Premium Rate Revert Notice - Effective August 2022
From our president XOOM:
As you know, Playnet/CRS is actively working to modernize WWII Online and bring it to modern-day standards. In addition, we are continuously developing WWII Online 1.0 and providing new features and fixes routinely - with 11 releases shipped and an all-new game server giving the best ever European ping times over this last year. Then we have our WWII Online: Chokepoint project which is creating the basis of WWII Online 2.0 infantry and new content.
On our 20th anniversary, we made a commitment to reduce our price point in an effort to acquire more players for the game. We warned that this was a risk for us to do, but it was worth a shot. Unfortunately what we have seen is players jumping off of their higher-paying plans to the lower price point. We understand how this makes total sense from a consumer point of view, but it has now put us in the position to restore the prices as they were - which we said would be the case if required.
But this isn't all bad news. It is a special time for WWII Online and its history, where in real time a gaming community and dedicated development group is working to do something on a monumental scale - the porting of a 21-year-old MMO project onto a modern game engine. This is our primary mission, and Playnet/CRS requires funding to invest in talent, software, and resources and ensure that momentum carries forward.
At the outset of this migration to UE4 - which we've now decided to use Unreal Engine 5 because that makes sense and offers us the most bang for the buck - we said there were two major components that needed to be completed in order for us to ensure that this would be possible.
The first was to make sure we had an effective method of converting FLT (OpenFlight) assets which encompass all 3D assets in WWII Online - other than infantry. This has been completed.
The second was to create a pipeline whereby we could convert the game world to Unreal Engine 5. We have confirmed that this is possible and it is happening. We've successfully created an API to pull data points from our existing game and have created successful conversions to Unreal. Now we are working to do that on a mass scale, which is being done as we speak.
All of this combined represents what everyone in our community wants, forward progression, real innovation, and moving the game into the modern age graphically speaking. The game's design at its core has held up and we are blessed to have a community that has kept us going.
The increase in price comes out of necessity as mentioned before to ensure we keep this momentum rolling forward. We know that everyone's financial situation is different and a lot of thought has gone into this, we were hoping to see an increase in volume to make up the difference. I hope our goals of being transparent about this are well received and not our preferred choice - but it is the best for the game and the community's goals.
We know that when WWII Online is modernized it will be a massive game-changer (pun intended). At which time we will seriously reconsider this knowing that the number of people who will be there will hopefully be tens of thousands.
Effective now, WWII Online's premium rate has been reseted to $17.99/mo USD across all channels. All existing subscribers' billing information will be updated to that rate by 8/1/22 (Steam subscribers need to confirm this acceptance, follow the instructions received by email).
Every paying subscriber will however receive a WWII Online: Chokepoint key - as of September 7th, 2022. This means you will be eligible for playtesting and checking out everything going on. This will be mutually beneficial to ensure we have the maximum number of playtesters and that your premium status is recognized not only with full in-game features in WWII Online, but access to our new WIP project and eventually full premium access on Chokepoint as well. Existing folks who kept their subscription rate at $17.99 will continue to receive builder benefits until November 1st, 2022 in recognition of their effort.
That means the following plans will be available at that time:
In closing I'd like to repeat something from our 20th anniversary: The future of WWII Online is in our hands. We're it. There's nothing else like this on the market, and we are the best equipped to make it happen because we have the proven infrastructure, willpower, and community support to do it. This is not our preferred option but it is the right call to make so we can continue forward. We remain committed to the WWII Online franchise and its development and we will continue at full speed to share with you the progress we are making on all fronts. Consider this as a Patreon funding initiative, because these subscriptions are the primary lifeline in achieving these goals.
Notable items in development now for WWII Online 1.0 includes:
This is a special time with serious work underway. Your support remains ever critical and pertinent to not only keeping operations going but enabling real innovation that brings us into the future.
Thank you from all of us at Playnet / Cornered Rat Software.
As you know, Playnet/CRS is actively working to modernize WWII Online and bring it to modern-day standards. In addition, we are continuously developing WWII Online 1.0 and providing new features and fixes routinely - with 11 releases shipped and an all-new game server giving the best ever European ping times over this last year. Then we have our WWII Online: Chokepoint project which is creating the basis of WWII Online 2.0 infantry and new content.
On our 20th anniversary, we made a commitment to reduce our price point in an effort to acquire more players for the game. We warned that this was a risk for us to do, but it was worth a shot. Unfortunately what we have seen is players jumping off of their higher-paying plans to the lower price point. We understand how this makes total sense from a consumer point of view, but it has now put us in the position to restore the prices as they were - which we said would be the case if required.
But this isn't all bad news. It is a special time for WWII Online and its history, where in real time a gaming community and dedicated development group is working to do something on a monumental scale - the porting of a 21-year-old MMO project onto a modern game engine. This is our primary mission, and Playnet/CRS requires funding to invest in talent, software, and resources and ensure that momentum carries forward.
At the outset of this migration to UE4 - which we've now decided to use Unreal Engine 5 because that makes sense and offers us the most bang for the buck - we said there were two major components that needed to be completed in order for us to ensure that this would be possible.
The first was to make sure we had an effective method of converting FLT (OpenFlight) assets which encompass all 3D assets in WWII Online - other than infantry. This has been completed.
The second was to create a pipeline whereby we could convert the game world to Unreal Engine 5. We have confirmed that this is possible and it is happening. We've successfully created an API to pull data points from our existing game and have created successful conversions to Unreal. Now we are working to do that on a mass scale, which is being done as we speak.
All of this combined represents what everyone in our community wants, forward progression, real innovation, and moving the game into the modern age graphically speaking. The game's design at its core has held up and we are blessed to have a community that has kept us going.
The increase in price comes out of necessity as mentioned before to ensure we keep this momentum rolling forward. We know that everyone's financial situation is different and a lot of thought has gone into this, we were hoping to see an increase in volume to make up the difference. I hope our goals of being transparent about this are well received and not our preferred choice - but it is the best for the game and the community's goals.
We know that when WWII Online is modernized it will be a massive game-changer (pun intended). At which time we will seriously reconsider this knowing that the number of people who will be there will hopefully be tens of thousands.
Effective now, WWII Online's premium rate has been reseted to $17.99/mo USD across all channels. All existing subscribers' billing information will be updated to that rate by 8/1/22 (Steam subscribers need to confirm this acceptance, follow the instructions received by email).
Every paying subscriber will however receive a WWII Online: Chokepoint key - as of September 7th, 2022. This means you will be eligible for playtesting and checking out everything going on. This will be mutually beneficial to ensure we have the maximum number of playtesters and that your premium status is recognized not only with full in-game features in WWII Online, but access to our new WIP project and eventually full premium access on Chokepoint as well. Existing folks who kept their subscription rate at $17.99 will continue to receive builder benefits until November 1st, 2022 in recognition of their effort.
That means the following plans will be available at that time:
- 2 Week Free Trial followed by perpetual (limited) Free to Play
- Premium: $17.99/mo
- Hero: $29.99/mo, $49.99/mo or $359.99/yr (Not available on Steam)
In closing I'd like to repeat something from our 20th anniversary: The future of WWII Online is in our hands. We're it. There's nothing else like this on the market, and we are the best equipped to make it happen because we have the proven infrastructure, willpower, and community support to do it. This is not our preferred option but it is the right call to make so we can continue forward. We remain committed to the WWII Online franchise and its development and we will continue at full speed to share with you the progress we are making on all fronts. Consider this as a Patreon funding initiative, because these subscriptions are the primary lifeline in achieving these goals.
Notable items in development now for WWII Online 1.0 includes:
- Mortar Carriers (81mm's on Half-tracks)
- Artillery/Howitzers (105mm)
- Integrated Voice Communications (approaching server test phase)
- Gliders
This is a special time with serious work underway. Your support remains ever critical and pertinent to not only keeping operations going but enabling real innovation that brings us into the future.
Thank you from all of us at Playnet / Cornered Rat Software.