This game is now available on Steam!

Thanks for your help in getting this game selected for distribution via Steam. More information including a link to the Steam store page can be found below.

Frozen Hearth
epiphanygames  [developer] Apr 3, 2013 @ 11:45pm
Suggestions for Frozen Hearth
Frozen Hearth is out, we are busy working on some aspects of game specifically internet play. Basically we have been building a match making service and all the services around that. Once its done users from both Steam and all other services will all be able to play together. Its a really important update for us. We are also making sure the game is balanced for multi player, and we have worked on the mod framework allowing mods to be created and loaded. In this discussion group, on our forums and on our facebook we are looking for suggestions of what we should do next. Leave a comment and we will see if we can do it.
Showing 1-3 of 3 comments
< >
Yukari Yakumo Oct 24, 2013 @ 12:18am 
Blizzard, a AAA company that forces constant-online DRM, has trouble stopping maphacks in Starcraft 2. This cross-platform idea sounds awesome and will help promote a larger playerbase by not splitting it up, but will there be some sort of anti-hacking applied to all platforms?

Seen a few online player communities wrecked by lack of hack protection.
epiphanygames  [developer] Oct 24, 2013 @ 12:26am 
Firstly, thanks for your question its a good one and I like it.

We have a pretty cool idea for that, which is essentially ref servers. In our game aswell fog of war is a real thing in the simulation not an overlay done with a graphic. We already have some anti cheating stuff in the game. But the idea of the ref servers is they join your game and watch, and if their simulation is different then you get flagged. There is no way that everyone on the same patch should have a different simulation. We also want to use what ever steam features we have access too.

What do you think of those ideas?

Yukari Yakumo Oct 24, 2013 @ 8:05am 
So an automated system that makes sure that what's going on is legitimate? That actually sounds like a really good idea. Would it work based on player activity and/or replaying what "should" happen (making sure a basic unit doesn't do 21093890 damage)? For example in Starcraft 2 it's easy to tell a maphacker because if you watch the replay from their camera view they will spend time looking at the enemy base through fog of war (appears as fogged on replay, but no player would stare at something that they can't see for more than a second). Things like resource hacks and damage hacks are nonexistent in Starcraft 2 though because the Blizzard servers manage that - the hacker will get de-synced if they edit variables, but clientside maphacking still exists.
Showing 1-3 of 3 comments
< >
Per page: 15 30 50