August State of Development
FURiends! We hope you are living your best lives out there.
What an incredible Early Access Launch! Thank you to everyone for your support! We want to keep the community looped into our development process, so we will share a monthly state of development for Rightfully, Beary Arms.
[h2]What we are currently working on:[/h2]
[h3]Load Times[/h3]
We are testing fixes for long load times on lower-end systems and Steam Decks. Initial load times at EA launch for the Steam Deck were up to two minutes. The fixes we are testing have reduced load times for the Steam Deck to just a couple of seconds.
[h3]Frame Drops[/h3]
There will be some performance improvement to frame rate with the upcoming update. This will gradually improve over time as we optimize certain systems.
[h3]High Priority Bugs[/h3]
High priority bugs were reported and have been extrememly difficult for us to reproduce. We believe we have addressed a couple of these high priority bugs in the pending update.
[h3]Early Game Balance[/h3]
Player feedback and game statstics suggest a very punishing early game experience for Beary (sorry, buddy). Admittedly, this balance is difficult to approach. We brainstormed ideas to directly address this. However, we believe the learning curve reward factors into what makes roguelites/roguelikes uniquely enjoyable (get those dopamine hits!). We want to maintain some level of challenge while gently introducing new players to RBA's mechanics and gameplay. We expect the upcoming update will address the brutality of RBA's early game experience.
[h2]What we are looking forward to:[/h2]
A formal roadmap is difficult to verbalize at this time. We are prioritizing community and player feedback for our initial EA builds. For this reason, we want to avoid promising one feature or idea when the community is requesting something else. With that said, we expect to expand some of the following elements in future updates:
Additionally, we plan to take a deeper look at the "syenergies" around calamities-prooves-runtimes to craft more interesting and viabile builds. This is something that we expect to play with a lot during EA.
Systems we want to approach at somepoint, but will not be seen in updates for the immediate future:
Stay tuned for further updates from us. Join our Discord community or start a discussion on our Steam page! We would love to hear from you.
Stay PAWesome,
Daylight Basement Studio
What an incredible Early Access Launch! Thank you to everyone for your support! We want to keep the community looped into our development process, so we will share a monthly state of development for Rightfully, Beary Arms.
[h2]What we are currently working on:[/h2]
[h3]Load Times[/h3]
We are testing fixes for long load times on lower-end systems and Steam Decks. Initial load times at EA launch for the Steam Deck were up to two minutes. The fixes we are testing have reduced load times for the Steam Deck to just a couple of seconds.
[h3]Frame Drops[/h3]
There will be some performance improvement to frame rate with the upcoming update. This will gradually improve over time as we optimize certain systems.
[h3]High Priority Bugs[/h3]
High priority bugs were reported and have been extrememly difficult for us to reproduce. We believe we have addressed a couple of these high priority bugs in the pending update.
[h3]Early Game Balance[/h3]
Player feedback and game statstics suggest a very punishing early game experience for Beary (sorry, buddy). Admittedly, this balance is difficult to approach. We brainstormed ideas to directly address this. However, we believe the learning curve reward factors into what makes roguelites/roguelikes uniquely enjoyable (get those dopamine hits!). We want to maintain some level of challenge while gently introducing new players to RBA's mechanics and gameplay. We expect the upcoming update will address the brutality of RBA's early game experience.
[h2]What we are looking forward to:[/h2]
A formal roadmap is difficult to verbalize at this time. We are prioritizing community and player feedback for our initial EA builds. For this reason, we want to avoid promising one feature or idea when the community is requesting something else. With that said, we expect to expand some of the following elements in future updates:
- Weapons
- Enemies
- Bosses
- Calamities
- Runtimes
- Prooves
Additionally, we plan to take a deeper look at the "syenergies" around calamities-prooves-runtimes to craft more interesting and viabile builds. This is something that we expect to play with a lot during EA.
Systems we want to approach at somepoint, but will not be seen in updates for the immediate future:
- Bestiary
- Player Statistics
- Narrative Elements (for 1.0 release)
Stay tuned for further updates from us. Join our Discord community or start a discussion on our Steam page! We would love to hear from you.
Stay PAWesome,
Daylight Basement Studio