Worlds Adrift

Worlds Adrift Dev Tracker




31 May

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Heya,

We're looking into it internally, seeing whats possible to port and whats not. What can be copied and what will need entire rebuilding. If there's anything you really want to see in the game, let us know and we'll see what we can do.

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Heya, if you drop support a message, we'll see what we can do. We've got a few other games we can provide (but didn't due to age/VR required etc)


30 May

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    Bossa Strite on Steam Forums - Thread - Direct
Hi there,

So because of the special circumstances in this case we were able to work with Valve to extend the usual refund window from 2 to 4 weeks, as well as remove the 2 hour time limit. If Steam has denied your refund please can you submit a support ticket via this link - https://bossastudios.zendesk.com/hc/en-us/requests/new including your Steam details and proof of purchase and we'll get this sorted for you.

Thanks!
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    Nar'Gall on Steam Forums - Thread - Direct
Originally posted by Menzagitat: Thanks for clarifying Nar'Gall.
So avoiding bugs in the first place is the learned lesson?

No, not at all: bugs are the priority.

The problem is when bugs keep on popping up no matter how much effort is put into fixing them, thus making it impossible to establish a proper balance between bug fixing and features expansion / balance.

The reason this is so has to do with what we tried: a massive multiplayer physics-based game. The technical problems that this aspect brought forward were way bigger than expected, fickle, hard to fix. Rubberbanding when crossing multiple servers boundaries, for instance, took over a year of fixes to get to where it is today. In order to make ... Read more
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    Nar'Gall on Steam Forums - Thread - Direct
Originally posted by Fatikis: I don't care about your excuses. I care about you a large company ripping me off like all devs in EA seem to be ok with. 30 tiny updates in a broken game is not anything.

It's very hard to carry on a discussion in any direction if one keeps on going back to something that's factually incorrect. I'll paste below a single changelog of one of the 30 updates you label as tiny (this is not even our largest one...):

https://www.worldsadrift.com/patch-notes/will-of-the-council-update-29-patch-notes/

On your 'all d... Read more
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    Nar'Gall on Steam Forums - Thread - Direct
Originally posted by TescoClubCardUK: For that reason, after taking millions of pounds off of people that supported the development of this game, Early Access needs to be abolished, will stop companies like yours from using it as an excuse for a cash grab.

That's not the case. Again, we spent on WA's development 3x more than it made in sales, plus years of our time. To suggest this is somewhat profitable... It's not correct.

Making games is hard and expensive. Making an MMO is an order of magnitude so. We had dozens of people working on WA for years, it's not rocket science to multiply their salaries and get to the value.

But that won't ease yours nor anyone's frustration.
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    Nar'Gall on Steam Forums - Thread - Direct
That's exactly it: if we do something new with it, WA players will get it.
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    Nar'Gall on Steam Forums - Thread - Direct
Originally posted by Yemmer: Worlds adrift Fell short because the developers refused to implement BASIC features into the game to help retain the playerbase Thats why your population Plummeted AND the reason why your not getting enough sales, this is on the Studio, you can use whatever excuses you like, But the facts don't change.

Why would we refuse to implement features that would help retain the playerbase? We know the playerbase plummeted because of the lack of core features.

The reason why we didn't implement the host of features the game needed is because we were too busy making it work, fixing bugs, keeping it online. 90% of our time was going into this, and that's why we didn't implement the features ... Read more
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    Nar'Gall on Steam Forums - Thread - Direct
Hey sir. We did, and we would definitely do so if we could. But it is not that simple at all:

Why can’t you make the game Open Source?
Worlds Adrift is 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 we cannot commit to.

Can you make the game P2P or allow player servers?
The network of Worlds Adrift 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. This requirement prevents us from making it P2P or allowing players to host their own servers.

Why don’t you sell the game to someone else?
If we believed there was a way to keep the game running even while making a small loss, we would do so. For a third party company to run Worlds Adrift they would need to make a profit or at least break even. ... Read more
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    Nar'Gall on Steam Forums - Thread - Direct
Not sure about the visibility issues as described, but I wouldn't put it down to Steam's discoverability. The fact is that Worlds Adrift fell short of what it needed to be as a game, because we were putting all our effort in making it work, on fixing bugs, rather than implementing the features it needed to have.

When we find ourselves committing 90% of our time just to keep the game working, with a large team, there's no possibility of making the fundamental changes and improvements the game needs.

That's what really brought us here.