Frequently Asked Questions
It is too soon to tell specifically, as there are still a couple of gameplay elements to be added into the game. We are heavily optimizing both the assets (graphics, models, textures) and the code (physics, AI, voxel computing, networking protocol).
Our procedural terrain engine Sandy is an in-house solution, giving us full control and plenty of room for optimization. You will also be able to customize graphic settings to best fit your machine.
If you want a specific idea whether your machine will be able to run Planet Nomads, download the Editor. If it runs smoothly, you're very likely in the clear.
Here's the link: https://www.planet-nomads.com/editor/ (WIN, LINUX & MAC)Last updated:
You should understand the stretch goals for Planet Nomads as a roadmap and cost breakdown.
Every stretch goal represents a feature that will be added to Planet Nomads eventually. If the stretch goals are reached already on Kickstarter they will be added faster (since it will allow us to pull people from mobile projects and put them to work on Planet Nomads).
The £70 000 basic goal will get us funded in the current team composition well past Steam Early Access. The 89% YES votes on Steam Greenlight (Planet Nomads has been Greenlit after reaching #2 rank) are a solid indicator that sales from Steam EA will cover further development costs.
Reaching the basic goal leaves us free from external funding and enables us to focus fully on development of Planet Nomads and your feedback. Reaching the stretch goals allows us to increase the team size and get things done faster.Last updated:
The Q&A video update started a big discussion in comments. Let us sum it up here.
Planet Nomads doesn't aim to be an MMO title, we think the best experience of multiplayer will be achieved with dozens of players (or even a bunch of close friends). For that reason we will have both private (players created) servers, where you can invite your friends, and dedicated public servers run by us. You can expect server-side settings for players interactions. In other words, some servers will be PvP free, focused on collaborative building and PvE (where you survive by joining forces), others will have PvP enabled and will be about forging alliances and taking your creations into battle.
Are run by players themselves. As server admins, they decide the rules that apply on their worlds. You won't need a super computer to run a server for you and your friends.
Will be dedicated servers held and run by us, capable of handling dozens of players at the same time. There will be different types of rooms for you to choose from, so that the experience can be tailored to your expectations and what you consider fun and engaging multiplayer game.
Multiplayer performance is a top priority and we will focus heavily on optimizing by closely following all the traffic on our public servers and improving the networking protocol accordingly.Last updated:
Yes. Pay once, play for life.
We are happy to take a break from the free to play design and leave that to our mobile games. Planet Nomads will have no paywalls, microtransactions, etc.
Pledging £14 or more gets you the full game. DRM-FREE digital copy. On Steam first (during Early Access), on other channels as we add them after release.Last updated:
Being able to play offline has always been the badge of honor of our mobile games, despite the trend going in the opposite, online direction. Planet Nomads will be no different, we understand the joys of being able to play offline without any distractions.
Planet Nomads will be DRM-FREE and digitally available through several platforms (think GoG) on release.
During the Early Access phase the main focus will be on Steam, because of its simple updating of the game - we'll be doing that several times a month, so want to keep it as simple and streamlined as possible.
Also keep in mind that to enjoy mods through Steamworks, you will need to be online.
More information on Planet Nomads distribution will become available once we get closer to releasing, so bare with us. Rest assured we don't want to create any unnecessary barriers to play.Last updated:
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