Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
QA reports everything they find, including visual bugs, and though the dev team can't fix everything, we do review and triage every reported bug. We can't recall coming across some of the bugs you are reporting — but that's to be expected. There's only so much a small QA team can do, even if they play the game over and over again! That's why we appreciate players reporting the bugs we find, because we might discover/uncover previously unknown issues.
As for Mr Planty: that's another one. This has worked for us in the past. We've forwarded your video to the dev team and they'll look into it. And while it is "just" a visual bug, it's something that should be fixed…if it's reproducible!
EDIT: This bug has been fixed, and the fix will be in the next patch. It was caused by a wrong flag on a mesh, making it static rather than dynamic. (I don't know what that means, I'm just repeating information passed on from the developers!)
My version is 1.2
What version is it on Steam?
Steam (and other stores) is currently on v1.7. Where did you acquire the game? You'll need to turn auto-update on in your Steam or Epic launcher in order to stay updated.
Version 1.2 is from launch day, and contains a number of bugs that were fixed in a day one patch, and in a patch around ten days after release.
https://youtu.be/b-Xb9lusMow?si=Mv0cAcPqlq7MDEzA
Good work! We should hire you to do QA in the future…
The video has been shared with the developer of this feature. A fix won't make it into the next patch, but we'll hopefully address in the near future!
We're both thrilled and horrified at the prospect...
The developer of the mini-game responded on Slack:
"I love how he is making his own mini-game to try and figure out why that's happening!
"That mini-game had a win / lose condition way back but the UI for the MEEM was changed and we don't have score or player hp indicators anymore. I think he is 'winning' by collecting sound waves and destroying echoes (it is impressive that he is intuitively doing that correctly) but since the UI is missing I suspect it hits a null ref when he 'wins' and that is what breaks the MEEM.
"If my suspicion is correct, it should be a quick fix."
More real time follow-up (the team's working overtime):
"Yeah, that is what is happening. I'll sub a fix that removes the win condition until we get some time to finish up the mini-game!"
And a suggestion from another developer:
"Could I suggest making this an endless runner but displaying score and gradually make it more difficult? Since we dont have much to win here at least The player can try to get as good a score as possible and brag about it?"
No promises, but we'll add it to our growing list of ideas for the next content update!
I feel kinda bad though, most people already seemed to have played their fair share of Dustborn and moved on. Similar to other streamers and content creators (I'm probably one of the few people that still regularly goes live with stuff related to Dustborn). Even the guys who were coming here to laugh in the discussions are now few and far between.
I'm really impressed that you guys are still putting in work and polishing your game. I just wonder if more people will get a chance to know this side of the development team, and not the story that's be publicized all over the internet
Thanks!
Of course we hope that some past players will come back to revisit the game — although most definitely won't. There are just too many games, and even if someone enjoyed Dustborn, there's very little chance they'll come back for another go. But maybe, and for those who do come back, the game will be a little bit better. Or maybe a lot better, a year or two from now.
Red Thread's previous games have been slow starters and steady sellers, with 75-90% of copies sold more than six months after release. Will that happen with Dustborn? We don't know! The market is always changing, but that's the only data we have. Other companies and games will differ, of course. So for those (theoretical) future customers, we're making sure they get a better experience.
But here's the most important reason to keep working on the game: we want it to be as good as it possibly can, for our own sake. If we can fix the things we don't like, or the things players complain about, we'll do it — to make the game better, even if "no one" sees it. WE see it. And we want to be able to look back on Dustborn and say we did the best we possibly could. Even if it doesn't always make financial sense.
The current plan is to keep working on Dustborn for a year, to hopefully get to a point where the game is significantly improved in all ways. Maybe we'll do more, maybe we have to do less — we're a small team and we're working on other things, too — but we're not abandoning Dustborn any time soon.
Thanks, I've updated!
That would be cool if there was a chapter select feature, or some kind of timeline so I could go back and make different decisions and see all the content!
I'm not supposed to talk about what's in the update that's coming very soon…but there MAY be a way to go back to an earlier save-point in the next version 😬