Frequently Asked Questions
We stand for honest, good and fun Free games.
We wrote a very short Manifesto with our intentions, I recommend you take a moment to look at it:
We have not designed the details of the monetization yet. We plan on doing this with the feedback of our community.
This is the sequel to a 100% free game with no monetization whatsoever. We do this because we are passionate about the Relic Hunters universe and we want to make our dream game - not to get rich. We want to set a good example for F2P games.
By funding us, you can help us do our part in making free games good, and not letting the bad guys win!Last updated:
That's not a question! But I'll do my best.
We have a Free-to-Play Manifesto. You can read it here: http://www.roguesnail.com/relic-hunters-f2p-manifesto/
By backing us, you get to play as soon as possible and help us shape the game into something you like.
Our principles are:
- Fun and making players happy always comes first. And second. And third.
– There will be absolutely no “Pay-to-Win” or “Pay Wall”. Never. Ever.
– Everything in the game will be achievable by players who don’t spend money.
– There will be options for everyone: those who spend a little, those who spend a lot, and those who spend nothing. You are all Hunters, money won’t change that.
– If you are anxious about deciding how much to spend, there will be a “Premium” option that is balanced to be the optimal experience, with a steady stream of premium currency – don’t stress about enjoying the game, that’s our job!
– We will always be transparent about our intentions, about how our microtransactions work, and why. Communication is key in a relationship, and we want our relationship with you to be long-term.
That’s it. Relic Hunters Legend will be handled with care, we will never exploit our fans, and the only thing we demand from you is that you enjoy our game and each other’s company in a healthy and responsible way.
We could have done as every other company does, and said the game was Premium. Then, in 2019, we would make it Free-to-Play. We think that's not honest, it's a "bait-and-switch".
Even if it hurts us in the short term, we are commited to being honest and transparent. We are here to stay. Making a "quick cash" is not how we work.Last updated:
Yes - Alpha and Beta keys are also valid for the final released game, don't worry!Last updated:
Console versions have no fixed date yet, and will be developed only after the PC version is done. We estimate a 2019-2020 release window for consoles. Alphas and Betas will be PC-Only, so bear that in mind if you are a console-exclusive player!Last updated:
Do you plan to update this game with content and features as long as possible even after the official release in 2018?
Yes. We plan to keep supporting this game for as long as possible. We have a 5-year plan, hopefully we will have a thriving community to support it!Last updated:
No. We plan to significantly change the design of the game based on the community's input. This means that we will probably wipe progress at some point during the Alpha/Beta to allow for big changes and suggestions from you.Last updated:
We love "couch co-op". It was a very difficult decision to have only Online co-op. But we made that decision, and we are confident that it's the best one for the game. It comes down to gameplay: we wanted to do things with the combat design of Legend that would play horribly bad on split-screen. It would also take a toll on interface design. On top of that, local co-op makes the entire development more difficult: networking code, matchmaking, screen design, and much more. We looked at the stats for Zero and realised that only a small fraction of our players ever played local co-op.
As a small team, we take a "guerilla" approach to game development: we understand that we are small and we have to be smart about how we allocate our resources. Ultimately, Local Co-Op was an expensive feature that could affect the gameplay negatively for all players, and would only be enjoyed by a minority of our community. So we made the tough, but ultimately correct choice to cut it.
The game will be free-to-play when it comes out of Closed Beta, so there is no need to purchase multiple copies to play with friends and loved ones. We hope this can soften the blow a little bit.Last updated:
We won't be able to release outside of Steam at first, because we use several of their services (account system, cloud storage, etc). But the idea is to slowly replace Steam's systems with our own so we can be released outside of it!Last updated:
We use a hybrid model between dedicated server and P2P. Since the game is cooperative only (no PvP) it allows us to get away with it in a very smooth, mostly lag-free experience.
Our servers cover the main regions, including Latin America, Eastern Europe and Australia.
As a small indie team, we do things smartly to reduce load on the servers and allow us to provide a high-quality experience to our players without going bankrupt in the process.Last updated:
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