cross platform just no chat
Hey, there will be voice chat between platforms.
I just looked it up it’s going to be cross platform just no chat
Hey, there will be voice chat between platforms.
Is there, by any chance, plans for adding reconnect feature? Some of my friends sometimes get disconnected after a long game and it's pretty frustrating?
Sorry this is something we want to add but it's not currently supported by our multiplayer networking system. We might be able to add this in the future.
I will do unspeakable things if console releases with some form of cross-progression, or at least being able to associate both Xbox/PS accounts with Steam.
Gotta flex my "Prestige 1 because I played before last August" on the Xbox homies if I can
Hey, sorry due to several reasons we won't be able to support cross progression at launch. We might be able to add support in the future.
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.
Hey! Thanks for making this post, we do really value and appreciate the feedback.
We fully understand that most of these issues are due to us being a small studio, as you have pointed out. We're currently in the process of expanding our team in multiple positions to address these concerns however hiring is not easy and takes time. You can find the positions listed on our website. Interviewing is currently a significant part of our current workload however it is crucial for us to grow.
One of the main positions we are looking for is a community manager. This position is very important to improving our communication with everyone and will solve a lot of issues. We've already interviewed many people for this role and have many more interviews lined up.
Our goal is to release several large updates throughout the year, however with our current team size this isn't possible. Expanding our team is my absolute top priority so that we can bring more frequent and subs...
Read moreHey, this seems like an issue with Steam if it's after you updated the game. We have a lot of memory optimisations coming in the Halloween event update however that won't affect how Steam downloads and installs updates.
Hey, the main reason is because of "drug references" which is from the sanity medication. As well as some light use of blood, the ghost kills you and the multiplayer aspects. Without the sanity medication, we would have a lower rating.
Lethal Company has the control company mod that's been devastating public lobbies due to its nature. It only needs to be on the host, there's no active way to detect it besides having the same mod yourself iirc. I don't think that is a fair analogy at this point in time, even with the plethora of other great mods for it.
I can imagine how things would go if a control ghost mod could be stealthed in on public lobbies and begin spontaneously murdering folks, and having the devs explain that this isn't their doing, it was 3rd party scripts they allowed to go on their game. I just don't see that going well!
Hey, this is pretty much the reason why we are against it as we have no way of filtering mods on the public games
Heyo! What about toggling between private and public while already in the lobby? Is that in future plans?
Unfortunately this isn't really possible with Photon (our servers) without allowing a way for hackers to see the invite code and be able to join private games
Hey, we're looking into allowing you to invite friends through Steam invites for both public and private games but I can't give a date for this yet.