In our first-ever Influence Report, we talk about some of your biggest topics so far. We'll talk about more topics in future videos! Keep your feedback coming! Plus, read our new Dev Log after the jump.
Here's what we're working on this week:
Danny Araya, Creative Director (DannyAraya)
Recovering from the Game Awards and PSX. Taking a look at the community feedback since EA release and reassessing some of the aesthetic decisions we’ve made. Thinking of some of the next steps steps to take with codexes, environmental easter eggs, and other small narrative elements.
Jay Twining, Senior Game Designer (TrendyJayT)
We’re testing improvements to the long-term health of our progression and combat balance. We have lots of plans to make the leveling, itemization and end-game experiences super engaging. I can’t wait to show you guys what we’ve got up our sleeve! Here’s a hint: expect leveling from 1 to 25 to be a much better experience very, very soon.
Joshua Javaheri, Lead Technical Artist (javahawk)
Catching up a bit after PSX and the Game Awards. Prioritizing milestone tasks and working alongside our talented VFX team to art up one of our newer creepy maps in production.
Chris Flores, QA Lead (likethatwhenigothere)
Now that the hotfix is released, we’re continuing to look into the issues being reported by the community and helping to resolve those issues. Also, we have some lingering issue that have been sitting on the shelf for a bit now so we’ll go back to those and try to figure the out. Finally, we’re doing another sweep over the Special Stats as some of them are still causing issues or need some balancing tweaks.
Some of the issues we’re looking at right now (as in right now right now):
- Players loading into a Black Tavern with no collision. We now have 100% repro for it and a fix will be in the works soon.
- Much like you guys, we are also eagerly awaiting a fix for the Inventory bug in which it appears as if items are disappearing from the inventory when swapping out equipment. We know what’s causing it and just waiting for a fix to come down the pipeline.
- We are actively investigating the numerous crash reports involving the game crashing after pressing Play on the launcher. These are machine specific-crashes so our programmers are working out ways to get better crash reports to help narrow this down. Stay tuned!
Abraham Abdala, Lead Technical Animator (Broham)
Working on new traps and subcores for the spooky maps… eight-legged freaks and stuff.
Eduardo Lev Guerra, Engine Programmer (EdLev)
Trying to solve the most commonly reported crashes, and starting work on some cool new matchmaking functionality.
Adam Stow, Associate Producer (@TE-Stow)
Sadly cannot rest after PSX! Making sure the new map’s trap design is communicated and vision clear as it goes into art, and making sure that the newly announced (You did know that, right?) PS4 version is humming along.
Jesus Diaz, World Builder (N3oDoc)
Working on a new level, currently creating the large pieces such as grounds and walls and making sure that these pieces are close to the original blockout.
Philip Asher, Marketing Director (pmasher)
At home recovering from post PlayStation Experience and The Game Awards flu. Approving all sorts of awesome stuff our community and marketing teams are creating for you guys these next few weeks.
Josh Isom, Community Manager (iamisom)
The feedback. Oh god, the feedback! We’ve gathered up every single Steam forum post, official forum post, Tweet, Facebook comment, review, article and article comment since we dropped the Steam Early Access version (and the PS4 announcement!) on Friday. Phew! My brain hurts.
There’s so much ridiculously amazing feedback, and we’re diving in to tackle the biggest points of feedback. Brad and Daniel mentioned a few of the biggest points in the video above. We’ll talk about more points in our developer livestreams (every Friday at 5 PM EST on our Twitch channel) and in future Influence Report videos!