Kinetic Void

Kinetic Void

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LumberingTroll  [utvecklare] 17 jan, 2014 @ 8:09pm
Patch Procedures Moving Forward and Versioning
Due to issues slipping past our testing and making it into the live build and having a negative impact on new users.

We will be targeting a single larger patch each month, pushed as a beta build on the first Monday, and left up for opt-in testing for one week while we identify and fix any issues found. After that the beta patch will be pushed live and the current release will be updated to our current revision.

If you wish to help us test these patches (when they are available) you can get them by right-clicking on Kinetic Void in your library, select properties. Click on the Betas tab, click the drop-down under the heading "Select the beta you would like to opt into" and select the "Beta #" then click close. It will download that version of the game and you will now have access to the current beta patch version.

We will also be changing our version for real this time (some of you didn't like our joke much ) From now on it will simply be "Kinetic Void update #" so the next patch for instance will be "Kinetic Void update 10" These are not meant to reflect on how complete the game is, it simply is complete when it is. At which point we will move the version to "Kinetic Void v1.0"
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Visar 1-15 av 20 kommentarer
City Builder 17 jan, 2014 @ 8:38pm 
So, is the one that is up there now and that I'm downloading the first of these new beta patches?
Illegal Danish 17 jan, 2014 @ 8:48pm 
No it's the reverted patch
KingOfCurtopia 17 jan, 2014 @ 10:08pm 
I was liking the version names! Reminded me of chip development naming fun.
THESTALKINGHEAD 17 jan, 2014 @ 10:46pm 
so this is why the map wasn't working, and i was basically lost in space, i was hoping this was the case, because as a first impression it was ... not great, but from what i have seen on other videos and playing about with it myself, i am very much reminded of freelancer and that is great.
Heresiarch Grimm 18 jan, 2014 @ 1:30am 
I for one shall miss waiting for updates named Tyrannosaurus Strawberry or Triceratops Bubblegum.
Jax Boom 18 jan, 2014 @ 3:57am 
Phew, i thought the game was a bit weird! nice to know i can fly in space rather than in a bad trip!
Aristez 18 jan, 2014 @ 4:24am 
the wrap button doesn't seem to work, and I need to fly a long way to reach a destination ;d
Kaypix 18 jan, 2014 @ 7:18am 
Thanks everyone for understanding. We try very hard to keep everyone informed and as happy as we can, but know that it's not possible all the time.

Please make sure you have a Kinetic Field Generator and a Jump Drive equipped on your ship. Without these, MicroWarp won't work. Shift + T will manually start a warp, or you can right click on an object in space (such as a station icon, asteroid icon etc.) and go to "Warp To">"Distance (your choice)" and you'll warp there. To manually drop MWD, press T while in flight.
Senast ändrad av Kaypix; 18 jan, 2014 @ 7:18am
HeftyJeff 18 jan, 2014 @ 7:33am 
you guys are doing a great job, keep it up :]
RedEye_Jeroll3d 18 jan, 2014 @ 8:13am 
Ok, i donwload beta. Exist especific topic to type logs, comments about, etc? Thanks TEAM! :)

Great job. :)
Wickerson 18 jan, 2014 @ 10:51am 
Just bought the game the other day and it is looking great! Some of us did enjoy the patch names, maybe you can include them along with the patch number once in a while? For example, update 11 - Blueberry Mud Slide.

Another suggestion/question: will there be a 'focus' button in the shipbuilder so we can change the camera pivot while building our ships?
LumberingTroll  [utvecklare] 18 jan, 2014 @ 11:31am 
Wickerson, thanks for the feedback, we will be doing a lot of changes to the shipyard before release, and yes a focus option is something I want to add.
Wickerson 18 jan, 2014 @ 4:00pm 
Sounds great! A focus option will really speed up navigation in the shipyard.
Also, what are your plans for combat? Right now it seems to be similar to games like Wing Commander. Tie Fighter, etc. Will it continue to be this way, or will it play out more like a naval battle?

Or maybe that will depend on the size of the ship?
Peel 19 jan, 2014 @ 1:17pm 
Please try to implement large ship battles (Frigate and above) with something similar to Empire at War - that was what I was expecting when I bought the game.

Also, perhaps the freeform construction mode could allow overlap and more rotation options?
Kaypix 20 jan, 2014 @ 9:18am 
The free form couldn't accommodate overlap because the objects would be colliding with each other permanently, and would basically destroy each other as soon as you launched the game. Rotation options may be something we can change to a smaller degree by pressing shift while rotating etc.
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Datum skrivet: 17 jan, 2014 @ 8:09pm
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