Mid Early Access Update
It's been awhile since we've touched base. As all of you hopefully know, we launched into Early Access on February 28th. It's been a great few months for FTK, we've received plenty of attention, tons of new players, great reviews, and some amazing feedback. We haven't for one second taken our foot off the pedal though and we're still going full steam ahead towards the eventual full release!
Read below for news on our big upcoming update and how you can take part in early play testing. It's a big one that will see a significant change to our Chaos system, and we're sure you're going to love it, but it needs your feedback for it's final layer of polish.
So why have we been so silent? Well, we were taken aback by the volume of new players and bugs for one. In particular we were surprised how popular online play was and the majority of bugs centered around this mode. Many new players also means many new PC configurations, which introduces a bunch of unforeseen issues that are particularly difficult to track down. We even brought on a new team member, Nic, specifically to help deal with bug reporting, QA, and community management. He has been an amazing addition to the team so far and has allowed us to get back to focusing on the game proper.
The overall response to For The King has been extremely positive, but one thing that keeps coming up is the dreaded Chaos system. While the community is mixed on the Chaos system, our challenge was to improve it for those who disliked it while not alienating those who enjoyed it as is. We've had some ideas for how this could be achieved and finally got some time to implement our plan.
The key to the new system is maintaining some of the pressure that the old timer had, but giving more options to the player for dealing with it. Chaos now increases at a steady rate at all times throughout the game, and in this way behaves more like a food mechanic in a survival game. We've decoupled "lives" with the Chaos so now the two systems must be managed independently from one another which in turn opens the door for more strategies and even more interesting decisions/trade offs.
As a result of the new chaos system, more time is now available, especially for the Apprentice (Easy) difficulty level. There are plenty of other subtleties which have been included to make this change work and in our limited playthroughs and testing the response has been superb. We're really excited about this change and hope to get some of your early eyes on it to help us polish the rough edges and give feedback on difficulty.
If you're interested in testing out the early version of these new changes, follow the link below to get your secret access code for the Experimental Build on Steam.
So what about my rewards? Great question! All of the Ghosts, Wraiths, and Items are done and in game. Some of the Dead Adventurers have been completed and turned out really nice. The Playable Characters and Scourges have been created and are awaiting balancing and the quests which allow you to unlock them.
The remaining physical and digital rewards will be coming sometime after our Full Release. We'll keep you updated on the progress of these.
We still haven't had time to test our Linux build and can't confidently give an ETA on this or GOG keys, but they will arrive before our full release.
We've also included our preliminary translation pass in the experimental build which includes French, Italian, German, Spanish, Portugese, Russian, and Simplified Chinese. 太好了!
And that's it for now. We'd love to hear your feedback on the new chaos system and other changes, so if you have some time in the coming week grab the code and give it a whirl. Most importantly, after you play, leave us some feedback at any of these fine places:
Hope everyone is having a great start to their summer!