Copy

Nightmarchers where do we go from here?

 

With the Fig campaign having come to an end I wanted to share some thoughts from the team of what we learned letting press and streamers get there hands on an early version of the game.

 

First off, it was amazing at the amount of positive feedback we received. We were all very encouraged by most people’s reactions to the game. Obviously not everyone liked it, but I don’t know that 100% of people agree on liking much. :)

 

What stood out to us most was that people really seemed to enjoy the Hawaiian setting and lore and that we should focus more on the fantastical elements of that as something that will make Nightmarchers stand out more from other games. More powers, more cool Hawaiian creatures, more spirits.

 

Also, the map was too large, too repetitive, walking around could be boring.  Certainly without all the content we want to add we figured this might be the case but we still think it's just too big to be fun and interesting while exploring. We are reworking our map to find a way to keep the awesome realistic scale of key locations but leaving out much of the island that could feel repetitive. I think we are making great progress on this. Once we have something we like we will share it with everyone.

 

Along these lines most people reacted very negatively to the amount of outposts we had planned and the way they would limit the story reveal. We are redesigning how outposts will be integrated now and will be significantly reducing the amount of outposts down from our 50 outpost design from before. This will allow outposts to feel more unique without becoming tedious. 
 

We learned so much from watching streamers struggle with missions or bugs and have addressed much of what we saw during gameplay. We also had a massive performance push, especially on lower end hardware, that is all completed now. The game runs at 60 FPS at 1080 resolution will the graphics settings on epic as well as a solid 30 FPS at 4k on higher end cards (NVIDIA geforce 1080 level) and can also run at a solid 30 FPS at the lowest settings on cards around a 4,500 graphics mark score (GeForce GTX 1050 or Radeon RX 560 range of cards). We also saw a number of animation errors from watching the players that are all fixed as well. All this work really brought another level of polish to the game so we are very excited about how the game is performing.
 

There were a number of players who asked about console so we have prioritized that now on our engineering team to start that process quickly to get us up and running on both PS4/Pro and XBox One/S/X.

 

We will be reworking our island for a bit so I won’t have a lot to show off, but once we get through this phase we will have a bunch of exciting new content and ideas to share with everyone.
 

Our plan is to still finish this year, though likely later in the year now.
 

We will still be updating on Twitter @NightmarchersWB, reddit /r/Nightmarchers, http://www.youtube.com/c/Wyrmbyte  and on our Facebook page https://www.facebook.com/NightmarchersGame/. I will only send out email updates vary rarely. If you unsubscribe from us here you won't here from us again.


Thank you again for your interest and support in Nightmarchers!


Scott and the entire Wyrmbyte team.

Copyright © 2018 Wyrmbyte, All rights reserved.


Want to change how you receive these emails?
You can update your preferences or unsubscribe from this list.

Email Marketing Powered by MailChimp