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Project Existence - Multiplayer Sandbox News

PROJECT EXISTENCE - 2/3/23 Playtest Dev Blog



Hi all!

As we move through early development of our upcoming MMO, codename: Annex, we will be providing consistent playtest updates occurring in the Project Existence Testing Environment here on Steam. This will allow you who participate in and/or following our progress (thanks, by the way!) a way to track what we've done, what we're doing and give you more opportunities to share your thoughts on features, systems and test scenarios we're implementing.

With that said, here is our most recent Project Existence Playtest Update.

MARCH 3, 2023 PLAYEST

GOAL / DESCRIPTION

To place more emphasis on the player experience. We have historically been very technology-focused, particularly on refining the sandbox functionality.

In this playtest, We began by defining a few player-centric KPIs to see what our expectations were and how we could measure against them.

The first goal was centered around a new player experience, were a few predefined
steps needed to be completed by our playtest group in order to achieve a goal. The nature of the goal incentivized participants to work together in a collaborative "monument" building mission.

For now, we're using the term monument to reference in-game objects/locations of larger importance which can be interfaced with, either via rebuilding, reactivating, etc. utilizing the collaborative work of players in the world. Monuments will require varying levels of group participation to meet the triggers assigned to their function in the game world.

An important part of building/rebuilding a monument is gathering and processing the resources needed to do so, which required our playtesters to build outposts, and harvest the materials they need to apply toward building of the monument. In this case, a satellite dish.

The playtest was conducted on our public servers with our internal team, and the participation of a group of trusted community members.

RESULTS

As a whole, the playtest was successful. Playtesters where engaged by the goal, and even though
the amount of functionality available was limited (advanced buildings, supply chain items, etc.) we saw the underlying system pushing our players toward the collaborative elements at the foundation of what our completed game will be, and vitally important, these were perceived positively.

ANALYTICS



TEAM RETROSPECTIVE / GAMEPLAY FEEDBACK

We reviewed all the data from this playtest and came up with a list of issues to tackle. This feedback will be integrated into the plan for the next playtest:

● More clarification on how to harvest
● The need to place a harvester not obvious enough (people placed outpost marker and waited)
● Clarification on how close you need to be to trees to harvest them
● Need for a clear progression interface for the monument
● Tutorial prompts easily missed (satellite dish interaction for example)
● Objectives not obvious when they update / add a new one
● Relationship of outpost and harvester needs clarity
● Clearer indication of how outpost and harvester contribute toward monument
● Regrowth of resources too quick? Turn off to incentivize players to move around/gather more
● Incentive to team up with others and visualize the reward for doing so
● Motivation of the player in the world - why do A + B to get C?

OUTRO

Our next playtest will occur on 3/16/23 at 1:15 GMT. We more than welcome anyone who wishes to jump in with us and participate. If you aren't already, you can also join the Project Existence Discord.

We'll be providing further updates like this after most of our playtests, so keep an eye out for the latest. Also, feedback is welcome! We appreciate your contributions, and hope you'll participate in this journey with us.

- Arctic Theory

Servers going live for network tests

Hey everyone!

Project Existence will be live for the next few days for network tests. We’ve recently upgraded to Unreal Engine 5, so while we continue working on a new gameplay update, we decided to keep the prototype live and running to fix bugs, stability and connectivity issues.

Feel free to drop in and walk around to give us some sweet data to further improve our systems. Be aware that the servers will likely be on and off for the duration of the tests.

Stay tuned for news as we continue to update with new features and content in the coming months.

Dev Update - The Next Chapter of Project Existence

[h2]Happy (late) new year! [/h2]

The team is back at the office after a lovely holiday break. Looking back at the past year, we are super happy with what we achieved, but even more excited about what’s coming next.

Arctic Theory was founded with the ambitious goal of pushing the boundaries of what massively multiplayer games are through technological innovation. By bringing together elements from traditional MMO games and social networks, our aim has always been to build products that revolve around collaboration, creativity and community.

Project Existence started as a project meant for validating a lot of things that were important for our studio’s journey towards that goal. We decided early on that we wanted to be transparent with our work, so we created a live prototype and made it available for anyone to jump in and try out.



Whether it was a silly mission where players would receive a Halloween pumpkin to place in the world, or sculpting out a huge landscape with an innovative weather system - everything we’ve implemented to Project Existence has given so much value to our team, our game systems and our technology.

At first we updated the prototype frequently, sometimes once a week and sometimes every day! We had simple 3D assets and graphics that allowed us to focus on adding new features and mechanics, but most importantly was that it enabled us to release patches whenever we could.

Last spring, we received a grant from the Icelandic Technology Fund for our world simulation technology, GenOS, which we started developing and testing through Project Existence. Our first step was to upgrade the graphics to create a more realistic game world to stress the technology and fully put it to the test.

This opened up the opportunity to experiment with art style and environment concepts, which then lead to exploring designs for characters, infrastructure and other things. We called this version the ‘Valley of Sands’, and this evolved over a few months to the version you see now.



We are now at an extremely exciting point where the current form of Project Existence has served its purpose. A short while ago we took the servers offline to prepare for the next step, an evolved version of Project Existence that is built upon everything that has preceded it.

We will be sharing more information about this next step very soon so stay tuned. Until then, come hang out on Discord and say hi!

- The Arctic Theory team

Server Maintenance

Hello everyone!

We'll be taking the servers down for maintenance over the next few days, while we work on some pretty cool changes that are coming to Project Existence.

We want to make sure Project Existence has the room to showcase different aspects of our work as we continue developing new systems, features and technology. This maintenance will give us the time and space we need to implement more significant changes and solve potential issues and bugs that might pop up with these updates.

We're excited to share more information on these changes very soon!

Stay tuned for another update when the servers are back up - you can also join the Discord server to get notified.

0.4.151 - Server side performance improvements

Fixed log spam on server
Fixed performance issues with the settlement blockout (level unloaded)
Fixed performance issue with RTV (track simulation moved to client side)
Update to the bridge environment
Cave added to the world (Landscape visibility, hole test)
More information added to the player state for for easier debugging
Debugging events (cycle counters) added to GenOS harvesting for performance tracking
Missions data size optimized ( this means that all missions are reset for all players)