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It'd also be nice to have some kind of launch option to set so we can direct the game to a different "personal progress" or "my games\Distance" folder. Not just for switching between the experimental and regular builds, but also for those of us who use an SSD and want to have all the game data on a separate harddrive.
In other words, having the save data be located elsewhere (i.e. another HDD)? With the actual game data on the speedy SSD?
EDIT: Well I guess I could ask for a weekly workshop highlight ;-)
You do realize the size of this development team? Let alone they are also developing Distance for PS4 at the same time.
A $20 Early-Access game dude, give some slack.
No slacks are to be given. Plus, how dare they take money from the PC people and not devote 100% of their resources to developing the game there.
It's entirely possible that a comparable feature is available in Windows, but it's been a long time since I've used it to do geeky things, and it does a lot of stuff its own odd way (as opposed to the boring universality of UNIX descendents such as Linux, Mac, and BSD).
I paid money for this game. I'm experiencing input problems that the new build will likely solve, although I haven't tested to confirm this yet. Had I bought this game earlier, such that I could have voted for features for the dev team to focus on, I absolutely would have voted for input fixes.
I can't speak for all buyers. Funny thing - no one can. But my money is at least on an equal footing with everybody else's. And when I look at the changelog, it looks to me exactly like the stuff I'd expect paying users to be complaing about/bringing to the devs attention. None of them are "cool" priorities from a development point of view, like new tracks and special effects - maybe with the main menu car as an exception. It's userbitch stuff. And the only people who are playing the game right now are people who PAID for it.
Would new content be cool? Absolutely. But it's only one of many priorities for not only the devs, but the paying customers as well. And remember, for PS4 peasants (a market of willing customers yet untapped by Refract), having a PS4 release means their amount of Distance content gets multiplied by infinity. In fact, it's pretty easy to see where Refract will get the most bang for their buck - supporting additional platforms - until the law of diminishing returns kicks in.
tl:dr; Your priorities are not everyone's priorities, and until you can understand and accept that, everyone else gets to watch you demonstrate the emotional maturity of a grumpy toddler.
Pretty sure they had no intention of releasing on console but Sony approached them.
Build 3424 was just made live on the experimental branch. Here are a few of the tweaks:
- Fixed issue causing some VirusShardGiant objects to have tiny scales
- Fixed bug causing a game crash when a GravityToggle used negative drags
- Teleporters now correctly represent the color of the sky that will exist upon traveling through that teleporter
- Improved handling of user files including levels and profiles that have versions larger than what the game is expecting (this should fix issues with updating the game and then going back to a previous version later)
- Fixed hang when remapping gamepads in Controls Options
- Optimized initial game start up loading time a bit
And yeah, the vast majority of changes in the current experimental branch are based on feedback from http://refract.uservoice.com, our forums, and the Steam forums. While it's unfortunate that it doesn't include major new content, we felt that these issues were critical to our community and wanted to improve them before we would use bad features as the backbone of new content.If you'd like to see the rhythm of our updates over the past 2.5 years for reference we unlocked all of our private backer updates for everyone here: http://survivethedistance.com/forums/viewforum.php?f=14