Saying that it needs to “double down” and push hard to get the beta build finished for next month’s launch, the Camelot Unchained team noticeably increased its output this week with 20 items on its to do list.
Among the many projects that the developers were tackling this past week include shaping the Arthurian Physician class, stress testing the builder system, sorting out the crafting system, load testing servers, upgrading the trade window UI, and building props to populate taverns and banks.
As for Camelot Unchained BetaWatch (ooh, that’s a catchy title we should steal), it’s still on track: “As you all know, we had set our original feature lock date as June 12, which was this Tuesday. The good news is, many of our core Beta features have landed, things like skill improvements, scenarios, and our ability to have a complete game loop. However, some work just isn’t where we want it to be, and so we are moving forward with a bit of continued feature work to deliver the experience we want for Beta 1 Day 1. We are still hopeful for the 4th of July!”
What makes an alpha? If your answer is “marketing jargon,” you’re not entirely wrong. But the team behind Ship of Heroes is going for a slightly more formalized definition, and it’s explained on the official site right now. In short, an alpha is when you have people who aren’t part of the development team running around in the game, because that’s when you can find the bits that are broken without developers who just know to avoid that stuff.
The team is also preparing for its next major alpha milestones, starting with a 50-player login test with everyone logging into a spot and running around. Assuming that goes well, it’s time to move on to the same thing with a full-fledged invasion, adding combat into the mix. If you’re curious about the exact divisions between alphas, betas, and closed vs. open status, check out the whole piece on the official site.
In this past weekend’s Make My MMO, we noted we were keeping a close eye on Temtem, a clearly Pokemon-inspired “massively multiplayer creature-collection adventure.” It hit Kickstarter last week and at the time was really close to its $70,000 goal. I’m happy to report today that it has now zipped past that goal and will assuredly fund; as I type this, it’s closing in on $100,000 with almost a month still to go.
“The days of traveling solo are over; in Temtem the world is a massively multiplayer one. Tamers from around the world can join and you will be able to see them around you, living the adventure with you and fighting to become the best Temtem tamer. Chill with strangers, make new friends and battle them or trade your goodies; the dynamic online world is full of possibilities.”
Stretch goals are naturally in order as the game keeps attracting funding. At $90K, contributors unlocked what is basically a hardmode roguelike ruleset; at $120K, devs are eyeing arcade-style minigames.
The beginning of informal summer is a favorite time for MMO launches, which also means it’s prime time for birthdays and anniversaries. WildStar, for example, has a birthday I’ll always remember, as it rather inconsiderately released while I was in the hospital having a baby. She and it are both four this year, although she isn’t getting a month of presents and events as WildStar players are. There’s a special anniversary pack in the cash shop right now too.
“Throughout the whole month we’re running a series of WildStar’s most lucrative bonus events on a weekly rotation, offering you out-of-this-world benefits from four different events back-to-back. But that’s not all! With Starfall there will also be a unique reward pack delivered to your Account Inventory just for logging in each week! Make sure you transmat to Nexus every week in June to claim your rewards and take full advantage of the bonus events.”
At first glance, Dwell looks like it might have been taken right out of the 16-bit era. With its pixel art, tiny little people, and top-down views, it certainly boasts an art style familiar to older gamers.
Yet there’s something very modern about this title, which is all about giving players the tools and freedom to build their own worlds in their own fashion. Dwell is a multiplayer crafting sandbox in which players explore the world, gather resources, specialize in a career, and construct their own houses and villages. It’s not massively multiplayer, but it’s not tiny either, as each server will hold around 200 people.
Dwell has been developed by a small team of four, is currently in closed alpha, and will be coming to Steam at some point in the future. Curious about Dwell? Then check out an early preview of the game, which notes, “Using simple but clean and artistic 2-D pixel art, Punkdrift managed to end up with a bunch of features without sacrificing the game’s aesthetics.”
Ready to delve into the weird world of Occupy White Walls, which one outlet labeled as “hipster MineCraft?” The public alpha of the art-centric multiplayer game continues, with Patch 1.777 arriving on the servers this week.
The patch shores up some of the foundations of the game, such as a brand new launcher, an editing window for UI elements, the ability to place visitors at a certain spot when they spawn into your gallery, and “new awesome lasers assets, pew pew.”
The dev team attempted to describe the game in an interview by saying, “OWW is a new type of MMO for creative people in which the actual gameplay is creativity and self-expression. Different players will aim for different things; some will be all about in-game creativity — through building, designing and decorating their spaces — others will focus on discovering new art and curating their collections, while artists will aim to spread their own work around and directly interact with fans. All of this is happening within an abstract (and gorgeous) social experiment.”
Back in April, we first covered in-development MMORPG Occupy White Walls, a “PC sandbox-building, AI-driven MMO where people play with Art” rather than wander around as genocidal axe-murderers, complete with gobs of actual historical art, architectural assets, and a mysterious AI on the loose throughout the strange museum setting. Developer Stikipixels has made available only a solo building mode so far, with plans to develop for “guilds of people” and an anti-lootbox, “fair-to-play” business model.
Most recently, the game has patched up to version 1.666, which is “filled to the brim with fixes, improvements and new assets for you to play with,” the devs write in their email blast. The patch reportedly includes new concrete walls and doorways, turntable assets, trees, modular grass floors, neon text, cabinet assets, and bars – but “no drinks (yet).”
closed open alpha, so you can sign right up on the official site to go check it out right now.
Are you tired of being a murder hobo in MMORPGs, tasked with little more than mindless slaughter in between gear grinds, achievement hustles, and lockbox shenanigans? If so, you’re going to want to take a look at Occupy White Walls, which is not actually an April Fools’ Day joke. Developer StikiPixels is calling it a “PC sandbox-building, AI-driven MMO where people play with Art,” complete with gobs of actual historical art, architectural assets, and oh yeah, a mysterious AI on the loose throughout the museum-ish setting. The website’s whimsical, quirky prose should give you an idea what you’re getting into.
“Once you’ve built it, fill it. Your aesthetics, your interests even your art. Curate your own collection from hundreds of thousands of artworks, from the old masters to faeces on canvas. Learn, explore and comment on art. You will find art you didn’t know you’ll love and a new generation of artists will find the audience they deserve. Don’t know anything about art? No matter. Our Radical AI Discovery Engine (D.A.I.S.Y) learns your taste in art and helps you find art you’ll love, and keep you away from stuff you’ll loathe.”
As we’ve been covering in Make My MMO, the Kickstarter for sci-fi MMO shooter Pantropy hadn’t been going as well as developer Brain Stone had hoped. Last weekend, ahead of its ends, the game’s funding sat at just over half of its €75,000 goal. Consequently, the devs canceled the Kickstarter. But that’s not the end – apparently, the team is planning to reboot the Kickstarter with some changes by the end of March.
“We have learned a lot during the last 4 weeks and the game development has progressed a lot in this time,” the devs told would-be backers. “We have received multiple publishing and investment offers. We have decided to stay independent! Don’t worry we’ll continue to develop the game and it will be released on Steam early access this year.”
The game’s latest dev blog also includes a run-down of in-progress development and new screenshots to boot.
It’s not really a superhero game unless you’re fighting someone or something, right? So Ship of Heroes has a certain obligation to give you a bunch of tools for doing exactly that. The latest video from the team shows off the new features added into combat to ensure that players can get as much joy as possible out of beating the tar out of criminals in the city which is on a spaceship.
Among the features shown off are target level-checking (letting you know what you’re facing at a glance), auto-rotating to face your target, and a smoother combat flow in general. Of course, you don’t have to take our word for it; you can check out all of these features in the video just below. And it’s on the short side, so those of you allergic to watching an hour of developers fumble around for words won’t have to wait to see the good stuff.
With $24k out of $94k raised so far, the German mech shooter Pantropy has a long road ahead of it in its Kickstarter campaign.
The team hasn’t stopped developing for the game during this period, however. It reported that work is being done on an “offline raid protection system” to make the PvP battlescape a little more fair.
It also acknowledged that its crafting system needs an overhaul: “We also got a lot of feedback from our current playerbase and the result is that our crafting is waaaay to complex. We’ll try to re-write all crafting recipes today and make them more simple.”
As we’ve pointed out previously, Pantropy is a little larger than your typical multiplayer game but less than a bigger MMO, with a server size of 64 to 128 players duking it out over an alien landscape.
Last September, we first heard about Pantropy, a “sci-fi faction multiplayer shooter with mechs and focus on building and crafting” and a really cool name – not quite an MMO, but in our orbit, we think, particularly with the sandboxy features, hosted servers, and 128 potential players per server. At the time, German studio Brain Stone was plotting a November Kickstarter, but that was apparently delayed, as the Kickstarter launched just a few days ago and runs for the next month and change with a $91,903 US goal.
€15 (about $18.34 US) – is the cheapest pledge for a copy of the whole game at its estimated June 2019 launch; in fact, the devs are straight-up calling it a preorder, though you’ll need to pony up a little more for early access or closed alpha, set for later this year. The Kickstarter is specifically meant to help the team finish the game faster, optimize for performance and multiplayer, hire an extra level designer, add high-end sound effects and music, and flesh out the story. PvE servers are slotted for the second stretch goal (around $122,000 US); character customization (“play as male or female, tweak your appearance into something you’re proud to wear into battle”) comes at $305,000 US. Console ports are also on the table.
Welcome to a special edition of Make My MMO, Massively OP’s regular recap of what’s going on in crowdfunded MMOs, which we do specifically for those of you who are convinced Kickstarter is the absolute worst (it’s not) and that no crowdfunded MMOs ever launch (they do). Plus, somebody’s got to keep an eye on what your money’s up to! Tonight’s edition isn’t going to be our usual recap of the last couple of weeks, however; we’re going to look at the most important MMO crowdfunding news of the entire year. Lock up your wallets and let’s get to it.