Greetings everyone! we are back with another monthly update on Redemption's Guild! What have we been working on? - We updated our Unity version from 2017 to 2019. This was an EXTREMELY painful task full of unforeseen issues, as anyone who has ever upgraded a gaming engine mid-project would know. But we are finally on the back end of this hurdle and are picking up any loose ends that broke along the way. - We've implemented a new VR system called XR. This allows us to have more control over each VR headset/controllers and will hopefully help us resolve issues that we encountered when doing our last Ambassador test. - Multiplayer used to work fairly well back in the early RG days, but once we started to add more complicated enemies, spells, and features into the game it slowly started to break. We're now focusing on cleaning up the multiplayer and getting it back to a working state that we are happy with for EA launch. So far we've made great progress this last week. What are you going to be tackling over the next month? - Finish multiplayer tasks. - Create a new enemy spawning system. We've ran into issues along the way with getting enemies spawning/despawning, so we've decided to take a little bit of time to make sure we have a solid system that works the way we need it to. - Various backlogs tasks: new DamageFX system (red on screen when taking damage), more server room information shown on journal when in a room, voice chat, and more! When is release? - Currently we have an EA launch date of Q1 '21 for PC VR and a full launch for PSVR/PC VR in 2021.
I pre-ordered the game, when is the beta? - We are hoping to have beta stage 1 sent to all of tier 6 founders in the beginning of 2021. The other beta stages for tier 4 & 5 founders will be in the weeks following beta stage 1 launch. How much longer do I have to pre-order? - We are taking down pre-orders sometime in the next 1-2 months most likely. We've hit our budget goals needed to launch the game so we are just keeping them open at this point for people to claim any extra rewards they want before launch. Be sure to check them out at: https://www.unlitgames.com/store Thank you everyone for your patience and understanding through this year, it's been a crazy one and the team has been affected by all the craziness of 2021 in various ways. We really appreciate this community. Stay safe. President - Michael L.
Greetings adventurers! We know you've all been waiting for more updates on the EA launch date for PC VR and the full launch date for PSVR. We figured we would drop a quick update to shed some light on everything going on. Production of the game is going great, we are still working around the clock to implement and polish up all the features we have planned for launch. Currently we are working on: Creating the 4 world bosses we will have in early access. Upgrading our Unity version and VR systems, this is quite an undertaking but once it's complete we should be able to make the game work better on all VR HMDs. -Updating our backend servers to clean things up and create a more secure and organized database. Once we are done with these tasks we will be heading into finishing up: Multiplayer Questing, we are stripping the old quest system to create a more updated and polished system that works better for our main story and dynamic quest needs. Finishing up a few core systems for skills, player management, enemy spawners, astral shard saving, etc Adding in the tutorial We still have some big tasks to undertake, and we know some of you have been waiting for quite some time, but we are trying to create a solid game that doesn't feel rushed. VR isn't going anywhere and which each passing day more VR games or experiences come out that just disappoint the players. We are dedicated to our game and our fans and we won't push the game out until we are happy with how it feels and plays. We will have more updates and videos in the coming months leading up to launch and we look forward to having you all experience the beautiful world of Stellaria when Redemption's Guild launches in the coming months.
So I fired up RG for the first time in a while. i know there haven’t been any updates but I wanted to see how it felt. The world is still beautiful and it felt smoother, but I‘m really frustrated with the turning solution.
I understand that it’s broken, but I kinda feel like even if it worked as intended, it’s not the best solution. I don’t understand why we can’t just have the basic snap/smooth turning with the right thumbstick. I understand right now that the right thumb stick is the spell wheel And you confirm the spell with trigger. but i feel like this could be “easily” (I know easily is a relative term) remedied by moving the spell wheel to “hold trigger”, move your hand to the spell/buff you want to use and then release the trigger to cast it. Much like the emote wheel in RecRoom or the way you Switch to your gun and multi-tool in Half-Life: Alyx.
One of the first times I played RG, I essentially rage quit from Dying in the arena because I couldn’t turn around and it demotivated me from wanting to make content on the game. Locomotion is so fundamental that it just seems like a waste to mess with a proven movement formula. Booting up the game again and exploring made me excited and I really want this game to succeed. I just want to do it comfortably.