<span style="font-weight: 400;">A year ago I posted </span><a href="http://playrust.com/devblog-40/"><span style="font-weight: 400;">this blog</span></a><span style="font-weight: 400;"> where I reviewed what we had done that year, and layed out our plans for upcoming year. It's probably a good idea to do that again.</span>
23 December 2015
Here's a few things that didn't exist a year ago.
- Pump Shotgun
- Ambient Sound
- Paintable Signs
- Rocket Launcher
- Raknet Networking
- Assign sleeping bag to friend
- Repair Bench
- Building Upgrades
- Player skin colours
- Hapis Island
- Research Table
- Bullet Penetration
- Large Furnace
- Ammo Counters
- Blueprints System
- Water Catchers
- Code Locks
- Draw-able Maps
- Supply Signal
- Floor Spikes
- Language Selector
- Survey Charges
- PvP Collisions
- Pickable arrows/spears
I want to take a minute to thank a few people. The people who enjoy and play the game without complaints. The people who report and suggest solutions to problems, instead of attacking us for them. The people who spend their leisure time creating videos, wiki pages and workshop items. The people who spend their leisure time helping others enjoy the game either directly or indirectly by re-creating and reporting bugs. The modders and the server owners who spend their down time babysitting their own sub-communities.
Thanks to Team Rust, past and present. The way we work and the negativity we experience isn't easy. It takes a certain type of person to be able to work under these conditions. These are real game developers.
We're pretty proud of what we've all achieved together this year. Thanks guys!
So as we enter 2016 we're seeing averages of 15,000 and peaks of 29,000. Seeing a two times increase in players over a year is validation that we're heading in the right direction. This is especially true considering how over-saturated the market has become with games similar to Rust/DayZ. The fact that we can still gain players with all these new guys around makes us very happy.
One of the things that we've been deliberately not doing this year is planning. We've had a shopping list of shit we wanted to get implemented, and tried to get as much done as we could in as short a time as possible.
In 2016 you're going to see things get more structured, deliberate and focused. We're plotting a path to leave Early Access.
This has positives and negatives for the end user. On the positive side we're going to be focused on gameplay features, on planning them at length, implementing them as a team, and polishing the hell out of them. On the negative side this might mean that very little appears to get done some weeks - because we're just planning. So you guys might have to chill on the "IS THIS ALL THEY DID THIS WEEK" shit.
Personally I think we did well this year. We did everything we talked about on our blog last year. Cheating is still present (as it always will be) but it isn't completely rampant anymore, you could even say it's under control. We've done a lot of experimentation, a lot of optimizing and balancing. We're not there yet though. We're leaning too far into PVP, and not enough towards PVE. The first 2 hours of the game are terrible. Way too much grind - which I think we can find ways to make fun. Performance is a lot better than it has been, but still isn't where we want it to be. So there's still a lot that needs doing before we think about leaving Early Access.
If you want to let us know what you think the best way is via the reviews section on Steam. Good or bad - all reviews are welcome. It's been a pretty good way for us to find out how you guys think we're doing. Do you think Rust has been worth your $20? Let us know.
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