First look at Pixel Privateers + WHY WE WON'T USE EARLY ACCES FOR IT
HERE IS THE VIDEO of Pixel Privateers, made by our OFFICIAL YouTuber Paul Soars Jr. https://www.youtube.com/watch?v=jubE9eBn8MY Hello there everyone, Alex Poysky here with a pretty neat update! My good friend Paul Soars Jr has made a Let's Play video of the current private build of Pixel Privateers and I wanted to take this opportunity to talk a bit about why
Let me just blast through the reasons in bullet form, as there are MANY. 1. WE DON'T NEED TO: We made enough money from clients on Pixel Piracy to warrant upgrading out 2 man NON studio to a 10 man team across 3 countries, with a PHYSICAL DEVELOPMENT studio in Turku, Finland; a DESIGN Studio in Murcia, Spain, and freelance artists working to help our LEAD artist (yes we have a PLURAL amount of artists). 2. IT WOULDN'T BE RIGHT: Even if we NEEDED the money, it wouldn't be right MORALLY. We already went through the motions of game development one time using Early Access and wound up launching a buggy title way too early because we had a very, VERY avid test group of fans who would say it was perfect. By cooking it until perfection on our own terms, we ensure we are giving our clients what they PAY for and not what WE PROMISE THEM WE'LL COME THROUGH ON. 3. EARLY ACCESS IS ABUSED WAAAAY TOO OFTEN: "Abused" is a very strong term, as we ourselves are guilty of this. When you are making a game, you start out with a wide open field of open doors to potentially go through. When looking for funding, you look through those open doors into ANY direction you want, and promised based on them. Development of a game OBLIGATES a team to close doors little by little, many times closing UNWANTED doors that you PREVIOUSLY promised. Couple that with the fact that nowadays it's STRANGE for a studio to actually launch an Early Access title, and we're looking at an abuse cycle our studio wants to take no part in. We thank each and every one of you who have helped us get to where we are, and we are learning from the past instead of living in it. 4. EARLY ACCESS IS A CRUTCH WE DON'T WANT TO USE. We feel Early Access is a "Crutch" people use, and it's one we don't need. We should be judged as professionals in a sector where we attempt to thrive and flourish, not flounder and waddle. The only way we can do so is to produce tight, polished games with the risk of having it all go to hell and a handbasket if we launch it and it turns out to be crap. THIS FEAR is what drives us, it's waht makes us fight. If we take that fear away we'd just promise the moon and then deliver something with no "heart". 5. I simply think EA is garbage at this point in time due to the studios misinterpreting how it should be used. LARGE studios have NO "real" right to be using Early Access. Come on guys, you base your game's sales point on a HUGE mainstream developer's name and push out a pre-alpha tech demo and charge top dollar for it, just to turn around and whine about how "not enough people bought it to make it viable so we pulled the plug." That has a name where I come from, and it's bullshit, I'm calling you guys on it and will show you how it's supposed to be done. I'm not a AAA studio, I'm BARELY a mid-range studio, and I'm sitting here working on a staurday afternoon after having had my spine collapse on me and having been bedridden for two months now. If you want the respect of your fans, if you want your "legitimacy" as a game development studio or a world renowned developer or an "ace" producer, don't beat aroudn the bush, don't cash out, don't cut corners and get the job done. I'm sick and tired of Kickstarter, Early Access and all of these startup programs that are supposed to be used by people who NEED the means to get their projects off the ground abused by these Big Name so-and-so's and their rock solid reputations (or not). Why don't you find a publisher to put two million into your idea and get it done? Oh, what's that? Because when you don't come through on a Kickstart or Early Access promise you only dick over a client, and doing the same to a PUBLISHER will hurt because they have nasty lawyers? Well tough s**t friend, them's the bricks. Oh man that felt good to get off my chest! Anyways, have a great weekend and expect Privateers to launch in the April-July 2015 time of the year, shortly after Pixel Piracy ENHANCED (WHICH is a COMPLETELY FREE Upgrade of Pixel Piracy that we have put around 100 thousand dollars into between artists, refractored code, man hours, expenses from external companies that have to come in and UN-mess up out game engine, etc, COMPLETELY FREE, just to clear our name and prove we are sorry for having participated in the injustice that is Early Access.).
[ 2015-02-28 19:56:28 CET ] [ Original post ]
WE WILL NOT BE USING EARLY ACCESS FOR THIS TITLE
HERE IS THE VIDEO of Pixel Privateers, made by our OFFICIAL YouTuber Paul Soars Jr. https://www.youtube.com/watch?v=jubE9eBn8MY Hello there everyone, Alex Poysky here with a pretty neat update! My good friend Paul Soars Jr has made a Let's Play video of the current private build of Pixel Privateers and I wanted to take this opportunity to talk a bit about why
WE WILL NOT BE USING EARLY ACCESS FOR THIS TITLE
Let me just blast through the reasons in bullet form, as there are MANY. 1. WE DON'T NEED TO: We made enough money from clients on Pixel Piracy to warrant upgrading out 2 man NON studio to a 10 man team across 3 countries, with a PHYSICAL DEVELOPMENT studio in Turku, Finland; a DESIGN Studio in Murcia, Spain, and freelance artists working to help our LEAD artist (yes we have a PLURAL amount of artists). 2. IT WOULDN'T BE RIGHT: Even if we NEEDED the money, it wouldn't be right MORALLY. We already went through the motions of game development one time using Early Access and wound up launching a buggy title way too early because we had a very, VERY avid test group of fans who would say it was perfect. By cooking it until perfection on our own terms, we ensure we are giving our clients what they PAY for and not what WE PROMISE THEM WE'LL COME THROUGH ON. 3. EARLY ACCESS IS ABUSED WAAAAY TOO OFTEN: "Abused" is a very strong term, as we ourselves are guilty of this. When you are making a game, you start out with a wide open field of open doors to potentially go through. When looking for funding, you look through those open doors into ANY direction you want, and promised based on them. Development of a game OBLIGATES a team to close doors little by little, many times closing UNWANTED doors that you PREVIOUSLY promised. Couple that with the fact that nowadays it's STRANGE for a studio to actually launch an Early Access title, and we're looking at an abuse cycle our studio wants to take no part in. We thank each and every one of you who have helped us get to where we are, and we are learning from the past instead of living in it. 4. EARLY ACCESS IS A CRUTCH WE DON'T WANT TO USE. We feel Early Access is a "Crutch" people use, and it's one we don't need. We should be judged as professionals in a sector where we attempt to thrive and flourish, not flounder and waddle. The only way we can do so is to produce tight, polished games with the risk of having it all go to hell and a handbasket if we launch it and it turns out to be crap. THIS FEAR is what drives us, it's waht makes us fight. If we take that fear away we'd just promise the moon and then deliver something with no "heart". 5. I simply think EA is garbage at this point in time due to the studios misinterpreting how it should be used. LARGE studios have NO "real" right to be using Early Access. Come on guys, you base your game's sales point on a HUGE mainstream developer's name and push out a pre-alpha tech demo and charge top dollar for it, just to turn around and whine about how "not enough people bought it to make it viable so we pulled the plug." That has a name where I come from, and it's bullshit, I'm calling you guys on it and will show you how it's supposed to be done. I'm not a AAA studio, I'm BARELY a mid-range studio, and I'm sitting here working on a staurday afternoon after having had my spine collapse on me and having been bedridden for two months now. If you want the respect of your fans, if you want your "legitimacy" as a game development studio or a world renowned developer or an "ace" producer, don't beat aroudn the bush, don't cash out, don't cut corners and get the job done. I'm sick and tired of Kickstarter, Early Access and all of these startup programs that are supposed to be used by people who NEED the means to get their projects off the ground abused by these Big Name so-and-so's and their rock solid reputations (or not). Why don't you find a publisher to put two million into your idea and get it done? Oh, what's that? Because when you don't come through on a Kickstart or Early Access promise you only dick over a client, and doing the same to a PUBLISHER will hurt because they have nasty lawyers? Well tough s**t friend, them's the bricks. Oh man that felt good to get off my chest! Anyways, have a great weekend and expect Privateers to launch in the April-July 2015 time of the year, shortly after Pixel Piracy ENHANCED (WHICH is a COMPLETELY FREE Upgrade of Pixel Piracy that we have put around 100 thousand dollars into between artists, refractored code, man hours, expenses from external companies that have to come in and UN-mess up out game engine, etc, COMPLETELY FREE, just to clear our name and prove we are sorry for having participated in the injustice that is Early Access.).
Pixel Piracy
Quadro Delta
Re-Logic
2014-07-31
Indie RPG Simulation Singleplayer
Game News Posts 71
🎹🖱️Keyboard + Mouse
Mixed
(5695 reviews)
https://pixelpiracy.net/
https://store.steampowered.com/app/264140 
The Game includes VR Support
Pixel Piracy Content LINUX [277.93 M]
Pixel Piracy OST
PIxel Piracy - Shrimp Legacy
Live the life of a pirate captain! Recruit a crew of salty buccaneers, outfit and customize your ship, and then set sail on the open seas in search of treasure and infamy. Using a combination of aggression, diversion, and trade, will you become the next Legendary Pirate King and the most feared pirate crew in all of Piracia?
Pixel Piracy, the 2D Pirate Simulator, is back with a foundational rebuild that brings the game to its full potential! From items to stats, to islands and loot, to the brand new Sailor Mode and Tutorial - the entire game has been revisited over the past six months to provide you with the most polished experience we’ve crafted to date. With the help of our partners at Re-Logic (Terraria) we are proud to bring you an update that takes Pixel Piracy to a place worthy of its name.
Adapt your play style using the different difficulty settings - there’s something for everyone, from casual to experienced roguelike players alike. If you are a returning Pixel Piracy player, we’d like to invite you to try the game out again, as so much has changed that we don’t even know where to begin!
CURRENT FEATURES
Current features:
----------------------------------------------------
**PIXEL PIRACY COMPLETE UPDATE**
Hundreds of man-hours have gone into a free expansion that includes widespread changes across all aspects of gameplay. This is the result of six months of work in secret hand in hand with Re-Logic. The baseline changes are:
Rebuilt A.I: Reworked from the ground up, the game’s internal A.I has been built from the ground up to provide smoother gameplay.
Code Optimization: Internal code has been revised to speed it up on even older computers. Expect a BIG step up in quality.
Revised Items/Stats/Loot/Enemies/Islands: We have revised each and every of these things painstakingly tweaking, balancing, and polishing to provide the definitive Pirate Sim.
Multiple Languages: The game is now available in English, Spanish, Finnish, Italian, Portuguese, and German.
Multiple Difficulty Levels: Gone are the extreme difficulty levels of the past, you can now adjust the game to your playstyle, from Sailor (casual) to Legendary Captain (Hardcore Roguelike Expert), there’s something for everyone.
Full Fledged Tutorial: One of the most asked for features, the Tutorial will show you the ropes and get you started in life on Piracia!
Sandbox open world Pirate simulator.
-------------------------------------------------
Procedurally generated world that changes each new game you play. While not a Roguelike in the strictest of sense, it does strike of one.
Vast over-world map full of danger, loot, and people to prey on.
Comprehensive loot system, upgrade-able weapons and armor, special and secret loot to deck out your sailors.
Parrots, Pets and Plunder!!
Each playthrough will require around 20 hours to get through (with at least 4 playthroughs needed to see all the game has to offer)
Planned future updates/content
For more details on the game visit or follow us @pixelpiracygame or @alexpoysky or visit www.piracysim.com
Pixel Piracy, the 2D Pirate Simulator, is back with a foundational rebuild that brings the game to its full potential! From items to stats, to islands and loot, to the brand new Sailor Mode and Tutorial - the entire game has been revisited over the past six months to provide you with the most polished experience we’ve crafted to date. With the help of our partners at Re-Logic (Terraria) we are proud to bring you an update that takes Pixel Piracy to a place worthy of its name.
Adapt your play style using the different difficulty settings - there’s something for everyone, from casual to experienced roguelike players alike. If you are a returning Pixel Piracy player, we’d like to invite you to try the game out again, as so much has changed that we don’t even know where to begin!
CURRENT FEATURES
Current features:
----------------------------------------------------
**PIXEL PIRACY COMPLETE UPDATE**
Hundreds of man-hours have gone into a free expansion that includes widespread changes across all aspects of gameplay. This is the result of six months of work in secret hand in hand with Re-Logic. The baseline changes are:
Rebuilt A.I: Reworked from the ground up, the game’s internal A.I has been built from the ground up to provide smoother gameplay.
Code Optimization: Internal code has been revised to speed it up on even older computers. Expect a BIG step up in quality.
Revised Items/Stats/Loot/Enemies/Islands: We have revised each and every of these things painstakingly tweaking, balancing, and polishing to provide the definitive Pirate Sim.
Multiple Languages: The game is now available in English, Spanish, Finnish, Italian, Portuguese, and German.
Multiple Difficulty Levels: Gone are the extreme difficulty levels of the past, you can now adjust the game to your playstyle, from Sailor (casual) to Legendary Captain (Hardcore Roguelike Expert), there’s something for everyone.
Full Fledged Tutorial: One of the most asked for features, the Tutorial will show you the ropes and get you started in life on Piracia!
Sandbox open world Pirate simulator.
-------------------------------------------------
Procedurally generated world that changes each new game you play. While not a Roguelike in the strictest of sense, it does strike of one.
Vast over-world map full of danger, loot, and people to prey on.
Comprehensive loot system, upgrade-able weapons and armor, special and secret loot to deck out your sailors.
Parrots, Pets and Plunder!!
Each playthrough will require around 20 hours to get through (with at least 4 playthroughs needed to see all the game has to offer)
Planned future updates/content
For more details on the game visit or follow us @pixelpiracygame or @alexpoysky or visit www.piracysim.com
MINIMAL SETUP
- OS: UBUNTU
- Processor: 1.6 GHZMemory: 1 GB RAMStorage: 200 MB available spaceAdditional Notes: Linux compatibility link http://steamcommunity.com/app/264140/discussions/0/610573751147976015/
- Memory: 1 GB RAMStorage: 200 MB available spaceAdditional Notes: Linux compatibility link http://steamcommunity.com/app/264140/discussions/0/610573751147976015/
- Storage: 200 MB available spaceAdditional Notes: Linux compatibility link http://steamcommunity.com/app/264140/discussions/0/610573751147976015/
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