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The worst thing for me is, that I was so ultra hyped for the Add-On and just couldn't wait for it to come out.
Now all this excitement is just gone and even though I am going to buy and play it, it won't be the same.
Post edited October 25, 2023 by MonroeBiR
Why are (presumably) grown adults behaving like three-year-olds in kindergarten? What needed to be communicated has been communicated. Do the mature thing, simmer down, and be patient.
avatar
BoerVanBreda: Why are (presumably) grown adults behaving like three-year-olds in kindergarten? What needed to be communicated has been communicated. Do the mature thing, simmer down, and be patient.
NOTHING has been officially communicated on this sales platform, about what the current status is. That's why people are pissed!

It's all been someones screenshots from a Discord channel with vague answers.

It's ridiculous how hard it is to actually put money in these people pockets!
*Shill alert*

Adults that run a business will usually inform consumers of any delays or be transparent with issues they are facing. We have had to ask them ourselves. They have never once stated there was a GOG delay or provided any information without us goading them about it first. Then when they respond it's nebulous and meaningless. It's the same "when it's done" that plagued Duke for over a decade.

Look at Facebook or Twitter. Loads of comments asking about the GOG version. Silence on their part. Yet the social media accounts are incredibly active.

A large part of what makes this so infuriating is that it's an EXPANSION, requiring the base game -- and we can't play it, because we purchased their game on a platform they supported it on, but now seemingly forgot about. Huh, weird. Why would anyone be upset about that.

Their responses suck. It's terrible communication. It's been almost a month. The patience threshold is long gone.

Could have avoided all of this. Could have ironed out all this crap before they released it in the first place. Could have been transparent and proactive by letting everyone know initially of a delay in the same social media post that they advertised it was out and ready to go (slight caveat -- not for GOG users!).

And here we are still, nobody can formally say a word to us. Can't visit this forum. Can't post on Facebook or Twitter. But hey, they said they'll make an announcement when it's ready! The obtuseness is palpable.
EDIT: lol, it was just released

Ah, it looks like the DLC has dissapeared from the store and there's only available a "bundle" with the base game and the DLC:

https://www.gog.com/en/game/ion_fury_aftershock_bundle

If you try to go the (linked in the bundle page) DLC link, it returns nothing:
https://www.gog.com/game/ion_fury_aftershock

Gogdb does not list anything weird (Updated today, maybe someone messed up?):
https://www.gogdb.org/product/1752977759

And yeah, the delay (and lack of information on what's going on) it's disappointing, but sadly, barely news in GoG. I never buy anything on launch (and I got a shitload of other stuff to play), so whatever, but still is somewhat disappointing that GoG still haven't fixed their processes/communication with developers and we are still getting stuff later than the big boys at Steam.

Don't expect anything, nor from the devs, nor from GoG themselves. Is the same old story, over again, in a different game. It's extremely tiring having to roll the dice each time you get a game here to check if it's going to have problems or not.
Post edited October 26, 2023 by Neurus_Ex
Hi, dev here.

I don't really use social media/etc. besides of discord so I can't comment on communication through those but I will share what's largely a summary I did on discord on 20th and reposted above but I've added some bits here..

* "GOG build" was basically prepared quite early on but some showstopper bugs bumped the steam version a bit. -- This was the "end of week" initial prediction. (This is basically identical to steam but lacks the token effort steam dll integration) gog == 3drstore == whateverelse (I'll refer to this as the .zip release)
Some of the bugs were things like the ending not showing properly to other really annoying issues we'd have to immediately hotfix.. Anyway requiring a point release fix and embarrassing enough to have on 1.0 in the first place.
Historically we had to hotfix some our own temporary patchers for 1.1 and 2.0 so we had an incentive to make sure that ashock 1.0 would not not be stuck with a broken 1.0 for days.
This delay was our choice.

* Then major issues with photomode and some medium-level achievement issues were fixed and required 2-3 rounds of testing. Including engine rendering issues that had to be fixed due to some really obscure regressions. I think this bumped the testing/etc.. by another week.
While at this point we could have packaged the .zip release, we expected this to take less than it did.

* As of 20th, there was a stable version internally available for the past few days that is waiting to be pushed but issues with access to new devportal account has resulted in 12-24h turnounds for issue-response communication likely due to timezones. This was intended to allow us quicker update turnarounds in the future.

* Another setback was that the steam achievement API-to-GOG wrapper was broke just recently and the planned GOG-Steam achievement wrapper suffered.

* The new method for devportal also required some self-learning and whatnot since we had never used that before.

* Yesterday we fixed an obscure (but not uncommon) issue where enemies could end up off-map, resulting in impossible 100% kills on the city_3 map. It wasn't exactly too easy to narrow down and required a lot of back&forth for an issue that seems to have been there since release.

Now I'm not sure if the current release has been sent as a typical .zip setup or if it ended up being uploaded through the portal in the end. However part of the poor communication was likely the expectation that it wouldn't be needed at all due to quicker turn around. When things slipped, some updates were shared on discord but without exact dates as the moment we share something, it will spread around and even if we correct it later on, it's unlikely that it will actually reach wide enough quickly and we will still get yelled at for missing it, already like the original "end of the week" :) (To be fair, forums here could have worked better than discord).. Anyway that's some insight on our though process there.

I was away/offline for the first two weeks of october and focused on my day job more now so I'm not 100% sure on exact details beyond that.
Anyway, having worked at service, IMO nothing sucks more than lack of information, communication and the unknown in general so I do feel/understand the frustration.
I can only offer an explanation for now and can only say that sorry for this.

As for the GOG release, it happened officially at 12 CEST, some broken links, pricing, etc.. that seems to be fixed now for the most part after reporting them.
Post edited October 26, 2023 by oasiz
avatar
oasiz: Hi, dev here.

I don't really use social media/etc. besides of discord so I can't comment on communication through those but I will share what's largely a summary I did on discord on 20th and reposted above but I've added some bits here..

* "GOG build" was basically prepared quite early on but some showstopper bugs bumped the steam version a bit. -- This was the "end of week" initial prediction. (This is basically identical to steam but lacks the token effort steam dll integration) gog == 3drstore == whateverelse (I'll refer to this as the .zip release)
Some of the bugs were things like the ending not showing properly to other really annoying issues we'd have to immediately hotfix.. Anyway requiring a point release fix and embarrassing enough to have on 1.0 in the first place.
Historically we had to hotfix some our own temporary patchers for 1.1 and 2.0 so we had an incentive to make sure that ashock 1.0 would not not be stuck with a broken 1.0 for days.
This delay was our choice.

* Then major issues with photomode and some medium-level achievement issues were fixed and required 2-3 rounds of testing. Including engine rendering issues that had to be fixed due to some really obscure regressions. I think this bumped the testing/etc.. by another week.
While at this point we could have packaged the .zip release, we expected this to take less than it did.

* As of 20th, there was a stable version internally available for the past few days that is waiting to be pushed but issues with access to new devportal account has resulted in 12-24h turnounds for issue-response communication likely due to timezones. This was intended to allow us quicker update turnarounds in the future.

* Another setback was that the steam achievement API-to-GOG wrapper was broke just recently and the planned GOG-Steam achievement wrapper suffered.

* The new method for devportal also required some self-learning and whatnot since we had never used that before.

* Yesterday we fixed an obscure (but not uncommon) issue where enemies could end up off-map, resulting in impossible 100% kills on the city_3 map. It wasn't exactly too easy to narrow down and required a lot of back&forth for an issue that seems to have been there since release.

Now I'm not sure if the current release has been sent as a typical .zip setup or if it ended up being uploaded through the portal in the end. However part of the poor communication was likely the expectation that it wouldn't be needed at all due to quicker turn around. When things slipped, some updates were shared on discord but without exact dates as the moment we share something, it will spread around and even if we correct it later on, it's unlikely that it will actually reach wide enough quickly and we will still get yelled at for missing it, already like the original "end of the week" :) (To be fair, forums here could have worked better than discord).. Anyway that's some insight on our though process there.

I was away/offline for the first two weeks of october and focused on my day job more now so I'm not 100% sure on exact details beyond that.
Anyway, having worked at service, IMO nothing sucks more than lack of information, communication and the unknown in general so I do feel/understand the frustration.
I can only offer an explanation for now and can only say that sorry for this.

As for the GOG release, it happened officially at 12 CEST, some broken links, pricing, etc.. that seems to be fixed now for the most part after reporting them.
Hey,

Thanks for this. It's at least out now and it's been getting great reviews elsewhere so can't wait to play it!
thanks for the update, glad it's finally available here!
@oasiz Thank you for the clarification.

I'm looking forward to play Aftershock this coming weekend.
Thank you. Appreciate you coming here to talk to us.
Thanks from here as well. After 2 hours of play I can say it was well worth the wait. :)
Now, this is how you get goodwill from the community. Thanks for sharing this with us, looking forward to have some time to play it in the future!
avatar
oasiz: Hi, dev here.

I don't really use social media/etc. besides of discord so I can't comment on communication through those but I will share what's largely a summary I did on discord on 20th and reposted above but I've added some bits here..

* "GOG build" was basically prepared quite early on but some showstopper bugs bumped the steam version a bit. -- This was the "end of week" initial prediction. (This is basically identical to steam but lacks the token effort steam dll integration) gog == 3drstore == whateverelse (I'll refer to this as the .zip release)
Some of the bugs were things like the ending not showing properly to other really annoying issues we'd have to immediately hotfix.. Anyway requiring a point release fix and embarrassing enough to have on 1.0 in the first place.
Historically we had to hotfix some our own temporary patchers for 1.1 and 2.0 so we had an incentive to make sure that ashock 1.0 would not not be stuck with a broken 1.0 for days.
This delay was our choice.

* Then major issues with photomode and some medium-level achievement issues were fixed and required 2-3 rounds of testing. Including engine rendering issues that had to be fixed due to some really obscure regressions. I think this bumped the testing/etc.. by another week.
While at this point we could have packaged the .zip release, we expected this to take less than it did.

* As of 20th, there was a stable version internally available for the past few days that is waiting to be pushed but issues with access to new devportal account has resulted in 12-24h turnounds for issue-response communication likely due to timezones. This was intended to allow us quicker update turnarounds in the future.

* Another setback was that the steam achievement API-to-GOG wrapper was broke just recently and the planned GOG-Steam achievement wrapper suffered.

* The new method for devportal also required some self-learning and whatnot since we had never used that before.

* Yesterday we fixed an obscure (but not uncommon) issue where enemies could end up off-map, resulting in impossible 100% kills on the city_3 map. It wasn't exactly too easy to narrow down and required a lot of back&forth for an issue that seems to have been there since release.

Now I'm not sure if the current release has been sent as a typical .zip setup or if it ended up being uploaded through the portal in the end. However part of the poor communication was likely the expectation that it wouldn't be needed at all due to quicker turn around. When things slipped, some updates were shared on discord but without exact dates as the moment we share something, it will spread around and even if we correct it later on, it's unlikely that it will actually reach wide enough quickly and we will still get yelled at for missing it, already like the original "end of the week" :) (To be fair, forums here could have worked better than discord).. Anyway that's some insight on our though process there.

I was away/offline for the first two weeks of october and focused on my day job more now so I'm not 100% sure on exact details beyond that.
Anyway, having worked at service, IMO nothing sucks more than lack of information, communication and the unknown in general so I do feel/understand the frustration.
I can only offer an explanation for now and can only say that sorry for this.

As for the GOG release, it happened officially at 12 CEST, some broken links, pricing, etc.. that seems to be fixed now for the most part after reporting them.
Ms. Voidpoint, please consider reading this:
https://www.gog.com/forum/ion_fury/ion_fury_aftershock_without_support_for_software_mode_wtf

Cheers!
Post edited October 27, 2023 by SilentMRG
G'day there devs.

Cheers for the dlc and yup enjoying it so far.

Just a question.

I accidentally tabbed out and when I went to tab back in the Ion Fury app called itself "five finger discount" or something.
Just incase this is somekind of false flag pirate joke yes I have indeed purchased Ion Fury and the DLC from GOG (and Switch and will again when Aftershock arrives on that) and yup launched it from Galaxy.

Also worthy of note I couldn't get the overlay up. Not that I needed it but just something to add.

Love Aftershock so far.

Keep it up folks.
It's showing you the map's name and I think once you complete it, you'll understand :)


As amusing as the ideas were (i.e. slowing down every door/elevator to take tens of seconds), Fury lacks any sort of protection at all.
In fact you can just git clone the eduke32 sources and build your own binary.