Planetenverteidigungskanonenkommandant

Planetenverteidigungskanonenkommandant

 This topic has been pinned, so it's probably important
René - Bippinbits  [developer] Jun 20, 2024 @ 1:34pm
3
FAQ
Heyho, we are really happy about you getting excited about PVKK, same as us!

I'll gather some questions here that keep coming up:

Will the game support VR?
We'll make the base game first and see how it goes. We'd love to see it in VR, it is a natural fit, right? But first we need to see if anyone wants to play this.

When will it release?
Our development process is much less planned than it is organic, so we let the game grow and develop to where it feels fun - that cannot be planned reliably. Don't expect a release in 2025. We'll see a demo in 2025 most likely, and before that some closed playtests.

Will this be an early acces release?
I expect we'll do a full release with lots of playtests via our Discord before that. It is not decided yet, so things can always change.

Will there be support for other languages than english?
Yes! We want to support as many languages as we can. We'll mostly tie this to the interest of the different countries we see leading up to release. If PVKK is popular in a certain country, it will get full localisation. We expect that the most common languages will be fully supported, as we really value games in general being accessible to many people.

Will the game support Linux and Mac?
Linux is a pretty safe bet, works well with Godot. Right now PVKK also runs well on Mac, our sound designer Torbjorn is working on Mac on the project. We can't promise Mac yet though, usually there are some graphics problems with it. We'll try our best though!

Will there be releases on GOG, itch.io or Epic Games Store?
It's a nuanced topic. Generally we'd love to support GOG and itch. But as a very small team, this is a big overhead and usually more work than can be justified. I'd be ok with running a small loss just to support more shops, but i'm much less ok delaying development because releases become these big big tasks.
The biggest hurdle is that the game will be built against the steam backend, and GOG needs custom builds adapted to GOG. So suddenly we need to maintain two builds instead of one. Really one build per store with significant technical differences and different dependencies.
We'll know more closer to release, right now it is undecided.

What's the song in the second half of the trailer?
https://audiojungle.net/item/this-jazz/18835240

What price will the game have?
It will depend on how much value there is, how much content and what the community thinks is a fair price. It's something we'd decide a few months ahead of release. But i don't think it will be a 10€ game and i don't think it will be a 40€ game.

Can I playtest/play the demo?
there is no playtest at the current point in time.
If one starts it will be announced - get the @PVKK News role in ⁠Kanäle & Rollen

Demo when?
Right now we plan the demo for 2025.
The original plan for PVKK is no longer valid. We thought we'd make a small game for a small niche audience who'd really like it. For that we wanted to release a demo to see if people like it and if we should do the full production (if no one is interested in the demo, no one will be interested in the full game).
Now we already got so much validation of the project, and a sense that more people want to play it than we thought. With that we don't want or need to rush a demo, and rather take our time to plan out the rest of production as good as we can.
Right now we are working on some things in parallel, but also have a lot more things to do. One question is also how close a demo should be to the full game - now we can have it a bit closer in terms of features.

Will there be different endings? Will these be tied to achievements?
Yes, but not dozens. More like 5, and meaningfully different ones. I'm not sure i'd want achievements for each ending - should not be annoying to achieve. Some endings lean in the same direction but have a different "quality", so these could share an achievement. For example, you might have two endings where the same faction effectively wins, but one of these is harder to achieve and maybe more clear in the win.

What will the hardware requirements for PVKK be?
We can't tell the exact requirements yet, but it should be playable on a wide range of hardware. What we got going for us is that it's not an open world and quite limited in simply what exists and needs to be displayed, so inherently it is not extreme in hardware demand. Then we can remove and reduce a ton of visual polish that is not needed for gameplay.
I definitely don't want to make games that are only fun on the top 20% of hardware setups.

Will there be difficulty settings?
Probably some settings, yes. In general i'd like the game more to be on a clear and relatively easy difficulty, but with a high difficulty and lots of challenge that is optional. That means if you want to see a certain ending, you might have to do more complicated, harder things. If you want to get every medal, you need to be exceptional in combat. But you can win the battle too if you are not exceptionally skilled. If you are there for the story and experience and/or are not able to be a top performer in this game, you should still be able to see the ending.
So there should be some settings to accommodate a broad playerbase. It can be simple, like the ships moving 30% slower or you having one more close range missile.

What is the production plan for PVKK?
Roughly this:
1. figure out quite well what the whole of the game looks like. All weapons, all enemies, full narrative, all endings.
2. define a good scope for a demo
3. build the demo
4. playtest the demo here on discord
5. release the demo
6. build more of the game
7. playtest the game on discord (back to 6 if there are things open, otherwise to 8)
8. release

I can do time and date estimates, but the reality of it is we'll take as long as we need to until we feel it is good. I know the uncertainty is not great, but on the other hand you'll get a better game for it

Will there be multiplayer?
Not planned right now but also not confirmed to not be there. Our focus is to make a great singleplayer campaign first. We have some ideas how a multiplayer could look like in PVKK though. What is already quite certain: don't expect two people to roam around together in a bunker and manage a cockpit together.

Can i help with localization?
I appreciate the offer very much! So far PVKK is close to 0% finished in writing (meaning the fraction of words that will stay as they are for the full release). So we have nothing to translate as of yet 😄
How localization efforts will look like is unknown right now.

Will there be a replayable or infinite mode in the game?
We have thoughts and ideas around this, but will focus all efforts on the campaign first. When it is done, we'll consider if and what we could add on release.
Last edited by René - Bippinbits; May 10 @ 1:56pm
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Showing 1-15 of 25 comments
iselvisforreal Jun 21, 2024 @ 5:05am 
You could have given this an even longer name: PVKKS - Planetenverteidigungskanonenkommandantenspiel.
Michael97 Jun 21, 2024 @ 6:48am 
𝕻𝖑𝖆𝖓𝖊𝖙𝖊𝖓𝖛𝖊𝖗𝖙𝖊𝖎𝖉𝖎𝖌𝖚𝖓𝖌𝖘𝖐𝖆𝖓𝖔𝖓𝖊𝖓𝖐𝖔𝖒𝖒𝖆𝖓𝖉𝖆𝖓𝖙𝖊𝖓𝖍𝖊𝖎𝖒𝖗𝖊𝖈𝖍𝖓𝖊𝖗𝖘𝖎𝖒𝖚𝖑𝖆𝖙𝖎𝖔𝖓𝖘𝖘𝖕𝖎𝖊𝖑𝖊𝖕𝖗𝖔𝖌𝖗𝖆𝖒𝖒.
Ich fress nen Besen wenn deutsch keine Komplettübersetzung bekommt.
Leinad Ventura Jun 21, 2024 @ 9:04am 
The game looks amazing! the hype is real!.

I have a question: the game will it be released as EA or as a full game? (I hope it will be released as EA, for support the dev with "early money" <3 = to sustain the development, add a tons of content to the game, and maybe translations for 1.0 etc. hehe).
timigamer Jun 23, 2024 @ 10:41am 
Wird es auch einen GOG Release geben?
René - Bippinbits  [developer] Jun 24, 2024 @ 11:58pm 
answered that in the FAQ now, thanks :)
meier47 Jun 29, 2024 @ 4:44pm 
Hi game looks cool but i just noiticed you duplicated part of the FAQ.
I.e. release date, vr and early access questions are now duplicate in the faq...
Blehh..... Jul 6, 2024 @ 8:18pm 
Originally posted by Michael97:
𝕻𝖑𝖆𝖓𝖊𝖙𝖊𝖓𝖛𝖊𝖗𝖙𝖊𝖎𝖉𝖎𝖌𝖚𝖓𝖌𝖘𝖐𝖆𝖓𝖔𝖓𝖊𝖓𝖐𝖔𝖒𝖒𝖆𝖓𝖉𝖆𝖓𝖙𝖊𝖓𝖍𝖊𝖎𝖒𝖗𝖊𝖈𝖍𝖓𝖊𝖗𝖘𝖎𝖒𝖚𝖑𝖆𝖙𝖎𝖔𝖓𝖘𝖘𝖕𝖎𝖊𝖑𝖊𝖕𝖗𝖔𝖌𝖗𝖆𝖒𝖒.
Ich fress nen Besen wenn deutsch keine Komplettübersetzung bekommt.
wow thats the longest game title ive seen....
Cruitu Jul 11, 2024 @ 11:46pm 
I habe a question.

will it be free or will it cost money?
Will it be more horror game or else?
Michael97 Jul 16, 2024 @ 8:09am 
Originally posted by Cruitu:
I habe a question.

will it be free or will it cost money?
Will it be more horror game or else?
How would a story driven immersive sim pay for itself ouside a pay to play monitization model?
spoodie Jul 17, 2024 @ 2:35am 
There's a missing "s":

"Will this be an early access release?"

/pedant
Last edited by spoodie; Jul 17, 2024 @ 2:35am
i Simply need this game in my life
^4Syl^7isse Aug 21, 2024 @ 2:40pm 
i couldn't hear the presentation, did you give a general idea for the release date ? looks great
(also will there be an option to have the button label (and only the labels) written in overly complicated german words ?)
Last edited by ^4Syl^7isse; Aug 21, 2024 @ 2:42pm
Leon Portier Aug 21, 2024 @ 2:50pm 
Wooo Linux support!
t-blade Aug 22, 2024 @ 2:37pm 
If you guys do decide to add an endless mode of some sort, as always, I would strongly suggest making it a daily/weekly challenge with leaderboard resets. That is IF leaderboards are even planned. Just wanna get this out before it's too late, cuz this seems quite interesting to me, don't wanna get my day ruined by 2000 hour sweaty tryhards hugging the top ya know. I appreciate Dome Keeper for doing seasons, but the long intervals between resets suggest that it's overall used as a means to separate scores for each major update, rather than resetting to keep the competition fresh and chill kind of thing. Not a big deal though, this game seems too have a fair share of narrative element to it, so I'd expect it to be a lot less arcadey and thus less competitive than Dome Keeper.
ssss Aug 22, 2024 @ 5:00pm 
VR is cool and all but what about simple head tracking via e.g. TrackIR?
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