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Beta is coming!

April is coming to an end, and it's time to announce the details for the upcoming Slipways beta!

Almost 4000 people expressed their willingness to take part, which is an astonishing number for a small developer like me. Thank you all for your interest, it means a lot!

I value the opinion of my players and strongly believe that your feedback makes Slipways a much better game than it would be otherwise. For this reason, I'd like to give access to as many people as possible. However, the logistics of distributing 4000 keys for a closed beta would be a little overwhelming for a one-man operation like my own, costing a lot of time that could be better spent working on the game.

This is why I have decided to make this one an open, time-limited beta. From 6th May 2021, 12:00 UTC until 10th May 2021, 12:00 UTC, you will be able to freely download and play the beta version of the game from the game's Steam page. This is going to be the final opportunity to try the game before its release.

[h2]What's in the beta?[/h2]

The beta will be available in English only, on both platforms supported by the final game (Windows and Mac). You'll be able to play a standard run on a few predefined maps, search for a forgotten forebear structure in a single campaign mission and tinker freely on a single map in the endless mode.

Other improvements since the demo include a revamped technology system allowing for more flexibility in your strategies, a new set of 20 perks to try, new technologies, events and other content, a proper map selection screen and many, many other UX, presentation and performance improvements.

[h2]What's still planned?[/h2]

It's hard to believe (for me at least!), but there is just one short month left between now and the release date. Much of the remaining work will be dotting the I's and crossing the T's: localization, bug-fixing and performance work. But there is still a lot to look forward to compared to what's in the beta:

- the full first act of the campaign, featuring 4 missions with distinct mechanics
- the ranked run mode, comparing your scores against other players around the world on predefined maps
- a sector type/quirk system, letting you modify runs for a new experience each time
- an unlockable tough+ difficulty for those who'd like even more challenge
- an achievement system to nudge you in different directions
- many visual improvements making sure all the 3D models and animations are properly juicy

Once the game is out, my focus will switch to working on the post-release updates, taking the campaign to its full three acts and introducing even more variety to the game.

[h2]What now?[/h2]

Now? I'm switching away from the window I'm writing this announcement in and going back to working on everything else to make sure you have the best experience possible in the beta.

See you in about a week!