I am genuinely curious how Steam puts games in its Top Seller list. It would seem that sometimes a game gets into the list that does not belong merely because it is new. I amnot saying that applies to this game, but I would like to see some metrics that show whether Steam alters anything for anything in the Top Seller list.
Why can’t a game you haven’t heard about be in the top sellers? I did hear about it a couple of weeks ago, played the demo and it was a no brainer for me to buy it.
How Steam measures whatever sells what I don’t know but it can be 15 minutes of fame for smaller studios also. If the game is good, it is earned imo.
Edit: read your comment a bit better now. I am sorry if this got a negative feeling to it. Not my intention.
It’s by revenue over a certain amount of time, but I don’t know what that period of time is. A $35 game has to sell twice as many copies as a $70 game to rank just as high. Since the Steam Deck is about $400, depending on SKU, it’s usually in that top sellers list despite not matching the volume of sales that certain games do.
The bigger context of that quote is basically that they’re heads down and preparing for crunch. The person who said, “I don’t know if we’re going to make it” also said “but we’re doing everything we can to make it happen” (this is my paraphrase, I don’t know if I got the exact wording)
Sure, that’s true. I was a year 1 backer, just after the initial Kickstarter ended, so I guess to me that part of the context kind of spoke for itself. Thanks for highlighting it, I honestly do appreciate it.
I know some of the SC story from knudsens channel, but somehow it never really hit me that they are developing a spin-off of a game that hasnt even released yet
I've also been playing this, even though it's well out of what I normally play. I'd describe it as being closer to an ARPG than a MOBA, and for both better and for worse, it feels like a roguelike version of mid-seasonal gameplay in ARPGs. Couple of buttons on relatively short cooldowns backed up by buildcrafting meant to make those buttons utterly broken with lots of good opportunities available. There's okay variance between runs. Buildcrafting is super flexible in general, you can move all of your ability upgrades around to other abilities at any time with no cost, you can even give almost everything to friends in co-op.
Not all is good. The game was review-bombed at launch due to the metaprogression and cooldown changes from the demo, and honestly, that was probably correct. The balancing work and the per-character XP requirements ruined some of the fun that the demo had. The worst was hotfixed within a day, even adding a compensation system for demo players, and progress is like 3X faster now, but it still feels like it's too slow and not fluid enough. I sorta settled on having a "main" in a genre that's more fun if you swap between characters to keep things fresh. The devs will probably find a solution sooner than later.
There's some other problems like the performance absolutely tanking in lategame regardless of what you're playing on (my trusty RX 580 performs about as well as my friend's RTX 4080, and that's a pretty universal complaint), there's some multiplayer bugs like a boss attack that only the host can survive, some questionable balancing here and there, one of the 8 characters feels unfinished (Shell), but overall it's been pretty good, fills a pretty unique role and the problems don't really detract from what I'm getting out of it.
I have no clue why it says MOBA gameplay because it is nothing like a MOBA unless there are multiple definitions on that term. The only thing is that you have 4 (5) skills?
Played the demo for like 8 hours which was enough for getting all my 5 chars to level 10 or more which feel enough to put on whatever in the skilltree.
Agree with the slow progress however but I don’t mind too much. I have a lot of fun with the game.
Will probably have an actual galactic empire before this game releases. Assuming they never does release because I’m not convinced that the guy isn’t totally in on the idea that it’s a scam.
You can probably get away with it if you write it in a confusing enough fashion; but you need to make it really confusing - to the point even CPU architecture experts could miss it unless they pay very close attention; and remember that the claims - which are the only part of the patent that has any legal meaning - may be limited by law to a single sentence each, but there is no limit on how cumbersome each sentence is; additionally, semicolons are not sentence terminators; this means that this entire comment I just wrote is technically a only one sentence.
Nah, you just need to get a friendly judge to tell whoever decides to dispute your patent that they’re wrong and your patent is totally valid and innovative
Un-sarcastic answer, it’s actually in a really good spot. The backend changes they put in over the past year have boosted the per-server player counts like crazy, they churned through most of their ship backlog, and they’ve been running a bunch of story events. Performance is way up, especially for client fps in high-population areas (15 fps this time last year if you were in a crowd, 35+ now).
PCG has been super negative on SC for years. Sometimes very justifiably, but many times not.
Disagree. It is still a buggy mess. Many missing features that they promised. Lots of missing basic features of MMOs like no guild chat, no in game guild rosters, elevators and doors still don’t consistently work, they struggle to connect the game loops, game loops don’t consistently work, etc, etc.
I haven’t had any elevator issues in a while, though I know some people have with the freight elevators. Guild chat isn’t something I care about, since every guild/clan/alliance I’ve been a part of has always used mumble/TS/discord.
It’s not really that buggy now, and I don’t know what you mean by “game loops don’t consistently work”?
People who aren’t having issues don’t go online to post about it. Since we know the daily player count hovers around 29,000, those hundreds of complaints can still be a very small portion of players, who are experiencing issues.
Edit: Off my phone, so I can type more easily.
The other side to this is that differences between patches can be huge, so reports of a bug that everyone is having could be irrelevant a week later when the new patch drops, but unless you’re checking every post’s date and patch number, you could falsely conclude the bug is still present, or view those bugs as cumulative with bugs that are in the current patch.
The 4.3.x patches are some of the most stable, bug-free patches I’ve played. If you’re insistent on finding faults with anything, you can, and lord knows there are plenty of things to find fault with in SC, but bringing up issues like the ‘deadly’ elevators and doors from last year or older, is an unserious criticism.
you’re being pointlessly aggressive about something that is subjective and which obviously cannot progress from the fundamental disagreement you have here, please chill out a bit
Both comments are right. It is still a buggy, minimal alpha, but i would say in the last year or two it has become a somewhat enjoyable game rather than a tech demo you’d check a release every once in a while.
Development has consistently been a shitshow, but there really is nothing else like it.
“The team is heads down,” Huckaby said. “We drew a line in the sand when we said 2026. I don’t know if we’re going to make it, I just know that we’re going to do every single thing possible to make it. And part of that is not taking time for the distraction of CitizenCon.”
That means they already know they are not going to make it. Otherwise why say this more than one year before?
You are a kind soul. Your grand grand grand kids (assuming you have them) will be very greatful for your sacrifice (when they get their hands on the production alpha release candidate 2 build).
pcgamer.com
Aktywne