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Stars of Icarus News

Alpha Playtest FAQs

[h3]We've pulled together some FAQs for this playtest for anyone taking part. We can't wait to see you in the lobbies very soon. Without further ado...[/h3][p][/p][p]How long will the playtest run for?[/p][p]The playtest will be running from Sept 24th - Oct 5th.[/p][p][/p][p]Can I share footage from this playtest?[/p][p]Yes! We'd love for you to share your experience with this playtest via screenshots, video, and streams! Although we'd very much appreciate if you clearly label any videos, streams, or screenshots as "alpha" when you share them with your communities.[/p][p][/p][p]How can I find teammates?[/p][p]The best place will be to join our Discord \[insert link] here you’ll be able to use our #looking-for-team channel to find folks to team up with. Our dev team will also be joining in playtest on Saturdays at 9am PDT / 12pm EDT / 6pm CEST if you want to ask any questions, fight alongside or against us.[/p][p][/p][p]I've never played Guns of Icarus, will there be a tutorial?[/p][p]We’ve put together a quick onboarding video for our alpha playtest which should give you an overview of how to play. You can find the interim onboarding video HERE which we would highly recommend watching to get yourself up to speed. We’d also recommend speaking to other members in the Discord and our team too if you need more support and advice![/p][p][/p][p]Why haven’t I been accepted to the playtest?[/p][p]For this public playtest, we have a limited number of spaces available and will be adding folks in stages. If you do not manage to make it into this playtest, please don’t be disheartened! We will have plenty more in the future and the best place to be the first to know is by following the game on Steam, signing up to our Newsletter on our website or by joining the Discord.[/p][p][/p][p]How close to the final version of the game is this playtest?[/p][p]This is an alpha version of the game and is in development but should give you a good feel for the gameplay experience.[/p][p][/p][p]Will I be able to set up my own server?[/p][p]All servers for this test will be managed by us so we can keep a close eye on things, and get fixes out fast if needed. We hope to have community hosted dedicated servers available for future tests![/p][p][/p][p]Will there be competitive matches?[/p][p]Not for this alpha playtest. We're still gathering data, making balance adjustments, and tuning up some gameplay and technical systems before we're ready to start up ranked matchmaking.

I'm having an issue with my controls!
There's a number of control options available in game, including options to control ships more in the style of Guns of Icarus. But if you're having other function control issues, please try disconnecting any controllers (including any virtual joysticks you have installed) you aren't using. If you are unable to bind any controllers or joysticks you would prefer to use, drop us a bug report or feedback and we'll take a look![/p]

First Public Playtest: Sign-up Now!

[p]Greetings Captains and Crews of the Stars,[/p][p]Get your goggles secured, visors down and toolkits at the ready. We are happy to announce that our first public playtest will be going live in a few weeks and sign-ups are open now![/p][p][/p][previewyoutube][/previewyoutube][p]As this is our very first public alpha playtest we are limiting the numbers as we server test and check some other systems but we are holding slots for 2,000 of you. The playtest will be running for two weekends and we would recommend joining Discord to find crewmates and coordinate sessions for this alpha test. [/p][p]You will be welcome to capture content, stream it, and share it throughout the playtest. What you’ll be experiencing isn’t the final product but should give you a good indication of the trajectory of development.[/p][p][/p][p]For any other questions, drop a message in the community hub on Steam or join Discord.[/p][p][/p][p]See you in the skies,[/p][p]- Jennifer[/p]

We're at PAX West

[p]Greetings Captains and Crews,[/p][p][/p][p]We’re so excited to say we’re going to be at PAX West with a first ever public look at Stars of Icarus! You’ll be able to get stuck into streamlined 3v3 combat live on the showfloor. [/p][p][/p][p]We’ll be at Booth 339 so be sure to stop by, blow up a few ships (your own accidentally or others intentionally), give some feedback and even be in for the chance of some goodies! [/p][p][/p][p]See you in the skies & see you at PAX[/p][p]Matthew[/p][p][/p][p][/p]

Dev Log #3: What's in a Technical Test?

[p]Hi again! We’re busy prepping for Pax West at the end of the month. If you’re in the Seattle area, come check out our first convention for Stars of Icarus! So this week we’re going to talk about something a little different and do a look into the realities of game production, and why developers do things like closed alphas, technical tests, and betas.[/p][p]We’re just wrapping up our very first Pre-Alpha technical test with a small segment of the community. We learned a ton from it. And we got to show off the game to new players for the first time, who had a blast! (If you didn’t get a chance to test things out, keep an eye out, we’re planning to have some larger tests in the near future.) Keeping early tests small is a critically necessary part of scaling well. So let’s dive into what a technical test is for, how it’s different from an alpha or beta test, and how our first one went! Hope it gives you a bit of insight into why you see games have these long and complicated pre-release periods.[/p][p][/p][h3]Breaking Things at Scale[/h3][p]Often the earliest development version the public is likely to see from a game is a “technical test” version. In short, a technical test like the one we just ran is one designed primarily to see what breaks. Generally you see them in multiplayer games, because scaling a multiplayer game is really, incredibly hard. You see scaling break games all the time. No matter how much time, money, or testing goes into a game launch, you can’t escape day 1 server issues. Developers scramble to put out endless small patches, put up long queue times, and do emergency downtime maintenance just to try and tread water. Years of incredibly passionate work by skilled developers, new indies and veteran AAA alike, struggle under an unpredictable and untestable strain of excited players. We’re certainly no strangers to the experience.[/p][p]Guns of Icarus had its own uniquely turbulent launch. After several months of closed and open beta periods, launch day approached in October of 2012. But meanwhile down the coast, so approached Hurricane Sandy. A huge influx of every beta tester, all the kickstarter backers, and all the new players just getting in on the excitement jumped on to shoot some airships out of the sky. It brought the GoI master server to its knees. And horribly, hilariously, it slowed the match start countdown to a fraction of real time. Every nominal second of countdown took 10 to 20 seconds to actually tick down. Myself (just a community moderator at the time), and the rest of the moderator team at the time, thankfully were able to manually kickstart matches and skip the timer with cheat codes. But randomly pinging in global chat to summon a mod was hardly a real fix, and the dev team was hard at work trying to figure out what broke and how to fix it. But out their windows, Manhattan was being hit with a hundred year hurricane. And while a bug fix was fast to find, deploying it required a server sitting offline in an office downtown, and the floodwaters were making the city streets do a passable impression of Venice. The closest programmer took it on themselves to retrieve the build machine from the office, convince security to let him into the building as the city flooded, and the day was saved. A great story! Stop by our booth at PAX to get a much better rendition from my boss! But also the kind of thing you really never want to have happen.[/p][p]So, you do everything in your power to try and prevent things from exploding. You plan, you review your processes, you test, and you scale up slowly to make sure you catch when and where things break. You try to remove as many single points of failure as possible, like the GoI build machine. And just as importantly, you find out things you didn’t even need to know.[/p][p]With our Stars of Icarus technical test we made two pretty good discoveries right away. The first was just a bug where we’d never actually request a second server from our backend when we actually needed it. So we had a max of just one game per region when we first launched this test. Our second discovery: we actually had no idea how we push out patches in a live environment without doing full downtime. It’s something we’d chatted about before, but never actually had a full plan for. And so we were pretty rapidly learning, experimenting, and breaking things in real time, within hours of opening the test. But we were doing it in a very low risk environment.[/p][p][/p][p][/p][h3]Just the Right Amount of Risk[/h3][p]Risk is why we do such a small scale initial test. We only alerted a small portion of our community about this test, and made them jump through a few hoops to get in, just to make sure we were only testing one step at a time. Keeping things small is a necessity, because we know it will break, we just don’t know how yet. So when things absolutely, inevitably go wrong, the worst we can do is disappoint the 200 people we first invited. Thankfully for these testers, our big issues were handled nearly seamlessly, but only because we managed that risk properly. If we were under the weight of hundreds to thousands of concurrents, the game would have been entirely unplayable. Even if we had launched during peak hours, instead of mid workday, we’d have caused a fair bit more trouble right away. With any larger a test, we would have learned a lot less in the process, as we scrambled for the quick and dirty fixes trying to keep things running under strain.[/p][p]Another risk we’re basically always managing at this stage of development is PR. They say all press is good press, and that’s often true, but we were definitely staying a little camera shy for this test. It’s not that we don’t want to show things off, we’d love to, but we’re still at a point in development where there’s going to be really notable differences between what’s visible now, and what we launch with. From experience, what we put out now will stick with the game for the rest of its life. We once put out a few early development screenshots of our game Embr, and we had players and press sharing them well into release day news coverage. It looked almost like a different game at that point! [/p][p]Since this technical test was our biggest experiment since announcement, we don’t know what might explode and look terrible. So we played it safe, which allowed us to stay focused on technical needs. There’s still a lot of people that haven’t heard of Stars of Icarus yet, and we want their first impression to be a good one![/p][p][/p][p][/p][p]This was up all the time, so even if someone didn’t read literally anything we said, this would still show up in the screenshots. If it leaked, we had it plastered on the image that it wasn’t meant to be shared yet.
[/p][h3]Mission Accomplished[/h3][p]So for us, the technical test was a huge success! We broke just the right amount of things. And from what we saw, our testers were having a good time too. Far from perfect, but we were happy to see some good laughs and good matches at this point in development. There were also still a few total game breakers for some people’s PCs, and a couple big bugs that could ruin a match. Again within expectations, but still frustrating to deal with for testers. But when it all worked, we got some great gameplay feedback as well, even if it wasn’t the focus of this test for us.[/p][p]So what’s next? Alpha, beta, release? Well we’re still working on scheduling all of those things. We wanted to see how this test went before we went any further. We need to take full stock of what issues we still have, what feedback we need to action, and what we want to test next on the tech end. But given how the test went, the next time you see us testing we’re likely to move onto closed alpha testing.[/p][p]Compared to this technical test, an alpha means practically: letting more people in, focusing on more of the gameplay and balance changes we’ve been working on, and further increasing scale to something more in the shape of the final game’s server and backend needs. An alpha to us means the major systems are in. And in the background we finish game content, and start balancing the game for the complete design.[/p][p]Further down the line, beta is when we really nail down everything that’s going into release, make our final changes and fixes, and send as many people at it as we can get, to really find even more ways to break things under stress. Because building a game is all about breaking things one step at a time!

We hope to see you there later this year, and keep an eye on our discord for the latest info.

See you in the stars,[/p][p]Matthew[/p][p]Muse Games
[/p]

Dev Blog #2

[p]Hello Captains and Crew, [/p][p]Welcome to the second installment of our hopefully monthly dev logs! This week we’re focusing on another big change in Stars of Icarus from the past Guns of Icarus games, the move from airship flight to spaceship flight.[/p][p][/p][p]The jump to space brought with it a pretty big question: how do the ships fly now? As a life long sci-fi and space lover, moving to full 6 degrees of freedom motion was always the goal if we could pull it off. But pulling it off certainly wasn’t a given!
[/p][h3]6 Degrees of Freedom[/h3][p]When we say 6 degrees of freedom, we’re talking about what axes you can control your ship in. There’s 3 spatial axes, and 3 rotational axes. Guns of Icarus was a 3 degree of freedom game. You could yaw the ship left and right, set the engines forward and back, and float up and down with the balloon. Stars of Icarus moves to 3 spatial axes with the addition of lateral thrusters, and 3 rotational axes with the ability to freely pitch and roll your ship.[/p][p][/p][p]Now there’s a pretty long history of space flight games with freedom to pitch and roll, but the vast majority of those have been heavily focused on “planes in space” type flight. Great inspiration for fighter combat for sure, but crewed ships? A lot less history to lean on. Not even that many larger ships with even the ability to roll and pitch freely. (For a personal favorite, see 2002’s Star Trek: Bridge Commander.) So we were treading, as we love to do, on some new ground. And the fastest way to know for sure was to start building it and find out. You can theory craft design all day, but there’s no replacement to having a prototype in your hands, so I got to work.[/p][p]An early 2023 prototype screenshot with crewed ship to ship combat[/p][p][/p][h3]Under Control[/h3][p]We learned a ton in the early stages of prototyping, which informed a lot of our design decisions throughout development. A few of the more important lessons included:  controls, managing the relationship between FPS Crewing to 3D Flight, and orientable level design. We also weighed our lessons against several of our design goals, including maintaining many of the slower, more naval combat elements of the Guns of Icarus series, and making sure the smaller crews of these 2 and 3 player ships got to make interesting decisions without being totally overwhelmed.
[/p][p]For controls, we knew we’d need a good mouse steering system to offer fighters the precision needed to both fly at speed and aim their front weapons at various enemy ships and components. But even moving some of those steering axes off the keyboard, still leaves a lot of bindings. Throttle for forward/back, lateral thrusters for up/down and left/right strafing, controls for rolling, and a few more miscellaneous keys for other game systems, didn’t leave a lot of axes or buttons left anywhere. And I’ve created a new problem… you can’t look around![/p][p][/p][p]What actually helped the most was leaning into the game design goals. The push for broadside combat meant we knew where we wanted pilots to be looking. So we kept building, and designed a freelook system that kept you looking where you set it, letting you line up a broadside with your camera and rotate and steer your ship relative to your camera direction. (We also built up a control scheme a little closer to Guns of Icarus for players mostly interested in flying those larger ships, freeing up the mouse for freelook in that control scheme as well.) But we weren’t out of the woods yet.
[/p][p]Looking out the broadside at an enemy[/p][p][/p][p]One of the things we learned after a bit, was that the relationship between your FPS-style controls walking around the ship and using the helm, had some limitations on ship design we had to really consider. Early attempts to put guns that fired directly upwards and downwards were cool and thematic, but were nearly impossible for the pilot to keep on target. You couldn’t easily track a target as it went under your feet or over your head. It was also pretty difficult for your crew to be looking in 6 directions for enemies while running around the ship fixing things. So we ended up keeping most of the guns on ships pretty even with the artificial gravity plane of the ship as well.[/p][p][/p][p]Staring at the floor… turns out it’s not a fun way to fly a ship[/p][p][/p][p]But those limits also clearly answered our questions about how these larger ships can interact with a 3D space and mobile enemy ships. They succeed by positioning themselves to engage swaths of the map with their broadside, aiming both the ships and the guns to keep targets in sight, and then moving the ship through the map to tactically change those engagements, coordinate with teammates, and try to keep control of the fight. All things we wanted to recapture from Guns of Icarus! And it also gave some really interesting shape to fighter v crewed ship combat. Fighters have some safer sides to approach from on the top and bottom, but if they make themselves too much of a problem, or fly poorly, a broadside will be quick to line up and take them out. And after adding a few other gameplay systems, we really brought out the hit and run fantasy of flying a fighter against these crewed ships. And on the crewed ship side, we managed to maintain the fun of flying a large ship with its tactical positioning and weighty firepower. All while the crew still kept the experience of manning the turrets and managing repairs.[/p][p][/p][h3]Designing Maps in Space[/h3][p]We learned a ton of new quirks of 3D level design as well for this game. There’s a lot of options when you make the leap into the void. Similar to ship layouts, we first tried playing around with everything fun it had to offer. From big spheres, toruses, and tubes, to dense asteroid fields, space stations, and caves. What we’ve found were the most successful designs though, were maps that had a really identifiable up and down direction. Without that visual reference locally, it’s a lot harder to know where you even can look, and which directions are useful to fly towards. On a large scale, it’s easy to get lost when so many directions and orientations look the same. So while we can bend and twist the levels, to give them some uniquely 3D combat environments, human beings still need to know roughly where the floor is. And while we were a little worried that limitation would make flying less interesting, there’s still plenty of obstacles and routes to navigate in 3D that matter a lot. Having a good grasp at flying through these levels without keeping your belly to the ground will let you pick options you couldn’t fly any other way. But your eye does need something to settle on, and clue you into what’s happening. We achieve that a little differently on some levels, but we try to always make it obvious which way around you’ve ended up.[/p][p][/p][p]Surprisingly, knowing where the floor is is more important when you’re upside down[/p][p][/p][h3]Zero-G Combat[/h3][p]Another thing that changed with the move to space was, well, a lack of gravity. And that had some impacts on the gunplay that we knew were going to need some attention. No gravity meant no bullet drop, which was a fun aspect to manage in Guns of Icarus. Thankfully another natural fit in a space setting ship combat game is projectile inheritance. While Guns of Icarus also featured projectile inheritance, the faster speeds of some ships, additional vertical movement, and additional rotation means that it plays a much larger role in gun combat in Stars of Icarus. Fighters, being the fastest, and being in direct control of the ship and gun at the same time have to be careful managing their momentum, much like an airship has to manage its height. Meanwhile the crew and pilot have to communicate and work together to prioritize targets, manage linear speeds and angular velocities, and manage ranges in order to get gunners in arc and firing without their shots flying wildly. It’s certainly not a one to one replacement for bullet drop, but we feel it adds a similar layer of skill to our array of weapons.
[/p][p]To hit a target all you need is bullet velocity, your own ship’s velocity, your rotational velocity, your enemy ship’s velocity, distance to the target, and some linear algebra. What could go wrong?
[/p][h3]Fighters vs Crews[/h3][p]Now I’ve mostly talked about our larger ships, but I did want to touch on fighters again really quickly. Fighters avoided a lot of the harder problems we ran into for larger ships. You’re pretty much always facing ahead, you move and reorient yourself more quickly. Plus we had a lot more reference points from both older and modern games to draw on to make flying a space fighter fun and intuitive. We didn’t end up with a fully Newtonian freely drifting gun on a gimble, nor did we end up with a WWII fighter in space, but somewhere in between with its own set of quirks and nuances you’ll need to pick up on. But once you’ve mastered it, you’ll be speeding through enemy lines, and drifting your way past an enemy frigate with your guns raining lead and plasma. Getting a grasp on managing your momentum and using your thrusters without overheating them will make you a difficult target to pin down, despite the fragile frame between you and the vacuum of space.[/p][p] So I hope that gives you some insight into the changes and attention we’re putting into adapting the Guns of Icarus series to full 6 degree of freedom space combat. It certainly wasn’t a fast process, and we’re still constantly learning how to make navigating these spaces and combat situations even more interesting, fun, and tactical. But it’s incredibly exciting to be able to make something really original, that still captures the magic of ship combat that makes the series unique.

Anyways I’m off. Need to go finish up some work on a sign up sheet for our first… well… you’ll see soon enough.

Stay tuned, and see you in the stars,[/p][p]- Matthew[/p]