The past few days have been pretty awesome, many new faces have joined our community, and we're very happy to have you here. We want to say thank you to everyone for your support and believing in our game and it's vision!
We founded this company on procedural beliefs, that over time we want to have computers help enable people to very easily create their own worlds that are so detailed it is like living in their fantasy or dream. StarForge sets out to become a game that fits into this idea.
When we first started this game a few years ago it was just Steve and I working on it part-time aside from our regular 9-5 physical labor jobs. Then, a video took off on Youtube a year ago, followed by the support of some new team members and a successful IndieGoGo campaign + Valve, and were here today. It's only through your help that we can make this game.
We are very happy with the results of the sale and that translates into us once again entering our company into a period of growth. Currently there are now seven of us working full-time in an office space here in Edmonton, and another four part-time. We hope to grow to 15-20 full-time over the next couple of years, your continued support has enabled this.
We're super excited, and we think StarForge will really grow as a result over the next years. In the next month we are planning on entering a new office space that is much larger to accommodate this growth, as we have been working hard the last couple months securing it.
So August might be a wee bit slower in updates due to the companies transition. But you can then look ahead to the new team members coming online in a few months and really producing amazing content for the game. :)
Now for a mini road-map into the future - We hope to have digging back in the game by the end of summer. Saving is currently being worked on for multiplayer servers, and we'll also work further on it's architecture such as allowing deleting saves, and renaming them. After that will come a full 64-bit build of the game, and then dedicated servers. As well, we plan to target many different light sources next and a generator to power them and your turrets.
Once digging is in were really going to target the gameplay. Stats and leveling will start to be worked on, alongside further improvements to the terrain. Physics and A.I will also start being worked on to a greater extent.
We are also working hard on producing art for the game, we have a full-time concept artist currently making creature designs. We think everyone will be very happy with what we'll be showing on that end in the future.
All along this road-map graphics optimization and multiplayer optimization will continue to make it's way into the game. An example of this is that we've recently found a way to render cylinders for your weapon barrels and the such with only a few polygons using shader techniques. This will greatly speed up those procedural weapons.
So in a nutshell, thanks for helping us make this game, we love what we do and look forward to taking it to the next level!
- The StarForge Team
BTW, for any newcomers wondering where to find the latest dev feed, we usually update our twitter feed first and then push it to other channels. However, in the near future we plan to also do a dedicated weekly blog post that summarizes this. In the meantime, you can find the latest news here, and Juno, our CM, and the mods, are here to help with any questions while we are busy knee deep in development -