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Quantum League - Zeitparadoxer Multiplayer-Shooter startet in Early-Access-Phase




Nimble Giant Entertainment starten mit ihrem actiongeladenen Multiplayer-Shooter Quantum League in die Early-Access-Phase auf Steam. In dem kompetitiven First-Person-Shooter kämpft ihr in einer Zeitschleife und bildet dabei taktische Teams mit euren früheren und zukünftigen Ich, die in 1-gegen-1- und 2-gegen-2-Matches [...]

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Quantum League is on Early Access!

Hello Quantum Athletes!

We are super excited to launch Quantum League into Early Access today! After years of hard work and determination we could not be happier or more proud for our game and our team.

Thanks to your feedback we received during the Open Beta and implemented in the last few months we are geared up for a great Early Access release. Here's our new Gameplay trailer, enjoy:

[previewyoutube][/previewyoutube]

As you will see, we overhauled the onboarding to help newcomers get their time travelling legs faster. We improved all weapons, their animations, their sounds and tuned the balance so they feel even more spectacular. We improved the graphics of the game including the shading, the materials and VFX while also increasing the game’s performance!. We added new maps that will blow your mind.. We fixed many bugs…so many bugs. And we will continue to listen and address feedback while adding even more content.

We want to thank our community that accompanied us in this long journey as we were experimenting with these unique game mechanics. Thanks for believing in our game, and in our ability to make it a reality. Your support has been precious to us.

As a token of our appreciation, we have created a set of unique Nimble Giant outfits just for you.We consider you a part of our team. These outfits will be available to every player that competed during the Betas. You’ll also get to keep any in-game currency earned during the Open Beta.



However, to make sure nobody gets a head start in the competition, we have reset everyone’s League rank, Win / Loss history, ELO score and XP level.

Tuesday the 26th of May 2020 will be a day to remember for everyone at Nimble Giant.
. As an independent studio from Argentina, we are releasing a new original IP that is innovating the most competitive genre in the games industry.
All of this, we are doing from home, distanced from each other during unprecedented times. But thanks to your support and to that of our families and loved ones we pulled it off.

Enjoy the game! We are looking forward to seeing you rank up through Quantum League!

Best,

The Quantum League Team

Dev Update #2 - Early Access is confirmed for May 26th!

Hello, Time travelers!

For the past few months, we’ve been working tirelessly to get the game ready for its next stage
and as you may know, already we have a date for Early Access May the 26th.

We decided to go straight to Early Access for two main reasons: We had such great feedback from the Open Beta that it was already enough to improve the game and get it ready for EA; The second reason being the fact that, as a small studio, preparing two major releases (Beta 2 and EA) while working from home in the context of a pandemic is something that would have pushed the actual EA release too much into the year.

As you will see we have been working on many improvements to the game, most of these new features, content, and tweaks are directly based on player feedback. The list of changes is too long for a single post, but here is a summary of the most relevant ones:

Improved Onboarding:
Our most important goal is to help new players understand the unique mechanics in the game before they get to experience a true competitive match. In order to achieve this we did the following:
  • We added the Quantum Academy featuring new and improved tutorials with rewards.
  • By popular request, we added a casual queue. Casual matches have no overtime and are to the best out of 3. This will be a great way for new players to learn the rules of the game step by step and to practice new strategies without risking your league standings and rankings.
  • Added a requirement to play ranked mode. In order to face the best player will have to go through a few casual matches and tutorials.


Weapon Feel improvements:
Based on player feedback we put a lot of work into improving the look and feel of the weapons:
  • We replaced the sound effects for all the weapons and added new ones to add more feedback (i.e: last round click)
  • We improved first-person animations for all weapons, muzzle flashes, VFX, and elements impacting weapon feel.
  • Rebalanced all weapons (in most cases, increased projectile speed, reduced some reload times and adjusted the grenade launcher)
  • Added fancy displays to weapons (we cannot be less than all those AAA FPS)
  • Vastly improved Hit Registration in moderate-to-high ping scenarios (should have put this on top right? :))


Polish and quality of life improvements
  • We revamped the main menu and Improved character materials and shaders.
  • Revamped play match flow and game mode selection
  • We revamped the League system providing more clarity to player progress and promotions
  • Added reward track to unlock new vanity items as you play.
  • Separated the Rankings between Singles (1v1) and Doubles (2v2)


Improvements to the maps
  • NEW ARENA!!! Container yard (Deathmatch)
  • Improved lighting in most arenas
  • Improved the environmental sounds in Stadiums
  • Added night mode to some arenas


We hope that you are able to see the lengths to which your feedback has improved the game since you last saw it. We hope that this sets the stage for a great Early Access program in which we keep building the game in the same way.

It’s been a long three years to get to now, but we can't wait to continue this journey with you all by our side!

The date is May the 26th, Please Jump in!

The Quantum League Team

Quantum League: Developer Update #1


Hello, Quantum League community!

Now that the first stage of the open beta is over we wanted to give you an update on the current plans for Quantum League.

First of all, we wanted to thank you again for joining and providing us with your feedback. As you know, QL is a new concept and we need your help to make it the best game we can make. The feedback that we’ve got from the Open Beta has been priceless.

For the first two years of development, Quantum league was an experimental project with a very small team working almost in the dark. Since we started the closed beta program a small yet super supportive and dedicated community started to grow (we love you people!). Those early supporters were the ones who proved to us that the value that we perceived in this innovation was actually real.

Now, after running the first stage of the open beta the game has reached a larger, broader and much more diverse audience. Of course, this brings a new set of challenges as we try to make the game more accessible. But this time, we will be supporting our decisions on data and suggestions generated by you: the people who will bring life into The Time Paradox Shooter.

With that said, here is a brief summary of some of the things that we will be working on.
There’s a lot to be decided yet but we can share at least some of the things that we are thinking about. Just in case, let me clarify that some of these items may change as we continue to develop the game:

The data is clear: to begin with we need to focus on 2 areas of interest:

    [h3] Player onboarding
    Weapon feel & balance[/h3]


[h2]Player Onboarding - the “Minor League”[/h2]
Quantum League is a very new and unique game that bends the formula by changing some preconceived notions of your typical FPS (looping time, continue playing while dead, reviving your own self, overtime to name a few).

After the Open Beta, it was very evident that our onboarding is still not up to the challenge, even when we covered the basic mechanics in the tutorials and training videos, newcomers were still not ready to face an actual Quantum league match. It was too much, too fast and that frustrated a lot of people.
Even though overhauling the tutorials was always part of the plan, we believe that that’s now enough. Anyway, we don’t want to bog people into endless videos and singleplayer training missions. We want people to learn the game by facing other players, but do so step by step.

That said, we are thinking about creating a New “Minor League” for newcomers. Where new players engage each other in combat in specially designed arenas that have a simplified rule-set (for example no reviving health packs and no overtime). This way, players can start to learn the core time-traveling FPS mechanics first and we can introduce the more advanced mechanics after, once they are ready to face the pro leagues.

[h2]Weapon feel & balance[/h2]
A great shooting experience is one of our design pillars for the project alongside meaningful (as in not gimmicky) time travel mechanics with time paradox consequences. Even though the time travel mechanics present some restrictions in what we can do with the weapons (to give you a couple of examples, we can’t have hitscan weapons because of the bullet-time effects at the end of each loop and we can’t add knock-back effects to explosions as the movement would not be the same the next loop if such explosion was prevented.)

In any case, there is quite a bit that we can do to continue improving the weapons. The data proves three very important things: the SMG is the most used weapon to an extent that may prove that is a little OP, the grenade launcher is proving too difficult to control and the Laser Gun doesn't seem to be powerful enough or useful in many situations.

For the GL and the Laser, we plan to do quite a bit of a rework. We will update you on the progress of this as we are comfortable with our results.

In terms of feel, there’s some people that stated that our weapons are not packing the “punch” that you are looking for in an FPS. This implies a broad range of tiny improvements in terms of animations, camera effects, visual effects and sound effects.

The good thing is that our weapon code, tools, and systems are very advanced and capable of supporting all of these improvements. It’s just a matter of time, effort and love! We hope to provide you with the best gunplay possible!

[h2]The next steps[/h2]
If you have been paying attention, there is a hidden message in this post. A couple of times we referred to the Open Beta as the first stage of it. This is because we have decided that we will run -at least- another Open Beta test before venturing into Early Access!

In terms of our roadmap, there is a lot that we are working on besides the items mentioned here., Sadly, this post is starting to get too long so you will have to wait until our next update to know more about what’s coming!

We will try to keep you posted about our development progress as often as we can. So don’t forget to click on that follow button here on Steam, follow us on Twitter and join our Discord channel.

[h3]Our accounts are:[/h3]
Discord: discord.gg/quantumleague
Instagram: quantumleagueofficial (https://www.instagram.com/quantumleagueofficial/)
Facebook: Quantum League Game (https://www.facebook.com/quantumleague/)
Twitter: @quantumleague (https://twitter.com/quantumleague)
Webpage: https://quantum-league.com/


Finally, we wanted to say that we at Nimble Giant are deeply concerned about the Covid-19 pandemic. in order to take care of our team and their families, we will start to work remotely beginning next week. We hope everyone around the world starts to take the measures necessary to fight this thing and save as many lives as we can.

Please, try to stay at home, take care of yourselves, play some games, and stay tuned! There is much more to come!

- The Quantum League Dev Team

Open Beta Feedback Survey is up!

Hey there everybody!

As you all know, we decided to run an Open Beta Test to gather feedback so we can make Quantum League the best FPS we can make, with the help of the game’s community.

We are already fixing many of the issues that you reported and adding a lot of your suggestions to our backlog.

In order to continue improving the game we need some more precise information and that’s why we came up with this survey! If you have played the Beta please fill out this form. We need as many responses as possible to make it statistically accurate and relevant.

The survey is focused on the overall gameplay experience, learning curve, weapon feel, balance, and the usual demographic questions to learn more about our players.

If you participated in previous surveys please do so again, we will really appreciate it!

Just so you know, the information is confidential and you will remain anonymous.

Click here to fill it out!