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First Class Trouble News

St. Patrick's Day changelist - Patch 0.7.1



FIrst of all, if you hadn't seen it yet in our previous update, then we have a release date! We are releasing in Early Access April 8th! Wooooohooooo!!!!
It's been long coming but here we go. This is going to be amazing!!!

Either way... The topic for this post is the changelist for the current playtest taking place right now. You can still join in if you haven't already!

Lots of stuff have happened since our last playtest. We overhauled our backend with a new matchmaking system so you can invite and play with your friends. We are loving the feedback you are providing and we definitely see areas where it needs refinement.

Keep playing and we are monitoring everything!


Below here you will find the changelist for the patch.



  • Added a new Vruumba mini game that you can play when you die. Press "F" to enter "Clover Tag" - a St. Patrick's Day themed capture the flag inspired game where you can earn points by tagging the other Vruumba's!
  • Added new unique item: a fully automatic 6 pack of beer! It packs quite a punch! Use responsibly!
  • Added some more emotes with your new favorite character - Classy!
  • Added our new Safety Instructions to the main menu.


  • Added a tooltip for the Emote Wheel on the UI.
  • Reduced the accuracy of the Passenger Logs.
  • Cleaned up the rebinding menu. You should now be able to rebind the Emote Wheel (standard Q)


  • Skip button should no longer be stuck in the Airlock voting UI.
  • The player should no longer risk getting locked in place when entering a tutorial message in the backfill lobby.
  • Removed some possible griefing locations.
  • Death Triggers when being pushed into the server room should no be higher.
  • Fixed a keycard spawning inside a mesh
  • Changed the color of the resident win text.
  • Fire particle effects can now probably be extinguished everywhere.
  • The text for Resident & Personoid points appeared swapped.
  • Fixed some issues with clothing other customization.
  • Fixed the paper plane being able to be thrown at all times.



We hope that during this playtest you will continue providing us with valuable data and continue to stress our servers to the fullest. It's holding up nicely, but have seen some errors that you need to be aware of that we are actively working on to fix.
  • When you "Quit to Menu" you might see a "Waiting for host" message when you are a party leader (you are also a party leader if you are playing alone).
    FIX: For now to fix it you will have to leave the matchmaker by pressing leave lobby and then join again and it will be gone.

  • Voice not working while playing the game.
    We have encountered a few reports with the voice disappearing for people.
    FIX: A possible fix for this is to Sync your Windows clock as it has been seen to fix most of the reports.


Thanks so much for reading. We hope you will enjoy the playtest.
Join the discussion on our discord here and add the game to your wishlist here.

The St. Patrick' Day playtest is now open.

The St. Patrick' Day playtest is now open. Make sure you have the correct version (0.6.6.5-13107)!

Thank you everyone for helping us test these last few days - finding bugs and testing the new server system. It's humbling to have such a helpful community.
We found a lot of bugs to fix - here is a few of those which we have fixed so far (we will fix a lot more tomorrow):

Changelist:
  • An issue with the 'low oxygen warning' blocking voting has been fixed.
  • Oxygen was draining during Airlock Meeting -  now fixed.
  • Oxygen warning now changes color when it's low.
  • Added garments to naked character.
  • Fixed co-op actors in backfil.
  • Refresh button on 'friends interface'
  • Players no longer spawn in sofas in 'backfill'.
  • UI improvements to party interface.
  • New 'win/unresolved/personoid screen'.


We have also added some new stuff:
  • Added the ability to change your display name
  • Sct. Patricks Day customization

Sign Up for the St. Patrick's Day Playtest Now - Runs March 14th - 18th



Good news, everyone!

We’re opening up our Steam Playtest for signups and for some additional testing ahead of our planned St. Patrick’s Day event. While we’ve been doing internal quality assurance and tests, we do want some additional testing ahead of making our St. Patrick’s Day event live for everyone on the 14th.

What does this all mean?
If you have previously played in our Playtest (Noted by the First Class Trouble Playtest app in your Steam Library) you can play right now.

We would like some of you to come and play again right now so we can ensure everything is working as smooth as it can be (we are not giving access to the playtest to people right, who doesn't already have the Playtest in their library - see below on how you can get access to the event).

More on accessing the event:
If you haven’t played in our Playtest before, you can click on the “Request Access” button on our Steam Store Page.

On the 14th to the 18th we’ll be giving everyone access to the playtest and the St. Patrick’s Day Event.
If you played in Steam Games Festival Demo – we’d ask you to uninstall that demo and ensure you are playing on the First Class Trouble Playtest app via your Steam Library.

About this build:
This First Class Trouble Playtest build may have some issues, and that's why we need your help so we can fix those things and update things before Sunday.

Some known issues and warnings:
  • We are on a whole new server backend, so we don't know how that scales yet - so please be patient if the whole thing crashes. We will try to fix it.
  • If you reject an invite from a party you won't be able to be invited to that party again. (to solve: disband the party and start invites over / advice: let the host do the invitations).
  • Some clipping on customization. Reason: There is a new character in the game and you may experience some clipping on items. Feel free to tell us.
  • After a game you may be thrown back into the Matchmaking lobby with the message: "Waiting for host". (to solve: just leave lobby and return).


We do want feedback and bugs – everything posted in our “Feedback” channel on DISCORD gets a ticket so we can track and manage those items.

If you want to keep up to date with the team at Invisible Walls or play some games with them – be sure to join their Discord channel: https://discord.gg/fct

First Class Trouble - Watch Invisible Walls Play

Watch the developers at Invisible Walls play First Class Trouble live today at 8:00 AM PST/5:00 PM CET.

Get ready for some more shenanigans between the ISS Alithea's residents and the deceptive Personoids!

Wishlist us now for the latest news and updates!

https://store.steampowered.com/app/953880/First_Class_Trouble/

First Class Trouble - Developer Q&A



Before we jump right into the Q&A, here are first a few fun facts:

  • First Class Trouble was originally called Cainwood, and the very first prototype looked like this.
  • In the recent Steam Game Festival demo, players wasted approximately 68,000 liters of First Class Bubbles…
  • And 6755 people went for a swim in the resort pool!




Q: How has player feedback influenced your design process?

A: With the first project we did, Aporia: Beyond the Valley, we did extraordinarily little testing. It was sort of developed in a black box. I think this is a natural approach with a first project. There are certain things you need to do in order to get them out of your system.

With First Class Trouble, we knew from the very outset that we wanted to take a different approach; a more community-based approach. This involved getting the game out in a prototype or alpha state as soon as we possibly could. Back when we started the project in 2018, social deduction was still very niche and there was no Among Us, so it truly needed validation, as well.

Before we sent out the alpha, we tested it at our offices and tried to mix up the games with strangers, so we wouldn't get the "friend effect" where everyone is having fun, and something extremely interesting happened. Right after the play session, people would get up and stand around discussing the game at length without us trying to instigate it; laughing and trying to understand who was who and what had happened.



We found that to be quite unique and wanted to find a way to facilitate that reaction in the game. How do we get people to stay for the end game and have that cathartic moment? So, the Vruumbas were invented as a spectator mode which would keep people engaged until the end. A lot has happened with the Vruumbas since then, and a lot more is still to come.

We sent out the first alpha in May 2019. It was nerve-wracking to send a very unfinished game into the public with grey-boxed levels, two working mechanics, a bunch of half-working stuff, and endless crashes. But the few hundred people who tested the game were super nice and patient with us, and we quickly learned a lot about our game.

One of the main observations was that not all players were "part of the core loop" all the time. It was very comparable to being in an escape room with a few friends. There are always a couple people who are more active in finding clues, and a couple more "passive" players. We concluded that we needed to improve on the number of activities you could do while playing so that everyone would feel engaged most of the time.

Players had also asked for a way to defend themselves. In an early version of the game, we had a flare gun, and found that the game too quickly became hide-and-seek rather than a social game. So, we had made a dogma that we would have no weapons.

On the other hand, we'd also pledged to listen to our players. It was a bit of dilemma. One night, two people on the team created the champagne bottle mechanic. We immediately tested it, and it was a pretty big success. The next test showed that these types of "silly mechanics" were popular and that we needed to add more of that humor to the game.

I think this speaks to the fact that it is great to get your game out early and listen to your players, and try to come up with great designs that meet their expectations, as well as your own. It's an approach that has now become completely embedded in us, and during the Steam Game Festival demo, we tried to quickly adjust those things our players identified as critical.



Q: What surprised you the most during the Steam Game Festival demo?

A: The biggest surprise has been how the community has taken to the game. We have tried to add our team's, at times, crude humor to the game, and didn't know if this would translate well to bigger audiences. But we are excited to see that our "stupid ideas" have resonated with people and that they are laughing and having fun across the board.

On a gameplay level, we have always been beyond worried about building a game that may be too complex. Worried that there was too much stuff to do and that no one would understand the goal of the game. And we still think we need to implement more guidance, but it has been great to see people quickly picking up on it after playing it a few times. They are having fun from the outset, other players help them into the loop, and players continue to discover new facets of the game. So, some of that worry has dissipated a bit.



Q: How do you plan to keep listening to the community in the future as it grows?

A: We want to continue to have a hands-on approach with our community, no matter how big it grows, because it has been such a big help in the design of the game. Thus, it would feel very weird to suddenly shift gears on that. But we are aware that a bigger community comes with challenges. We have tried to talk to people around us that have had success in growing big communities, and there are undeniably a lot of challenges to how you keep listening to feedback.

The obvious challenge is that you receive a lot more feedback and you need a game plan for how to take it all on board. However, a lot of that feedback is likely to be around some of the same things, validating that there is indeed a problem that needs to be addressed.

One of the other big challenges is considering all feedback before making any changes. For example, hardcore gamers play a lot more than the average player and will give different feedback. So, it becomes an increasingly difficult balance to make sure that your hardcore players are rewarded and kept engaged with your game, while also maintaining an overall casual experience. As designers, we will need to keep balancing this and I think the need for communication will grow; making sure everyone understands the decisions we make.

We also want to ensure that the community remains a fun and safe place to hang out. A few bad apples can quickly ruin the experience for everyone, and steps taken to mitigate bad behavior may have an impact on well-behaved players' behavior, which is not optimal. So, there will be some major challenges in ensuring we manage our community and the game well.

The feedback loop between player and developer is very close to our heart. Having worked in other creative fields, one of the great things about video games is that you have customers who are engaged and willing to share their ideas and feedback. If you make a movie, you do not screen it to 200,000 people and then go back and re-edit it. It is pure magic that you, as a community, can work on improving your experience together.

I don't think we will ever let go of our appreciation of that.