Posted June 21, 2018
Why Games in Development?
This is the most complex and deep game we've ever made. It's at a point now where we could continue to grow it on our own, but with feedback from the community we'll know we're growing it in the right direction. The game is a huge platform for all kinds of experiences, so we want to know which are working, which aren't, which you want to see more of and which you don't, and tailor further development accordingly.
Approximately how long will this game be In Development?
This will depend largely on how the community reacts to the game, but we anticipate being in Early Access for between 2 and 5 months. We have a bare minimum number of features we want to see in the game, but if it's doing well and people are engaged with what we're making, we also have a plan to stretch Early Access out and work further.
How is the full version planned to differ from the In Development version?
The In Development version of the game will initially feature the core game's open world with abut two thirds of the planned narrative content available. By 1.0, we will add the remaining third of the narrative content, a 'sandbox mode' in which players can play in the open world endlessly but without the narrative components, at least ten 'scenarios' which remove the open world functionality and place the player in an increasingly-difficult series of combat challenges, and 'multiplayer scenarios', where players will be able to play in a similar number of cooperative and competitive combat scenarios. All features which will be in 1.0 will be rolled out In Development first as they're tweaked and balanced.
What is the current state of the In Development version?
The whole open world is ready to play from start to finish, but we'll be incrementally increasing the density of the game world in terms of amount of content and options for ways to play. The open world has all the key systems we want to make it a fun experience, but there are many pieces of content, contract types, AI behaviours and more which we haven't been able to implement yet. The systems which currently work and are functional include: ship navigation and combat, the full geography of all the star systems in the open world, all space stations and NPC types, scanning and emissions systems, engineering and ships customisation, 4 playable ship types (3 fully customisable), contract-based economy system, salvaging and scavenging missions, real-time ship-to-ship messaging systems as well as an email-style inbox, bounty hunting procedurally generated contracts, procedurally generated passenger jobs and approximately two thirds of the planned narrative content for the 1.0 version of the open world.
Will the game be priced differently during and after In Development?
The price will increase when we reach v1.0, but we’re yet to determine the exact final cost.
How are you planning on involving the Community in your development process?
We plan to work hard to receive feedback via an official email, surveys, our official Objects in Space forum on the game's web site and informally our developers are very active on Twitter. We also plan to have a widget on the game's main menu which updates with each new build that explicitly tells players what our team is currently focused on.
This is the most complex and deep game we've ever made. It's at a point now where we could continue to grow it on our own, but with feedback from the community we'll know we're growing it in the right direction. The game is a huge platform for all kinds of experiences, so we want to know which are working, which aren't, which you want to see more of and which you don't, and tailor further development accordingly.
Approximately how long will this game be In Development?
This will depend largely on how the community reacts to the game, but we anticipate being in Early Access for between 2 and 5 months. We have a bare minimum number of features we want to see in the game, but if it's doing well and people are engaged with what we're making, we also have a plan to stretch Early Access out and work further.
How is the full version planned to differ from the In Development version?
The In Development version of the game will initially feature the core game's open world with abut two thirds of the planned narrative content available. By 1.0, we will add the remaining third of the narrative content, a 'sandbox mode' in which players can play in the open world endlessly but without the narrative components, at least ten 'scenarios' which remove the open world functionality and place the player in an increasingly-difficult series of combat challenges, and 'multiplayer scenarios', where players will be able to play in a similar number of cooperative and competitive combat scenarios. All features which will be in 1.0 will be rolled out In Development first as they're tweaked and balanced.
What is the current state of the In Development version?
The whole open world is ready to play from start to finish, but we'll be incrementally increasing the density of the game world in terms of amount of content and options for ways to play. The open world has all the key systems we want to make it a fun experience, but there are many pieces of content, contract types, AI behaviours and more which we haven't been able to implement yet. The systems which currently work and are functional include: ship navigation and combat, the full geography of all the star systems in the open world, all space stations and NPC types, scanning and emissions systems, engineering and ships customisation, 4 playable ship types (3 fully customisable), contract-based economy system, salvaging and scavenging missions, real-time ship-to-ship messaging systems as well as an email-style inbox, bounty hunting procedurally generated contracts, procedurally generated passenger jobs and approximately two thirds of the planned narrative content for the 1.0 version of the open world.
Will the game be priced differently during and after In Development?
The price will increase when we reach v1.0, but we’re yet to determine the exact final cost.
How are you planning on involving the Community in your development process?
We plan to work hard to receive feedback via an official email, surveys, our official Objects in Space forum on the game's web site and informally our developers are very active on Twitter. We also plan to have a widget on the game's main menu which updates with each new build that explicitly tells players what our team is currently focused on.