Name | Crest | ||
Developer | Eat Create Sleep | ||
Publisher | Eat Create Sleep | ||
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Release | 2018-03-08 | ||
Steam | 3,46€ 2,44£ 3,49$ / 65 % | ||
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Controls | Keyboard Mouse | ||
Players online |  0  | ||
Steam Rating | Mixed | ||
Steam store | |||
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Peak CCU Yesterday |
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Owners |  0 .. 20,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 154 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 154 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Crest Linux [307.61 M] | ||
DLC | Crest - Art Book |
Hello everyone! |
Hello everyone! |
Hello everyone, |
Hello everyone, |
Hello everyone, |
Hello everyone, |
Hello everyone! |
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Bugs
Other
Moving On The game is now complete, there will be no major updates to the game. The reason is that the game has sold a lot less than we would need to make the development cost back. We have sold around 14 000 copies since we entered Early Access back in 2015, we would need to sell around 50 000 copies to even make back the development cost. Compared to how much games on Steam sell in general we did better! But that's because the average is 2000 copies, which no one can live on. The relaunch in December, 2018 was our way to fix the game, since we think you, our fans, deserved a better game. But it was also an attempt to make Crest more appealing and get a second life and sell more. If the game would've sold better we could've continued with updates. But the relaunch didn't give us huge numbers to encourage more development time. So it's a simple answer, we didn't earn a lot of money and working more on the game would only drive us into bankruptcy, we have to eat too. :) Next Thing: Among Ripples 2 A small team at our studio has been working on a prototype for Among Ripples 2, our upcoming sequel to our first game. It will be an ambitious management tycoon game where you shape lakes and oceans, ravaged by pollution, and make them habitable for fish and other animals. We're pitching the project to publishers and investors right now and hope we will be going into full development within a few months, until then we do contract work to stay afloat. We will be releasing a new trailer for the prototype really soon, here's the old one we have used to pitch the game. https://www.youtube.com/watch?v=z1XDRuKvov0 Support for Crest in the Future We will keep an eye on the game and if you find game breaking bugs or balancing issues that completely break the game experience we will patch that of course. But there will be no new features. Follow the Development If you want to keep tabs on the future of our studio you can do so by joining our other social media: https://twitter.com/AmongRipples https://twitter.com/EatCreateSleep https://www.facebook.com/eatcreatesleep/ https://discordapp.com/invite/ecs https://www.youtube.com/user/eatcreatesleep Right now we mainly use our Discord to talk about Among Ripples 2. Thank You! Making Crest has been a wild ride, we have learned a lot, and the game would not be half as good without your feedback. Thank you for your support and patience. We hope that your time in Crest was worthwhile and that you would want to support our future games. //Martin & Eat Create Sleep Team |
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Other:
Known Issues
--- See you all in 2019, thanks for the support. Happy holidays! //Martin and ECS |
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A digital version of the art book will be available on Steam shortly! Everyone who bought the old digital art book will get the new one for free. Hotfix Coming Up! As you can see below we've had some reports and seen bugs ourselves, we will issue a hotfix next week before we go on vacation. We will be back early January. Known Issues With Crest
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Good luck! :) |
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Overhaul
Other
How to Get It What to Keep in Mind
Please Leave Feedback The more feedback we get the better, we have opened a secret group on our Discord called "#divine-testing" which anyone can join if you ask Martin, please remember that we won't be online during the weekend. If you prefer to leave feedback on the Steam forum or somewhere else on social media please do so, but please be specific that you're talking about the relaunch test build and not the main game so as not to confuse others in the community. :) https://discord.gg/ecs Thank you for the continued support. Have a nice weekend and enjoy the build! // Martin & Eat Create Sleep |
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What to Keep in Mind
Please Leave Feedback The more feedback we get the better, we have opened a secret group on our Discord called "#divine-testing" which anyone can join if you ask Martin, please remember that we won't be online during the weekend. If you prefer to leave feedback on the Steam forum or somewhere else on social media please do so, but please be specific that you're talking about the relaunch test build and not the main game so as not to confuse others in the community. :) https://discord.gg/ecs Thank you for the continued support. Have a nice weekend and enjoy the build! // Martin & Eat Create Sleep |
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What to Keep in Mind
Please Leave Feedback The more feedback we get the better, we have opened a secret group on our Discord called "#divine-testing" which anyone can join if you ask Martin, please remember that we won't be online during the weekend. If you prefer to leave feedback on the Steam forum or somewhere else on social media please do so, but please be specific that you're talking about the relaunch test build and not the main game so as not to confuse others in the community. :) https://discord.gg/ecs Thank you for the continued support. Have a nice weekend and enjoy the build! // Martin & Eat Create Sleep |
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Updates
Bug fixes
Should you encounter any bugs, please continue submitting them via in-game function. For feedback or general questions, you're always welcome to hit us up on Discord: http://discord.gg/ecs Thank you all for your support & have fun playing! Cheers, Eat Create Sleep |
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We are very busy with working through your submitted bug reports and just pushed another patch. Thanks for being so active in reporting the bugs and please keep them coming!
Patch Notes v1.1
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Cities
Followers
General
Commandment and Word Tablet
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Crest - an indirect god sim is Now Available on Steam! |
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Cities
Followers
General
Commandment and Word Tablet
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The crashes should be fixed! Like mentioned in our latest Dev Blog, it was caused by a bug in Unity and it took us over a week to find that out but a lot of other issues got fixed as well during that journey.
Please let us know if the game is still crashing for you (outside of saving). |
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To become a part of it, you have to join our discord server and after we got to know you a little, you'll be granted access to the chamber of secrets where all the sweet rewards await you. Join the Inner Circle |
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We realized that fixing the saving system will take more than a week. Since this is one of the main causes for the game crashing, we decided to disable the saving of games for now. |
Some sleep has been lost, but we managed to fix all your reported bugs caused by last Friday's update:
Thank you very much for all your quick feedback, which helped us a lot in pinpointing the bugs. Now the game should be playable again. The next patch will mainly take care of the saving problem but we can't say yet for sure how long it will take to fix it (speaking of days, not weeks). Until then, don't rely on the saving to work, if all things fail you'll have to kill the game in the task manager. |
Today's patch might bring you no new content but it will make your overall gameplay experience with Crest much better nonetheless!
Enjoy! |
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Quick & dirty, here's what's new: |
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We got a small patch for you fixing some of the bugs we encountered: |
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Graveyard
Monuments
Renaming
Event Notifications
Updates Faith
Influence
Tutorial
Chronicler
Advisors
Expertise
Words
Visuals
Animals Commandment Tablet
Diplomacy
Loading Screen
Camera
Audio
That should cover most of it, left aside the countless performance improvements & bug fixes. We hope you'll enjoy the update and are happy with the choices we made. Let us know if you encounter any bugs or have feedback via the Steam forums or write us on discord. Thank you all for your support & have fun playing! Cheers, Eat Create Sleep |
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This October actually marked the start of the 5th year of Crest's development. You can find out about everything that happened on this long road and the hardships we went through in our post The Development History of Crest, Art Martin I've been working on the new trailer, most of the time has been spent on making a storyboard. It makes sense to create images outside of your head if you collaborate with others on a project, but the added bonus is that the ideas you have in your head sometimes don't look that good when you see them with your eyes. So it's always a back and forth between what you think and what can be made. Storyboards are great! Emma I've been working on figuring out technical solutions for our new website and working on some new UI. From our long discussion about how to improve the game, an overview of cities was born. At the moment, it's kinda hard to get a clear view of how each city is doing if you don't go through every city pop-up and go over every tab. This new UI will provide the player with a summary of every city, easily readable with not too much information. At the moment, we need to figure out how to display this information without making it looking too "information-heavy", as it shouldn't scare the player away. Below are two of the mock-ups! Code Johannes I've not worked much on the game this week, I've mostly done company stuff. I have however made a tool to find mismatched calls to Profiler.BeginSample() and Profiler.EndSample(), which helped us find a couple of mistakes in the code. I'm now back at focusing on improving the island generation, to make the islands more varied and interesting. Johannes W This week I fixed some minor bugs with the camera movement. There was some old code that kind of worked against the new camera movement which caused the camera to sometimes behave weirdly. I've also been working with the story builder for the new end screen. For example, a new feature for the purpose of development is the ability write sentences that refers to methods in the script that is responsible for the story generation. So the string "Your era came to an end when {FollowerName} died of old age." results in a sentence that has replaced "{FollowerName}" with the follower's name. For randomization, "{Random(proud, noble, grand, glorious)}" results in a randomized word from the arguments "proud", "noble" etc. The purpose for this is to enable us to create dynamic and interesting stories for our players! If you are a programmer reading this, the library Reflection in C# was used to accomplish this. Tomas I have finished the new Follower word discovery speech/thinking bubble I talked about last week. I am almost done with making it so that followers with high faith never do actions that the player tells them to not do. I was almost done but after some code reviews I have chosen to re-do the feature a bit. I also looked into a major change to how Followers choose targets when they build their orders. When I am done, this should make Cannibals, Killing Warriors and Hunters behave as expected. Previously there was a possibility that they performed the actions on unwanted targets. Like for example if the player had written the commandment "... eat old followers." and there were no old followers, they would still eat people... just not their favored target. Jens This week I implemented the playback for all the new sound effects. This means that we can start testing them during play, seeing if they work or what potential adjustments need to be made. For example, the notifications will now play different sounds depending on the severity of the message. Monuments and expertise buildings now play rewarding sounds when built or upgraded. All in all, more than 20 sound effects have been added with this batch. Otherwise I've been working through some issues we have had with the disposition system (relationships between cities). Currently the trading is getting a makeover as the cities trade too often, with too many resources, essentially making them bounce resources between each other. We want to balance the pacing of the game from the point of the second city being founded. Right now all the different aspects of the disposition system, trading, diplomacy, alliances, and war kicks in with the second city, which can be overwhelming in its current state. Design Emelie This week we had a workshop where we went through things that we want to fix with the game, it was very beneficial and added to my work as a designer. When we start implementing these things I hope that you will notice the difference and get a nicer time playing our game. Other than that I tested a part of the storybuilder, now that it's testable in a scene that Johannes W has made, I noticed some things that needed changing but it's coming along nicely. Production Marcus Work on the Community Module is getting completed at a steady pace and most of the art assets are done, which means that we can have one of our artists, Emma, begin working on the updates and features we have scheduled for our next big update. These updates are based on community feedback and internal playtesting, which have identified the biggest issues with Crest, and I have begun scoping and planning these iterations. _____________________________________________________________ Have a nice weekend! |
Follower AI (Free Will) The problem: Followers are too clever without commandments and too stupid with them. Tweaks: Followers will take more immediate action upon your commandments, eradicating unnecessary waiting time. Self-preservation: Followers will be more self-conscious about their own mortality, i.e. they won’t blindly walk into an area full of hippos anymore. Hunger will get adjusted so the priority for collecting food will get raised exponentially until they eventually stop their current task to take care of themselves. Associations: They’ll be more biased towards similar words to appear less random. Right now each word has three or more words that make sense (e.g. Coast - Ocean, Fish, Food) connected to it, where one of them gets randomly chosen when an association is formed. UI/Visual Feedback The problem: Lots of information is hidden or spread out in too many places.
Animals The problem: They don’t really matter or in some cases have too much influence. The animal world will be more dynamic with more interaction between each other and have more drastic consequences for the world.
These are all the changes we want to apply to Crest before the final release. Things like polishing, balancing, bug fixing and technical optimization are not taken into account here since we’re constantly applying them and before release we’ll additionally reserve at least one month for it. This does not mean that there won’t be any new features coming to Crest after the Community Module. We feel like it’s more important to fix what we have now before adding even more things. We’ll have to wait and see how fast we get through the tasks after the Community Module has been launched, before we can talk about planning production for new features. You might have already guessed that we won’t have Crest finished as planned by the end of this year. Our new goal is to have it finished by the end of Q1 2018. We’ve already been in Early Access for a long time, it just wouldn’t make sense to rush it now and release something half-baked. Thanks to all your feedback in the recent months, we have a much clearer idea now of what’s left to fix, where the problems lie, and we want to take action on it. What do you think of all the mentioned changes? Are we on the right track? We’d also like to know what you are currently missing in Crest. Let’s pick up that discussion in the Gameplay/Balancing Suggestions thread. |
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How to access Right click on Crest in your library Click on “Properties” Select the "Betas" tab Select the dropdown menu and choose "Unstable" The game will update, please wait (restart Steam if the game is not updating) Play Known Issues There should be no major game breaking bugs, at least none that we know of ourselves. Have fun building monuments and please let us know how you like the new improvements. This is the last Unstable Build before we release the Community Module in the not too distant future. Here you can read what's left to come. |
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How to access Right click on Crest in your library Click on “Properties” Select the "Betas" tab Select the dropdown menu and choose "Unstable" The game will update, please wait (restart Steam if the game is not updating) Play Known Issues The text in the Bulletin Board can be a bit too small and overlap the event info. The loading time for generating the world can be very long. Rest assured that even when the game seems to be stuck, it's still generating the world in the background. We hope you enjoy the new features and please let us know about any bugs via the in-game report function. Feedback is also very much appreciated, especially about the new stuff. The next Unstable Build will follow in week 40, betweeen 2nd - 6th October. |
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Another week, another Patch!
Changes
Bugs
If you encounter a bug, please report it via the ingame option or send us an email to contact@eatcreatesleep.net. Thanks for reading and have a nice weekend! |
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Here are the patch notes for today's update. Thanks again everyone for submitting bugs to us.
Bugs
Fixes
Balancing
Known issues
These are all the major changes for this week's patch and we hope you're enjoying it so far. Thanks for playing & have a nice weekend! |
Commandments
Islands
New Follower
New animals
Influence
Ores New
Updated
City
Calendar
Chronicler More events are now being logged Doctrine
Diplomacy
Audio
Visual improvements
Other changes
Removed
We hope you'll enjoy the update as much as we do. Let us know if you encounter any bugs or have feedback via the Steam forums or write us on discord. Thank you all for your support & have fun playing! Cheers, Eat Create Sleep |
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We are delighted to present you today a preview build of our upcoming exploration module as part of our “Unstable Builds”-program. There will be bugs and saves are disabled but it’s by far our most polished unstable build yet. It will give you a glimpse of what’s to come on the 31st July when we’ll release the full module.
Known Issues with the build
Good to know There's a migrate cooldown, if Followers have moved, they can move again within a half cycle. The life bar for commandments is based on how many cities there were when it was written, that is why they differ in size now. A detailed overview of all the features coming can be found here and we’d highly appreciate your feedback, especially regarding the balancing, in the usual thread Thank you very much for your patience & enjoy the new experience! |
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The unstable build is now live! |
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Fixes
Tweaks
Underworld
Enjoy it and have a nice holiday! We'll be back in the beginning of January. |
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Hello everyone! |
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Hello all! Just a general update that we won't have a dev blog this week, we're spending our time on bug fixes and tweaking the systems. A new patch for the Faith Module comes in about two weeks. |
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