So far everything seem to work fine I've only played about 30 minutes and haven't encountered any bugs except the battles are pretty laggy, almost like when you stream a tv show online but the connection is slow so the show plays all skippy. It's kinda like that.
dbagga84 - yeah, some of the animation can be a little choppy on some devices (weirdly 6+/6s+ seem to be the worst offenders). We're constantly working on improving performance, though! -- Also, the App has now been soft-launched in Australia, New Zealand, Singapore, and the Philippines. So if you're there, give it a shot (it should be available within the next few hours). Thanks!
So far battling is still fun. Real strategic since as of now I can't find any way to heal core health except if I'm lucky enough to pull a card that heals me which has only happened 2 times . At one point I had max tier 5 rewards and my hp dropped to 1 and it said I had to rest at the expense of resetting my tier rewards back to 1. Unless I'm missing something it'd be real nice to have another way to heal . Also I haven't noticed any improvement in rewards between the tiers. Only harder battles. Lvling up still takes a long time and only find like 37 fuel here 50 there. Same as tier 1.
Oh btw the whole reason I was posting . After traveling around in my car to different cities the game asked me if I wanted to drop pins I guess on a map and so I said yes and then the game loads indefinitely I have to exit and restart game every time .
Dbagga - sorry, that's a bug. You can get around it for now by dropping each pin individually. We'll get that fixed ASAP.
Ahoy! One thing we didn't realize was that releasing the soft-launch would turn off the current Testflight build. Oops! If you tried to download the Testflight build before and got a note that your invitation had expired, please try again - there's a new build up, and should work no problem. Thanks!
dbagga - interesting. So I'd had the same experience as you where I was starting to see "infinite loads" after dropping beacons, but it's really sporadic. We're trying to get to the bottom of it. Thanks!
dbagga84 - looks like we've got that "beacon drop -> stuck on load" problem fixed. Let me know if you run into it again! Thanks!
Smashing bugs, which is great. Added some foundational features to the activity feed so that we can get a lot more "dynamic" content with the text. We've got more interactive text stuff getting in soon - so instead of just hitting the button to progress the feed, there'll be times when you can make choices about doing something or not doing something. That's the start of a bigger goal, which is more actual persistent narrative choice.
Closing in on a WW release date. It's looking like it may be March 9. Could be one week after, however. Still not 100% finalized. We've been adding some narrative to the tutorial lead-in in Adventure Mode, because it was a little on the dry side. Still taking testers, so if you're interested (and ideally willing to provide feedback) we'd love to have you onboard - just drop me a DM with your iTunes e-mail & I'll get you on the build. Thanks!
Last bits of polish & stuff getting into the build. We've got decision stuff into adventure mode, so now you control the risks you take. We've got an assortment of avatars (instead of just the one generic avatar head). Massive performance improvements in Adventure Mode. Knocked down a bunch of crashes. Working on fixing some animation bugs, and getting a new background for combat into the game that'll look AMAZING. Almost there.
Ask a fair price for the work and creativity that was needed to produce the game and leave the iap option for new content. I don't mind paying up to 20 for a descent mobile game but I don't spend a dime on free to pay out of principle, even if I do like the game a lot. The only exception being games that start as a demo and offer the player a choice to buy the full works. And yes, the AppStore is overcrowded but great games do stand out in the rubbish and are indeed well received regardless of the heavy price tag, The Binding of Isaac is a good example. A premium title displays trust & belief from the devs in their creation and if they are not sure about their product then why should we as customers invest our time and money in it.
Good to hear, Dragan. We made the decision two days ago to lock the price down to $2.99 USD. There'll be one microtransaction in the game for "Gold". You can use gold to get a 2x multiplier on "passive currency" - Fuel you accumulate over time. You'll also need Gold for some *very* late-game content - upgrading the highest-tier Power Cards - but that's something that is so rare that it's unlikely most people will ever even see it. That's it. In the future, if the game does well, we'll be introducing character customizations, and there'll be some balance of free vs. paid content, but in the short-to-mid term, it'll be a pay-once-and-play game, and balanced as such. New cards will be found in adventure mode, and bought with the Fuel you earn through combat. There won't be a way to "boost" Fuel or buy cards beyond that, because ultimately, that's the core fun of the game. So yeah - $3. Launching on the 9th.
That's us. Me in the red shirt. I guess I'm supposed to die next? Anyway. Aftershock's the result of a year and a half of work, which is both a long time and not a long time at all. We hope you enjoy the game when it launches next week!
Over the last few days, we've added a handful of features to Adventure Mode, including "time of day" and local weather. So the images in Adventure Mode will reflect what time it is, and what your local weather is like. Adventure Mode is a little unusual - basically you go "back in time" to your last login (or a day ago, whichever is sooner), and play through your life up until then. So if you've gone places & "dropped beacons", you'll see those events show up. Your pedometer data will show activity throughout the day, and the events you get will depend on that. With "beacons", basically the phone will register, through background location tracking, that you've visited a place when you've been within a certain area for a certain amount of time. You'll get a notification that you've got an available beacon. You don't have to do anything with it. There's no check-in that you need to do. The location's stored with the notification, then when you start the game, you get a screen to authorize beacons - you can dismiss any you don't want included, or just authorize them all. We don't store any location data for any longer than is absolutely necessary - after the "event" scrolls out of your feed, we keep nothing related to it whatsoever. We experimented for a good long while with how to balance privacy & this kind of "real location"-based gameplay, and this was the option that worked the best. Two more days, 'til it's out. Woo!