The predicted release is Q3 2021, but that is to be taken with a big cone of uncertainty.
The currently predicted pre-alpha has been marginally off, but the further along development you get, the less predictable delays and hiccups.

Best posts made by Logain
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RE: How many years of dev are we estimating until full release?
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RE: Let's take a poll
@dragomok said in Let's take a poll:
So getting your town (...) besieged (...) is "oodles of fun"(...)
@target said in Let's take a poll:
Demons have sieges too
My point was more from a gameplay perspective. In my humble opinion Beastman have 'unique' gameplay elements compared to the other races, Humans have 'unique' gameplay elements compared to the other races, but the only 'unique' gameplay mechanic of demons is not suffering a debuff during certain times when raiding humans.
Hence for a min maxer, it appears far more logic to choose either Beastman or Human. -
RE: Any Alpha Testers
As Specter mentioned in this thread:
@specter said in Pre Alpha:@rocky The pre-alpha is under an NDA. The participants can't talk about it.
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RE: How I imagine starting on Tartaros would be...
@Tuoni said in How I imagine starting on Tartaros would be...:
(...)Chat needs to be ingame(...)
@Tuoni said in How I imagine starting on Tartaros would be...:
(...)player driven Discord channel(...)
There has been a misunderstanding, I am sorry if I didn't manage to express myself properly. I did not suggest player driven Discord channels, running in separate windows (all though that is going to happen as well, as you can not influence it). What I mentioned was the possibility to include Discord in a game. Which yes, does come with all the features you described as necessary with plenty of additional benefits.
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RE: lost my little dear key </3
The invitations to pre-alpha are sent out in several waves, not in one go. The first wave consisted only of around a dozen people, the second wave is supposed to start sometime around this week (small delays are to be expected with early alpha testing). You can read up on the details in this news posting. All that said, I fear that most people have a seriously wrong expectation of an early alpha test. That is less 'playing a game' and more 'boring, trying to come up with every way of breaking the game, then trying to reproduce an error, writing a detailed report and possibly even going through log files'.
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RE: Funding
(...) fast travel would make it easier to kill people(...)
Not only that. The problem is that people often argue on a 1 vs 1 level, but when guilds/alliances are involved it becomes a matter of resources. Who can afford to send their warriors into battle often and fast enough is a massive determinant for victory. Convenience basically translates to cutting the time required to get these resources short, or in other terms, getting more of them then a person who won't pay and thus always having the upper hand in massive battles.
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RE: Is the game playable in the pre alpha and alpha 1?
@eurav said in Is the game playable in the pre alpha and alpha 1?:
The Pre - Alpha players have singed a NDA, so the chosen players are not allowed to say anything about it.(...)
And even if they could, it would still depend on his computer.
That said, you should never expect an optimized product during any alpha phase.
'Make it work, make it right, make it fast.' — Kent Beck -
RE: Funding
(...)That is devs job to plan goals which can be done with set income(...)
The point I was trying to get across is that it's a lot more beneficial to skip additional stretch goals and instead use all the additional money on making sure that the minimal viable product gets out in time. That is a tricky enough task.
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RE: PVE loot mechanics
@Terragdagreat said in PVE loot mechanics:
(...) the fluidity of an ARPG (...)
Then again in that kind of game you are supposed to walk through hordes of enemies time and again to 'grind for your gear', which is opposed to the concept of fewer, but more meaningful encounters and no grind in Fractured, isn't it?
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RE: Marketing as important part of early development
@Tuoni said in Marketing as important part of early development:
(...)I do not understand your logic here, why on earth to stop marketing and hype there?(...)
Because you often get only a single chance to convince a customer. Once that chance has been burnt, the customer is unlikely to check out your product a second time. If you require the funding from Kickstarter, there is no other choice, but if you are financially stable and can afford to wait till later in development, you can increase the retention rate and thus your over all revenue drastically by delaying first exposure till it is convincing.
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RE: Hi all. For those of you, early backers, how has the progress and pacing of the game dev has been so far in your opinion?
It has been as I expected it. A few delays here and there, the news posts could come faster, but all in all very positive compared to other projects of that kind.
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RE: Random hidden dungeons by map.
Isn't that somewhat the idea behind asteroids in Fractured, or am I missing something with your proposal?
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RE: How Friendly will this game be to casual players
It might be best if you could describe what you expect to be able to do in game @MrFulaton , because, as others have mentioned, the 'casual friendly' part depends on what you hope to accomplish.
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RE: Trade caravans...?
@Alexian said in Trade caravans...?:
(...)I will find you the link sometime today!
Thanks for the effort! I appreciate that!
@Alexian said in Trade caravans...?:
(...)assign NPCs to patrol areas adjacent to their town, so presumably it’s feasible for them from a programming perspective(...)
That's one of the parts where I am less optimistic. Writing an AI that patrols an area is a piece of cake. Writing an AI that escorts a caravan is extremely tricky, since it has to avoid both being lured off easily and being a sitting target at the same time.
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RE: Spell crafting
@Meiki said in Spell crafting:
(...)On the other hand without crafting, the content regarding spells is finite and requires the developers to always fully work on every spell(...)
No? For the programmer (granted depending on the paradigm in use to an extent), the amount of work is the same at worst and very likely less. I am not going to explain or debate encapsulation, abstraction, polymorphism, inheritance and interfaces in detail here though. If you are familiar with object oriented programming, you know that anyway. And that is true for functional programming as well, though in a bit of a different way.
@Jetah said in Spell crafting:
(...)If we were to craft spells then that 1200 could be limitless(...)
I think I realize how and why we are misunderstanding each other now. These 1200 spells are combinations. The 'basic' set that makes these 1200 spell-combos is less than 50. So, instead of having to unlock 1200 different spells, you now unlock 50 basics to then combine them to 1200+, but you suddenly lost 1150 'points of progress'.
That said, I have no influence on the developers or say in this, I am simply pointing out why I personally think it's not cost work efficient for them as indie developers.
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RE: Trade caravans...?
@Alexian said in Trade caravans...?:
(...) implied that caravans(...)need wagons to move resources – which means animals to drag them, and a proper escort to see that your bounty doesn’t fall to unwanted hands(...)
Hence why I inquired what would be considered a 'caravan' (it's a lax term, like 'hill' without a concrete definition, but plenty a different vision by different people). If 'caravan' is a wagon or three moving from A to B, then, certainly, I see that going to happen. That's not tricky to implement at all, once you have wagons. Your question on 'how' the developers would deliver on that implies that you'd want more than just wagons moving through terrain though, right?
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RE: Developer updates regarding game status?
While I am not a developer for this game and hence have no say in this, this kind of information is usually under NDA. There is very limited use in this kind of information (amount of bugs reported and fixed) and most people with less of a software development background would misunderstand the figures.
The last state of the game update is only about 10 days old, so, I don't think you're going to see additional information that soon. It's better they focus their time, energy and resources on producing the game -
RE: Trade caravans...?
@Jetah said in Trade caravans...?:
(...)if you buy the best geared (call them veterans or something) then they'll stay withing 10m of the caravan(...)
What would prevent me from taking two friends and killing your dozen veterans from a distance, one by one, retreating when in danger?
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RE: Spell crafting
@Jetah said in Spell crafting:
(...)explore (...)location can be sold(...)
See, that's the difference in the definition of the term 'grinding' I was talking about. Yes, locations can become common knowledge (every successful game develops plenty of wiki/hint/guide pages), but exploration is usually not considered 'grind' by the majority of players.
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RE: Summon Fellow Demon Players Ability
Given the premise that interplanetary travel requires preparation and resources with special stargates, such a ability would kind of utterly destroy the cost per benefit ratio.