Morning everyone! This one’s a bit long, but I think it’s worth a conversation.
I started to write this response to jtr7 in a different thread, but I think it’s worthy of its own thread.
All of the company’s decisions regarding updates and hotfixes has been to “improve the game; no steps back.” I think the biggest oversight occurred when we launched Update 3 and discovered that due to a lack of resources to QA across multiple systems, we were blindsided by bugs and crashes that pushed us back. We underestimated the coverage we needed, and we were determined to right this for Update 4.
Since Update 3 and our work on console, there were multiple external teams assisting us with QA, porting, and engineering work, which is now unavailable. We’re currently piecing together all of this work internally to make sure we didn’t miss some changes, but the pipeline normally placed the PC version slightly ahead of PS4 and Xbox, including PC’s live hotfix. We squeezed in as much as we could for the PS4 and Xbox deadlines, and any small updates that we managed to slide in for Update 4 on PC at the last minute may not have made it into those builds.
In that respect, I understand the marketing around PS4 and Xbox One was misleading to say that it contained the full Update 4 experience. That is my fault; I should have verified with the team after receiving the copy.
I would like to thank everyone who has continued to submit PS4 / Xbox One / PC bugs for UA.
We are still working on a PS4 and Xbox One hotfix that will update the games to include all of the PC Update 4 content, including the recent hotfix we pushed. We’ll be testing a PS4 hotfix candidate this week, in fact. I’m also logging any immediate issues related to PC in case we can squeeze in another hotfix. I’ll need to check in with Mac and Linux again, since I believe we were ready to start testing either this week or the next, based on the update we received last week. Mac and Linux playtesters will receive an email if this is the case.
Lastly, I know we’ve been pretty quiet across all socials, but I’ve mentioned resources a couple of times. The budget for UA is nearing its end, which will also mean the work on this project. Funding for the studio and our other two projects is now a big priority.
On the Kickstarter front, I’m personally handling and making the last of the digital assets that are necessary for the physical swag. I’m working on cutting the footage for the Making of DVD right now, and then I just need to format the Game Manual (it’s fully written, just needs the flourishes and formatting properly for a booklet).
Boxes and swag can’t go out until we have those digitally, since Fangamer will need to print. I’m also crossing my fingers that I’ll be able to finish the DVD and Game Manual by the time the Mac and Linux ports are available, since those versions will be printed on the physical discs, depending on what you selected for your reward. ALL the other physical goods are done / waiting to be printed. (I made the console trailer for UA, the Art Portfolio, formatted most of the Tracy Hickman novel with some community assistance, and co-wrote most of the Game Manual while the team has been working on updates, for those of you curious.)
Anyways. Bit of a long post, but I just want to be honest and give a little more insight to how the studio has been handling UA work. I appreciate all of you who I’ve come to know over the last two years since I was hired (!) and those of you who are new and just getting to know me.