Hope they do it with all the default mesh color schemes
Just clarifying here: this is a fix for the MegaCorp (and Dark Future) paintjob only
Hope they do it with all the default mesh color schemes
Just clarifying here: this is a fix for the MegaCorp (and Dark Future) paintjob only
Get these praises, you deserve them ! Like realy hard !
I'm just a gamer like everyone else. Playing the role of CEO at day, gaming at night.
Thank you!!! <3
I'd guess they purchased it, it's gotta be advertising space like anything else so it's probably up for rent
We got this based on our performance as an Early Acces game. To our knowledge, you cant pay Valve for promotion spots.
What happens to existing owners of the motherload edition? edit: a word
You will be able to buy the two new DLCs at a 20% discount using the Dwarven Legacy bundle. You will still own the base game, the supporter pack and the soundtrack (and you get the new soundtrack for free as a volume II).
This should be fixed with the latest build on Experimental (so will be fixed in 1.0)
This is an impressive piece of work!
As we are moving closer to launch, this is exactly the kind of info new players seek.
I will contact you directly :-)
Thx for your concern!
As Jacob wrote, we are mostly in a work-from-home situation now and are adjusting our workflow a bit, but not much. Some are home with families and kids and that will lower production speed. But for Update 29 we were in a good place already, so we still expect to release U29 before the end of March.
Just to clarify, Denmark is NOT past the high point of the pandemic curve yet. We had a lot of cases very fast because many Danes were returning from winter vacations in Austria and Italy. So that skewed our statistics quite a bit, but it also resulted in some accelerated responses from the government. It's hard to say where we are on the curve, but I estimate 2-3 months before we are out of this first corona wave with the high point happening within the next 4 weeks.
As a game development company, we are super fortunate to be in an online, digital business. While many other types of businesses are facing extremely hard times, we have it relatively easy. Current...
Read moreDo you have any future plans to release further planets/biomes?
More Biomes is on our wishlist as well. And it has a pretty good chance of happening sooner rather than later. We'll focus on some new Mission Types first, but then Biomes might be next.
We'll keep things on Hoxxes - there are still plenty of unexplored areas on this hostile planet.
Any plans to add more tools for hosts to control and moderate their lobbies? I'm particularly interested in
level/promotion filters for public lobbies,
player black and white lists that can block black listed players from joining and allows white listed players to bypass the requirements of your server filters
a customizable welcome message or screen for joining players,
public loadouts,
max allowable ping limits for lobbies that can be set by the host as well as a displayed ping for the server browser,
host toggle ability to lock calling the mules/supply pod/drop pod/fuel cells to host only (should be possible to toggle on or off mid mission); can be on a per player basis where you can grant or deny specific clients those abilities
an indicator in the server browser if a steam friend is in a displayed public lobby
Hey, thanks, those are all ideas worth considering for our Quality of Life efforts. Not making any promises other than we will at least consider these.
Dear DRG,
in the past you talked about a better PING-System (Laserscanner). Roadmap doesnt say anything about it. What is your current progress / work on it?
Roadmap states a DELUXE edition, with more TBA - can you tell us when that will be approx? :)
The Miner's Manual will, later on, utilize the Laserscanner for adding info, but probably not in the first iteration. But other than that, we do not have any concrete plans on improving the PING-system. We don't want it to be too complicated or with any risk of being abused for trolling. That said, there might still be some things we could do to improve it.
We will announce more details about the Deluxe Edition when we announce the release date. And that is still some time away since we have to go to Certification for Xbox first.
Was there any new feature that you guys put into the game, but then realized it did not worked as expected or it wasn't right for the game and ended up removing it?
Also, where is the barrel armor coming back?
Robert (our Art Director) just promised (on a live stream) for the Barrel Armor to come back at some point in the future, but not in the version that was teased some time ago. We have updated the quality and the way we create our armors, so it needs to be rebuilt.
are their any easter eggs nobody has found yet?
Maybe?
But probably no, since you are all really good it finding out secret stuff!
Have you considered randomized rewards to be granted based on score threshold for each mission completion? A lot of players skip gold mining or mining minerals in general once the objectives are completed. If there was a possible chance for further rewards based on score, it would negate this behavior and allow us to have something to look forward to for added effort. Digging rare ore out of a wall would also feel more like real treasure. It could even be partial rewards based on performance tiers to be compiled in order to create a whole item. As it is, buying cosmetics from a terminal in the hub feels like a separate, unengaging process that takes away from the core gameplay.
Are there plans to grant special items/cosmetics/bling based on prestige level? Right now, the level climb feels somewhat underwhelming. Outside of a number or amount of stars (bronze/silver/gold background) there's nothing to display. A part of what makes games addicting and satisfying is having a way to show the dedication + time put in. Flashy skins/rare emblems would suit this quite nicely.
This game makes the best use of procedural generation I've seen anywhere. Even though the gameplay never really changes, the biomes do and are hardly ever the same. That means traversing the map more often than not requires creativity, which keeps things fresh. I really like that. You also nailed the feeling of mining. My God is it satisfying to swing this pickaxe around. All the aesthetics are perfectly implemented. Furthermore, the "V" key has never seen so much use on my keyboard and it's a rare event where I don't laugh right after having invoked all that dwarven pride to be met with the same. I didn't even like dwarves. I do now.
Rock and Stone!
i have two questions for the gamedev side of drg:
- what steps do you take when it comes to reviewing feedback? how do you discern what's useful from what's not?
- how did you go about promoting drg in the very early (pre alpha) days? what methods did you use to make drg as well-known as it is today?
Is your business model sustainable?
I mean, you're pumping out a lot of content surviving only with 2 type of income (the base game and the supporter pack)Is the influx of new players enough to sustain all of your expenses?
Asking because i'd really hate to see you guys going down for financial reasons easily avoidable with more communication on this specific topic (your communication management on any other topic regarding the game is on point!).
Let's just say we are not going out of business anytime soon :-)
Unless we blow everything on an uber-extravagant release party!
I listened to your interview on the Digital Logik Gaming Podcast (shout out to them) the other week and I just wanted to say I'm blown away at how much effort you've put into DRG. It's one of my top played games for the last year and still hasn't got boring. Question: Do you have any plans for big expansions to the game to add more creatures, maps etc?
Thanks - it was me in the interview. Digital Logik are such a nice bunch and it was a really relaxed interviewed.
The plan is basically to continue what we have done in Early Access: deliver frequent updates with lots of new features and content. The frequency will probably slow down a bit. Right now, we are doing most Updates in 6-8 weeks and that might change to 10-12 weeks instead. You could call the updates expansions if you want to. And unless it proves impossible, we plan to give the updates for free.
So I got a question for ya. Have you got plans/thought about adding a map editor. Always thought at the end of the games life you might be Abel to make a simple map editor and workshop support. Maybe some new rules where you can’t mine and players can make 40k-Deathwing style missions. Also shooting range when?
When we started on the project 4 years ago, we had modding/map-editor on the list. But early on it became clear to us that just building this game and the whole procedurally cave generating tech was a huge task. So we pushed away ideas like a cave-editor and modding. Since then, we have learned a lot about Unreal and also talked to other developers who have shipped mod-editors to their game. So who knows what the future will bring on this?
Shooting range:
We have talked about multiple solutions based on the feedback/ideas we have seen on this. One would be a fun-and-games version for the Space-Rig, mostly just as some social stuff to do between missions (like the Abyss bar and barrel kicking). This would not be for testing your weapons as that requires a lot more features.
The other would be more like a practice-cave where you can actually test your loadouts against something that could act as enemy targets. This is a MUCH larger task, but we can see that many of you are actually ...
I love your game guys, all the references, dwarves, the coop and comunity... it's fucking amazing!!!
Now serious question: when we will see a bug queen?
ROCK N' STONE!!!
We have had a Boss Encounter or a Boss Mission Type on the Roadmap several times (in the 'And then maybe...' section). We only removed it because it became clear that we wouldn't be able to add it before the 1.0 launch. So, the concept of a Boss monster is still greenlit, and it's more a matter of when it will than if it will happen.
Now, the next question is if that boss monster will be a bug queen. I have no idea :-)
I can has more biomes? But for real, the biomes in this game are really cool. I would love to have a few more. A more difficult and bizarre biome would liven the game up, such as the “inside a giant glyphid” map that keeps getting suggested here.
Any plans to rework the voice lines? As it stands we have two sets of voice lines that sound nothing like each other — the very old lines like the classic rock and stone, and the new lines such as “from A to D skipping B and C”, which sound completely different.
What games inspire the devs? This game gets compared to payday, killing floor, left4dead, and Minecraft (although I think it’s nothing like minecraft). Do you guys draw inspiration from any of those? What else?
1, Yes, We expect more biomes to be added post-launch. Not immediately, but too far in the future either.
Voice lines are tricky since we have been developing the game for many years now. Normally, you would do most at the same time, but that's not been the nature of this development. The voice actor is the same, and so are the voice line scriptwriters, but the game has evolved and so has the voice lines. There are no plans to redo the old voice or new voice lines.
Spelunking in co-op in Minecraft was one inspiration. The feeling of exploring a procedurally generated cave with dangers, but then have a good shooter instead of the melee/crafting focus from Minecraft. As co-op FPS was also part of this, Left 4 Dead is an obvious inspiration. On top of this. for the theme, we were inspired by the original Aliens movies. We wanted to add elements to the game that made some of those classic scenes from Aliens appear in a non-scripted way.