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Hey everyone, Vildravn here, one of the devs of Starveil. I have posted this on my blog, but I think it's good to also post a variant of the postmortem here on Steam so without further ado, here goes. [hr][/hr] Its been two years since I have started a very ambitious project with my friend, Sukkoy. We have set out to make an online game, a little MMORPG, just to see if we could. That project has turned into Starveil. In a way you could say weve succeeded, in small scale tests the game is quite playable, and in my humble and totally unbiased opinion, quite fun as well. But two years on, Starveil is nowhere near being playable by the public and the reasons for that are multiple. In this post, I want to take a look back at Starveils development. Please note that I am writing this only from my own perspective and am not speaking for Sukkoy or anyone else who has helped out with Starveil.
Want to talk to us directly, get peeks at some behind the scenes development and even get invited to some limited closed playtests? Join our Discord server! See you there!
Hey everyone, long time no see! Let's jump directly into this announcement by addressing the first question. Life has been quite hectic for both of us, and that led to a lot less time we could spend on Starveil. While things are probably still going to be quite in the flux, we're really itching to get back to working on Starveil and get it out of the door, and we're figuring out the path forward. Development might be a bit slower coming forward, but hopefully not at a standstill like in the past few months. That brings us to the other half of the title. Starveil is not going anywhere yet, and we're looking at what needs to be done to release as early access and what the current pain points are. We found one really major pain point and that is our server host, it's cheap, it's good, but it's just simply not good enough to host a game server, and some of you have probably noticed a lot of various lag related issues. So while we figure that out, we have disabled the Playtest and are going to develop more locally, since a more powerful server really isn't in our budget right now. We will still run some very small scale tests but since it's means running the server on a home network, we're simply not comfortable opening it to the larger public. But worry not, once we've figured out a good solution that would actually make the game playable for everyone, that doesn't involve hosting a server at home, the larger scale playtests will be back. And we might even invite some people for smaller tests just to make sure the gameplay still works. Thanks for the support you guys gave us in the past playtests, we still believe the game is really fun to play, even after stepping back for a few months, and we can't wait to have you guys back playing it again :)
Today, we say good-bye to our old home. The Hub's layout has been unchanged since the very beginnings of Starveil, since November 2022, when it was still called Project Ouroboros.
Here's the earliest screenshot; while the art provided by asset pack is very different, the layout is very familiar :)
This patch introduces a new layout and look to the Hub. It's very much in-progress still, but as we're making larger changes to how things work, we wanted to roll it out already now.
Here's how it looks like now.
Hot on the heels of yesterday's updates, here's a small patch to fix some issues that popped up
Welcoming all viewers to come test our game Starveil on our live server! Sukkoy one of our 2 man developer team will be streaming, answering to all your questions and criticism live, come give us your feedback and help us make a better game.
Welcoming all viewers to come test our game Starveil on our live server! Sukkoy one of our 2 man developer team will be streaming, answering to all your questions and criticism live, come give us your feedback and help us make a better game.
We are excited and a little bit nervous to announce that the Starveil Playtest is now underway with the first handful of players being granted access to the game! As time goes on and as we test and adjust our server capacities, we will be expanding the playtest to more players, so if you did not get access in the first wave, your time is yet to come. And if you have not signed up yet, you can still do so our our Steam page! If you run into bugs and issues or have some feedback for us, you can either share it though a form in the game's Esc menu when you log in, or just come visit our Discord server and share and chat there. See you in game! ;) ~ Vildravn and Sukkoy
December has brought snow, and also the latest Starveil devlog. November has been a busy and exciting month, lets see what have we been up to.
In the Devlog yesterday, we talked about setting up a test through Steam Playtests. We are happy to report that the signups are now open! If you go to our Steam page, you can request access to the Playtest. We are not ready to open the floodgates just yet, but once we do, Steam will let you know that the playtest is live and running.
It's the end of October and that means the spooky season is upon us. And also a new Starveil devlog and it's yet another double month one. Lives have been far too busy, but we also got a lot done, so let's get into it!
It has been a while and the keen eyed among you might spot we skipped a month. The simple answer is that summer got in the way and we took a bit of a break. But weve also done a fair amount of reflecting, thinking and work on Starveil, lets get to it!
It's time to sit down, unwind and recap the development on Starveil for this past month and look ahead into the future. And wow, do we have quite the devlog for you this time! Older devlogs are available on our Ko-fi page. [hr][/hr]
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