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I know that gog aint the place to go for massive stream of customer interaction but I do not think its too much for an InDevelopment title to have the devs/a Representative to check the place out once in a week and share ideas/concerns or at least shoot down hopes if necessary.

Otherwise whats the point of that all?
This question / problem has been solved by TheRealBulletimage
Well... I see. No answer is also an answer. To avoid another Man-O-War situation I'll aim for a refund now but will continue to watch the progress. Should it will become what I'd play; I'll buy it again.
I certainly don't blame you for waiting for a finished version - I plan to do the same - but if you want to interact with the devs and follow development more closely this just isn't the place to do it. They are active on the Steam forums, usually posting in threads at least a couple times a week or so, and I've heard they have a presence on the game's Reddit, though I don't really go there.

It looks like it could be promising to me and if you still feel the same way I'd encourage you to lurk there if you want to see them answering questions.
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FirestormMk3: I certainly don't blame you for waiting for a finished version - I plan to do the same - but if you want to interact with the devs and follow development more closely this just isn't the place to do it. They are active on the Steam forums, usually posting in threads at least a couple times a week or so, and I've heard they have a presence on the game's Reddit, though I don't really go there.

It looks like it could be promising to me and if you still feel the same way I'd encourage you to lurk there if you want to see them answering questions.
I said my pieces. I do not expect them to be as active as the Astrox Imperium guy (https://www.gog.com/forum/astrox_imperium#1567509345). But as a single dev with a somewhat similar game released in a almost identical time frame he does rise the bar very, *very* high. If they are to good to at least occasionally sweep this forum and say a word or two I have to fear that even if some of the things mentioned get accidentally addressed they might not support this game with ongoing patches after release like a few other devs for the very same "Steam is bigger than you" reasoning they already display on their interaction.

I'd really like to love this game. It hits a fuckton of sweet spots combined in a pretty bundle I'd often fantasized about. Sadly it comes with (for me personally) unnecessary red flags that IMO could easily be avoided by offering a separate game mode (with a regular saving system) and a bit of more logic instead of harshness in the event results (event describes permanent drive damage to one ship but its actually a new captain trait that [likely] carries over to all ships).

I do not think I'm alone on this; I do think they could expand their player base immensely addressing these and I do not think that these harm the integrity of the devs vision of the game (and frankly, the ship drive thing does appear to be a bug anyway). I might be wrong on the last part. I don't know. I'll continue to check this forum out once in a while, skim the patch notes but will not get my hopes up too much.
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FirestormMk3: I certainly don't blame you for waiting for a finished version - I plan to do the same - but if you want to interact with the devs and follow development more closely this just isn't the place to do it. They are active on the Steam forums, usually posting in threads at least a couple times a week or so, and I've heard they have a presence on the game's Reddit, though I don't really go there.

It looks like it could be promising to me and if you still feel the same way I'd encourage you to lurk there if you want to see them answering questions.
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Anothername: I said my pieces. I do not expect them to be as active as the Astrox Imperium guy (https://www.gog.com/forum/astrox_imperium#1567509345). But as a single dev with a somewhat similar game released in a almost identical time frame he does rise the bar very, *very* high. If they are to good to at least occasionally sweep this forum and say a word or two I have to fear that even if some of the things mentioned get accidentally addressed they might not support this game with ongoing patches after release like a few other devs for the very same "Steam is bigger than you" reasoning they already display on their interaction.

I'd really like to love this game. It hits a fuckton of sweet spots combined in a pretty bundle I'd often fantasized about. Sadly it comes with (for me personally) unnecessary red flags that IMO could easily be avoided by offering a separate game mode (with a regular saving system) and a bit of more logic instead of harshness in the event results (event describes permanent drive damage to one ship but its actually a new captain trait that [likely] carries over to all ships).

I do not think I'm alone on this; I do think they could expand their player base immensely addressing these and I do not think that these harm the integrity of the devs vision of the game (and frankly, the ship drive thing does appear to be a bug anyway). I might be wrong on the last part. I don't know. I'll continue to check this forum out once in a while, skim the patch notes but will not get my hopes up too much.
Hello Anothername, sorry for not being very active here but we have a lot of work and we don't have much time. We usually reply questions on the Steam forums.

What do you mean with a regular saving system? In the campaign the game autosave your progress and you can also save a game manually to reload it later if you need it.
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Anothername: ..
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TheRealBullet: Hello Anothername, sorry for not being very active here but we have a lot of work and we don't have much time. We usually reply questions on the Steam forums.

What do you mean with a regular saving system? In the campaign the game autosave your progress and you can also save a game manually to reload it later if you need it.
Welcome to the madhouse :)

I do believe you guys have a lot on your hands; BTS does not look like a small project at all. I even understand the preference of the steam forums since there are more users. It just felt you went for all (steam) or nothing (everyone else); glad to be proven wrong.

Not sure how it is in the current version; the last time the game had one save which it used and IIRC mandatory autosave. You could not say "OK, I save here, fool around there, try a bit around and see if something unusual works and if not simply reload" because the autosave would overwrite the save the moment you kick the bucket or something else unfavorably happen; which usually does by intentionally fooling around to provoke an extreme reaction out of curiosity how the game handles it.

Simple saveslots that are independent from the autosave and get only overwritten if one overwrite them themselves.

It also helps going back if a bug prevents progression. Had that in other games in which a bug happened that was not recognized at first, the game autosaved its one saveslot and later on the whole campaign was botched because of the bug from a few days ago. Extremely frustrating.

edit:
In case any one was/is wondering what example I meant regarding saves: https://www.gog.com/forum/cosmonautica/roguelike_saves_bugged_quests_dead_end
Post edited September 21, 2019 by Anothername
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TheRealBullet: Hello Anothername, sorry for not being very active here but we have a lot of work and we don't have much time. We usually reply questions on the Steam forums.

What do you mean with a regular saving system? In the campaign the game autosave your progress and you can also save a game manually to reload it later if you need it.
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Anothername: Welcome to the madhouse :)

I do believe you guys have a lot on your hands; BTS does not look like a small project at all. I even understand the preference of the steam forums since there are more users. It just felt you went for all (steam) or nothing (everyone else); glad to be proven wrong.

Not sure how it is in the current version; the last time the game had one save which it used and IIRC mandatory autosave. You could not say "OK, I save here, fool around there, try a bit around and see if something unusual works and if not simply reload" because the autosave would overwrite the save the moment you kick the bucket or something else unfavorably happen; which usually does by intentionally fooling around to provoke an extreme reaction out of curiosity how the game handles it.

Simple saveslots that are independent from the autosave and get only overwritten if one overwrite them themselves.

It also helps going back if a bug prevents progression. Had that in other games in which a bug happened that was not recognized at first, the game autosaved its one saveslot and later on the whole campaign was botched because of the bug from a few days ago. Extremely frustrating.

edit:
In case any one was/is wondering what example I meant regarding saves: https://www.gog.com/forum/cosmonautica/roguelike_saves_bugged_quests_dead_end
Yes, BTS is a big project for us, we are only two devs working on it, that's why we have so much work!

You probably played with the old save system. We changed it some weeks after the release and now in the campaign you can save and reload a game if you like: https://steamcommunity.com/games/727130/announcements/detail/1608262932882102757

The prologue is still working with save points.
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Anothername: Welcome to the madhouse :)

I do believe you guys have a lot on your hands; BTS does not look like a small project at all. I even understand the preference of the steam forums since there are more users. It just felt you went for all (steam) or nothing (everyone else); glad to be proven wrong.

Not sure how it is in the current version; the last time the game had one save which it used and IIRC mandatory autosave. You could not say "OK, I save here, fool around there, try a bit around and see if something unusual works and if not simply reload" because the autosave would overwrite the save the moment you kick the bucket or something else unfavorably happen; which usually does by intentionally fooling around to provoke an extreme reaction out of curiosity how the game handles it.

Simple saveslots that are independent from the autosave and get only overwritten if one overwrite them themselves.

It also helps going back if a bug prevents progression. Had that in other games in which a bug happened that was not recognized at first, the game autosaved its one saveslot and later on the whole campaign was botched because of the bug from a few days ago. Extremely frustrating.

edit:
In case any one was/is wondering what example I meant regarding saves: https://www.gog.com/forum/cosmonautica/roguelike_saves_bugged_quests_dead_end
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TheRealBullet: Yes, BTS is a big project for us, we are only two devs working on it, that's why we have so much work!

You probably played with the old save system. We changed it some weeks after the release and now in the campaign you can save and reload a game if you like: https://steamcommunity.com/games/727130/announcements/detail/1608262932882102757

The prologue is still working with save points.
Only two guys?! I mean yeah; I knew its Indy but from what I saw I assumed something like a 10-20 people project. Respect.

Probably missed it by a patch or two. Awesome! :)

Now about the Captain that carries around broken engines and insist to install them in any ships they command... ;)

(In case you are wondering a cutout quote from another thread about events):

...And another one which randomly popped up after a really good fight (hull still at 100%, yeay! :) ) which had the mechanic say something about a hit to the engines (... hey, hull 100 %! :( ) and I had to decide if I want that to be repaired to take a permanent hit to the ships hull or leave it as is but that a permanent hit to the ships speed. I grudgingly took the hit to the ships speed and already started to ponder what a new ship might cost when I saw that instead taking a hit to the ships speed I got a captain feat that give a hit to all ships speed that char will touch in the future too.