So, this week we opened up the floodgates to more newcomers, releasing Castle Story on Steam Early Access. It’s gone surprisingly well too! A lot of people seem very pleased with the new release, even though the game is still pretty buggy and is lacking a fair bit of content, though that’s pretty common for Early Access. We’ve received tons of feedback since the release. Literally tons. If we printed it all out and put it on a truck, that truck wouldn’t be able to cross bridges. We’ve gotten lots of bug reports, and lots of interesting comments about the game coming from people who had never played or even heard about it before. This gives us a totally new and fresh perspective about the game from people who haven’t been with it since the start.
THANKS THANKS THANKS!
We want to give a huge thank you to all of our supporters! It’s been an incredibly rocky road leading up to this release, but a lot of you have supported us from the beginning. You have all truly made this possible!
It’s very heartwarming to see everyone playing and enjoying our game. It makes us really enthusiastic to dive in and keep pushing the game further! We saw our game being 1st for best sales on Steam for a couple of days and that says a lot!
Also a really big thanks to everyone that helped in a way or in another during the whole time. Everyone at CastleStoryOnline.com, TheBox for the blog ( he doesn’t know I added this part ;) ), Jonathan at MPserv for his dedicated work on the support system and to Fuzzywobs for all his crazy videos!
Wait, what? the game is available?
Yes, yes it is. It’s still a very immature version of it though.
You can get the game from HumbleBundle, which will also grant you a Steam key, and directly from Steam in the Early Access section. But, before you run at it screaming ‘TAKE MY MONEY!’, please be sure to read and understand this DISCLAIMER.
I’ve sent you a support ticket but haven’t got any answer yet!
As we said, the game has been a success on Steam. However, that comes with it’s own issues, since we’ve received loads of tickets since the release and are trying to dig through them. We usually try to get any tickets that come in answered within a two work days.
We appreciate your patience, and we really appreciate everything you send us. It will be a huge help going forward to find and fix all the bugs you guys are running into.
What we did this week?
Well obviously, the guys have been working weekends over the past months, doing overtime on top of overtime. When we released the last version on Steam, pretty much everyone was dead. So, it took a few days to find a necromancer to get everyone back up and moving so they could start the bug fixing process! We’re sending a patched build out to all our internal testers tonight, and once they get back to us and let us know if they fixes are solid and we haven’t broken anything else, we’ll push it to Steam and get it out to everyone else.
Updates and Bugfixes
So, what about the update process? For the next few weeks, we’ll be digging in to fix the most glaring bugs that have been gathered so far, like stockpiles and barrels not saving, beacons that are deleting themselves, issues with naming saves, and some memory issues that are causing the game to slow down massively, among other things.
We’ve been in touch with someone that is going to help us create a proper roadmap for the project that will be easy for us to update, and easy for you all to keep an eye on. That’s going to help us out a lot with communicating to you guys what’s being worked on when, and an idea about when features will be added or updated.
We’ve heard what you guys have been saying. Unfortunately, we haven’t done any sort of tutorial yet, because the game is still changing so rapidly. I was about to produce a series of small clips explaining how everything works in the game, but I haven’t had time to finish it yet. But here comes Fuzzywobs to the rescue! He did a big video explaining most of the basics of our game. Hopefully that will help you all! Also check out his Youtube channel, there are a lot of crazy castles built there!
Friends of the week
This week, we present to you Mecanika, by Creo.
There are a couple people that studied with François and Germain in that project, and they are making a physics based puzzle game. Mekanika is to physics what Fold-it is to biology. We think it’s a great idea to try combining learning with fun. They even have a DEMO available. You should definitely try it out. And, if you like it, I suggest that you help them out with their KICKSTARTER.
Bug of the week
Right before we released on Early Access, we had been testing Arena mode a bit, and we encountered an excellent bug that appeared when the bricktrons fell down after being pushed by the shockwave of a really tiny explosion. Here’s what happened!
Soundtrack of the week
Hi guys, Box here! Typically, I use Grooveshark here, but this week we’re gonna use Soundcloud. A friend sent me a link to what she was listening to recently, and I’ve been booting it up all week while at work. It’s by a DJ named Monstercat. I really enjoy it, and I hope you all will too!
25 Comments for Dev diary number sixty four : A thousand thanks!