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Crashlands 2 News

Crashlands 2 is 4 weeks away!

Crashlands 2 comes out on April 10, which is merely 4 weeks away. I want to take a moment from the million wrap-up tasks we have left to give you an update. The most important update is that we're on track for our release date and don't expect any delays!

[h2] πŸ§ͺ Beta Test Wrapped[/h2]

We'd filtered 900 applicants down to 100 testers, and gave them three weeks to play as much as they could. Three weeks isn't very long for a game of this size but our intrepid testers put in an impressive effort, and a surprising number made it all the way to the end!

We got so much great feedback, and we used it to make *tons* of fixes and improvements. Some fun stats from the beta:


  • 100 testers
  • 360 Pets Hatched
  • 470 Pet Embiggenings
  • 3,900 Player "Deaths"
  • 45,600 Consumables Consumed
  • 86,800 Items Crafted

  • 2,045 Total hours played
    • 20 Hour Average Playtime
    • 95 Hour Top Playtime (that's 30 hours per week!)
  • How far did people get? (Note that these times are biased towards the fastest players)
    • 50% Completed Act 1, taking a median of 14 hours (ranging 8-40 hours)
    • 30% Completed Act 2, taking a median of 31 hours (ranging 20-62 hours)
    • 20% Completed the game, taking a median of 41 hours (ranging 28-88 hours)
  • How well did it go on each platform?
    • People beat the game on PC, Steam Deck, Android, and iOS!
    • We had a lot of testing time on every platform
    • Rumpus worked perfectly to sync people's saves across devices and platforms
    • We had a lot of performance issues on mobile at the start of the beta, but by the end the game was playing well on nearly everyone's mobile devices

[h2] πŸ”€ Translation Nearly Complete[/h2]

We're now at the "String Lock" phase of development, which is the fancy gamedev way of saying, "The text (a.k.a. strings) are not allowed to change anymore."

This is a super important milestone for a game, because translation always lags behind the text. Games always have to go into String Lock a fair bit before launch to make sure translators have enough time. And Crashlands 2 has 148,500 words (!) so there's a lot to translate!

[h2] So... what's left?[/h2]

While the game is now "done" except for those last bits of translation, there's still a lot of other stuff to do.

On the game side, most of our time is going into performance boosts, minor bugfixes, and small quality of life improvements. We won't make any major changes because everything in the game interacts with everything else, so each change we make requires a LOT of testing. So that's the other thing we'll be doing until launch: an absolutely bonkers amount of testing!

But game launches require a lot more than just having a complete game. We have to coordinate all kinds of marketing activities, shore up all of our store pages, make plans with business partners, and take care of a billion odds and ends.

[h2] Fin[/h2]

And with that I'll leave you until launch, unless I can squeeze in another Ballyhoo in a couple of weeks. I'm SO EXCITED to get this game into your hands after these looooong 4.5 years of development! As always, you can stay up to date with how things are going by listening to our podcast and hanging out in our Discord.

πŸ’–,

Adam Coster
Webslinger @Buticanfeelit Shenaningintheairtonight

Crashlands 2 adds the Russian language!



Crashlands 2 is a sci-fi game that takes place on an alien planet, where every character except for Flux (the main character) is an alien or a robot. So the names of nearly everything are fully made up and have no direct translations. And pretty much every piece of text in Crashlands is a joke of some kind, usually a pun, which almost never translates easily across languages.

Take that complexity and multiply it by the 150,000 words in Crashlands 2 and, well, translation is a VERY difficult (and expensive) problem!

Given our limited time and budget we could only manage a few languages for the initial release, with the hope that the game does well enough that we can add more later. We chose the languages we thought would be most popular among people interested in Crashlands 2, but since the original Crashlands had so few languages we couldn't base that on past interest. Ultimately, we just had to guess.

As we've gotten closer to launch we've seen more and more people asking whether or not the game would be in their language. Fortunately, our guesses about player interest were mostly good: we were able to say ""Yep πŸ˜„"" more often than ""Nope πŸ˜”"". The big exception to that was Russian; it was the most-commonly asked for language that we weren't supporting at launch.

Whoops!

So that brings us to the big news: we'll now be supporting Russian at launch!

Our translation team has a LOT of work to do to get it all done before the April 10 release. So it'll be a close thing, but we're confident we can make it happen.

Crashlands 2 supports Steam Deck!

As players of games ourselves, we're big fans of Steam Deck over here at Bscotch. We wanted to make sure that Crashlands 2 played great on it at launch, because we wanted to play it on Steam Deck ourselves!



We made sure that a few people on our QA team have had Steam Decks since they first came out, and have included the platform in our test suites ever since. Our internal testing has included hundreds of hours of testing just on Steam Deck, and we've been continually improving performance of Crashlands 2 so that it plays like a dream.

While Steam Deck has the advantage of being a standardized platform, there's always the possibility that our QA team missed something. So we made sure that our pre-launch beta (just wrapped up this week) included regular players who wanted to give it a go on Steam Deck. That added another 160 hours of testing time to the platform, and all signs are pointing to it running great when we launch.

Once Crashlands 2 goes live on April 10, we hope you have a blast playing it on the go (or on the couch) on your Steam Deck πŸ’–

Crashlands 2 has a release date!

We finally did it! Crashlands 2 has a release date: April 10 at 10AM PT / 5PM UTC

And that means it's time for some REVEALS, via a shiny new trailer. We've kept stuff super secret during the past, uh, 4.5 years of development, since everything was changing all the time. But NO MORE! Gaze upon our secrets!

[previewyoutube][/previewyoutube]

One last thing: we'll be running a closed beta test to catch any final issues shortly before launch. If you want to join our limited pool of beta testers, throw your hat in the ring by filling out this form.

Okay, now off we go to do the ONE TRILLION remaining things to get this game wrapped up!

πŸ’– Gettin' Those Packages Delivered,

The Bscotch Team

2024 Bscotch Wrapped

Hello, fellow time traveler!

The new year is nigh, so it's time for me to pop my head up, blink a few times, then ask, "... what... year... is it?" and try to figure out what's happened since 2023.

A lot, it turns out!

[h2]Crashlands 2[/h2]



The biggest thing for 2024 was, of course, Crashlands 2 becoming nearly complete. Back when we announced the game in 2023 we thought we'd have it done by the end of this year. We were optimistic on that front, but not for lack of trying! To give you an idea of just how hard we've been working over the past year:


  • 🎨 We added 700 new art assets to the game, consisting of 2200 parts (animated elements, animation frames, variants, etc). We had to add a whole new artist to the team to make this happen!
  • πŸ“š We added 80,000 words to the game's text (quests, item descriptions, etc), bringing the total to 130,000. That's like... two novels? 100,000 words have been translated so far, thanks to the work of dozens of translators and editors.
  • 🧸 We added 3,100 new assets (items, resources, characters, quest nodes, etc).
  • 🌐 We updated the World Map 2,300 times and the asset database 2,200 times.
  • πŸ§‘β€πŸ’» We added 18,000 lines of code.
  • πŸ“¦ We built and tested 333 versions of the game. Since we have separate builds for each platform (Windows, iOS, and Android), that's a total of 999 builds!


That's a lot! Especially with our tiny content team (2 artists, 1 game programmer, 1 writer). And even more so given that our team also added πŸ‘Άtwo more entire humansπŸ‘Ά to the mix! (Welcome to the world, Ruby and Jack!)

But hey, we're still on track for a Q1 2025 release and we'll be making the official release date announcement Soonβ„’!

[h2]Crashlands (Original)[/h2]

Some cool things happened for the original Crashlands in 2024, too:


  • We sold more copies this year than in the past several years combined, thanks to excitement around Crashlands 2 and to some very aggressive discounting.
  • Floydson did a complete playthrough of Crashlands. It's amazing to see the entire game compressed down to 2.5 hours and the commentary is hilarious.


[h2]Levelhead[/h2]

Levelhead's community is still making levels and doing cool stuff:


  • Our first time in Games Done Quick! IllegallySam beat the campaign in 46 minutes, which is wild considering I still haven't even beat the game at all...
  • Players published 13,000 new levels, 2,000 of which graduated into the Tower.
  • Player FlowArt takes the lead for most-played levels: 250 days of playtime accumulated from 2.5 million plays!
  • Player Cire takes the record for most published levels (884), and also has the most levels in the Tower this year (229). Player Sabre is just behind on total levels.
  • Player Lommuck Fangiant leads in Ribbons with a staggering total of nearly 18,000! Enough to make me suspicious... In second place we have BeneficialExcellence with over 6,900.
  • Player JuiceBox has the lead in Shoes (9,600+), followed by Cire in second place with 8,607.


[h2]What's Next?[/h2]

Next up is getting Crashlands 2's release date announced, and then getting the dang thing finally done. We're tired, but still so excited because we absolutely cannot wait to get it into your hands. We've poured our hearts, souls, time, blood, sweat, tears, and everything else we have into this game, and we'll be sharing it with you soon!

[h2]FIN[/h2]

With that, it's time to close out this edition of the Bscotch Ballyhoo. Until next time, go wishlist Crashlands 2 on Steam, if you haven't already!

Oh, and our 500th podcast episode (!) comes out on January 1st, 2025! Did we plan that? Nope! Wait, I meant YES DEFINITELY we're super good at planning...

πŸ’– Your Spacetime Anomaly,

Adam Coster

Webslinger @ Bufferedvideo Stillloadingans

P.S. Bscotch is now on Bluesky since that site's really popping off. Sam and myself are on there, too. We'll post little previews, videos, behind-the-scenes commentary, blah blah blah over there now and then, so check us out!