Name | Divided We Fall | ||
Developer | KAVA Game Studio | ||
Publisher | KAVA Game Studio | ||
Tags | |||
Release | 2017-10-03 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  0  | ||
Steam Rating | Mixed | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  0 .. 20,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 23 | ||
Average playtime (last 2 weeks) | 30 | ||
Median playtime (forever) | 23 | ||
Median playtime (last 2 weeks) | 30 | ||
Public Linux depots | Divided We Fall Linux [1.18 G] | ||
DLC | Divided We Fall: Officer Edition |
Small updates for the Lobby at current, we are working on a new and fancier looking lobby. This will take some time to complete as it will be a rewrite to the current one being used now. Game Design Updates We are in the process of performing some minor changes to the game itself, displaying the map at the bottom right rather then the left side and moving some of the user interface to different area's. It's not a massive update but its a start and we find that moving this around will help attract new players and also show to our current user base that we are working on it where time is available to us. Other News So regiments aren't gone however we are looking to remove/disable them during the low levels of players, having everyone playing as a general group will help build relationships with players and ideally this would then lead to regiments. Rank at the moment we feel should be expressed through game time and experience. We feel having regiments at this stage would just overrule players in which don't have their own regiment or want to progress this at that time. MP's and Councils We are now reviewing current MP's and Council members to bring the active in front of inactive. We understand that not everyone has full focus on this game due to the loss of attention over the main release. However we feel in order to bring the community to an active state we will need to review the state of these two groups. We will be seeking new Council members and MP's going forward once we have gone through our current members in these groups. New Dev's So you may have seen there is a "New Dev" Discord group, this new group is to show new contributors in this project who are actively looking to improve this game. Kading Crew We all know the below two who have been the life and blood of this game from day one, We are still working with them and they are also assisting where they have time to help us get more updates out and to discuss ideas and plans to better improve!
p.s Don't kill me i could be wrong with the above steamhappy Members to this point
Finally i wish to thank every member who has reached out and discussed these recent changes from the game being back online to players jumping on and helping new players get used to our game. Without you we couldn't see a reason to put love back into this game. We hope with your input and support we can build up DWF's active base and attract new players! This is all for now again many thanks for all your support, and my close friend Daan (Vankerkom) who has put hours of sweat and effort into getting this game back on path toward new features and functions. |
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We do not know which had the biggest negative effect, but the healthiest response is to take responsibility for it: we fucked up, we made a lot of mistakes that we know of, but there are parameters completely out of our grasps. Maybe we were particularly lucky at the Early Access launch. Maybe it's something else entirely. We will probably never know for sure. If we somehow figure it out properly, I'll write about it in a later post. Some people say that the success of a game rely on three factors: one third depends on a good product (in the sense of a product that people want), on third depends on good marketing (in the sense of reaching the people that want that game) and one third relies on luck.
This is disheartening because we’ve put a lot of work to make this game. A LOT! Florian and I spent most of our working time on Divided We Fall for more than three years. With no salary. And although the outcome is very disappointing for everyone, these three years were still totally worth it. We worked with amazing people, freelancers, students and volunteers helping on creating a very unique game that is true to its ancestors. And in spite of the result, we are very proud of the whole team who managed to take it this far. Next objective This launch was pretty much our best shot at creating a big activity boost in Divided We Fall. It's time to switch strategy. KAVA was a very risky bet, we knew it from the beginning. It is an indie video game company built around the sole purpose of developing the new version of Call of Combat but in a more professional way. This objective has been completed. Its secondary mission was to generate enough revenue to sustain a team of game developers. That objective failed very dramatically. The current situation does not even allow us to continue with the same level of involvement. In the past three years, we spent at least three days a week on this. KAVA will not stop. It just won’t be full time anymore. We will keep fixing bugs for Divided We Fall for as long as there are people playing. Big plans like destructible terrain, new factions and extra weapons will not make any sense unless activity grows to much higher levels than now (we still have some hope, maybe next year). When it comes to additional content, we will be releasing new modding tools. You can already create new maps, and organize tournament very easily and efficiently. You will soon be able to create your own game rules, and invite players in your custom room. The main goal now with Divided We Fall is to make it as much like Call of Combat as possible, it was a game nurtured and maintained by the community, and Divided We Fall needs to be given back to the community as well. It will take a few steps: In shorter term, here is what we work on:
In longer term, we want to make Divided We Fall more accessible by making it free to play. The goal is to make the game free in Steam with some limitations (rank, soldier skins, name changes, etc...), and add a dlc that unlocks everything for the same price as the current game. We will make sure that everybody who purchased the game will get this dlc automatically. Going free to play isn't that straightforward. We are investigating what are our options in Steam. All of this might take some time (probably several months), meanwhile all of you are free to come to the discord channel, who knows, maybe there will be some free keys ready to be distributed when tournaments are organized. Stay tuned! Don’t forget that Divided has a lot of community tools already built in like the map editor, the tournament organization system, the player and the regiment leaderboards. We will stick around, we will help the community, but more than ever, the future of Call of Combat and Divided We Fall lies also in your hand! Good luck soldiers! |
We do not know which had the biggest negative effect, but the healthiest response is to take responsibility for it: we fucked up, we made a lot of mistakes that we know of, but there are parameters completely out of our grasps. Maybe we were particularly lucky at the Early Access launch. Maybe it's something else entirely. We will probably never know for sure. If we somehow figure it out properly, I'll write about it in a later post. Some people say that the success of a game rely on three factors: one third depends on a good product (in the sense of a product that people want), on third depends on good marketing (in the sense of reaching the people that want that game) and one third relies on luck.
This is disheartening because weve put a lot of work to make this game. A LOT! Florian and I spent most of our working time on Divided We Fall for more than three years. With no salary. And although the outcome is very disappointing for everyone, these three years were still totally worth it. We worked with amazing people, freelancers, students and volunteers helping on creating a very unique game that is true to its ancestors. And in spite of the result, we are very proud of the whole team who managed to take it this far. Next objective This launch was pretty much our best shot at creating a big activity boost in Divided We Fall. It's time to switch strategy. KAVA was a very risky bet, we knew it from the beginning. It is an indie video game company built around the sole purpose of developing the new version of Call of Combat but in a more professional way. This objective has been completed. Its secondary mission was to generate enough revenue to sustain a team of game developers. That objective failed very dramatically. The current situation does not even allow us to continue with the same level of involvement. In the past three years, we spent at least three days a week on this. KAVA will not stop. It just wont be full time anymore. We will keep fixing bugs for Divided We Fall for as long as there are people playing. Big plans like destructible terrain, new factions and extra weapons will not make any sense unless activity grows to much higher levels than now (we still have some hope, maybe next year). When it comes to additional content, we will be releasing new modding tools. You can already create new maps, and organize tournament very easily and efficiently. You will soon be able to create your own game rules, and invite players in your custom room. The main goal now with Divided We Fall is to make it as much like Call of Combat as possible, it was a game nurtured and maintained by the community, and Divided We Fall needs to be given back to the community as well. It will take a few steps: In shorter term, here is what we work on:
In longer term, we want to make Divided We Fall more accessible by making it free to play. The goal is to make the game free in Steam with some limitations (rank, soldier skins, name changes, etc...), and add a dlc that unlocks everything for the same price as the current game. We will make sure that everybody who purchased the game will get this dlc automatically. Going free to play isn't that straightforward. We are investigating what are our options in Steam. All of this might take some time (probably several months), meanwhile all of you are free to come to the discord channel, who knows, maybe there will be some free keys ready to be distributed when tournaments are organized. Stay tuned! Dont forget that Divided has a lot of community tools already built in like the map editor, the tournament organization system, the player and the regiment leaderboards. We will stick around, we will help the community, but more than ever, the future of Call of Combat and Divided We Fall lies also in your hand! Good luck soldiers! |
This has been a pretty fun launch. We have been working day and night fixing a lot of issues that players could have been having. The game has reached a pretty stable state now, but don't hesitate to let us know if you run in any bug or crash here or on the Discord Tech support channel. |
This has been a pretty fun launch. We have been working day and night fixing a lot of issues that players could have been having. The game has reached a pretty stable state now, but don't hesitate to let us know if you run in any bug or crash here or on the Discord Tech support channel. |
Man are we excited! Thanks to our continued efforts, both from us and everyone who helped by playing and testing the game, we are leaving Early Access behind us and are releasing Divided We Fall today!!! |
Man are we excited! Thanks to our continued efforts, both from us and everyone who helped by playing and testing the game, we are leaving Early Access behind us and are releasing Divided We Fall today!!! |
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Announcement coming! |
Announcement coming! |
Biggest update since Early Access |
Biggest update since Early Access |
Soldiers and commanders, rejoice as we've just pushed a beta update (0.86) with a lot of improvements on the strategic and briefing screens. Commanders can now draw multiple orders for each players, weapon distribution has been revamped for better accessibility, and everyone can now move their soldiers in the strategic view! |
Soldiers and commanders, rejoice as we've just pushed a beta update (0.86) with a lot of improvements on the strategic and briefing screens. Commanders can now draw multiple orders for each players, weapon distribution has been revamped for better accessibility, and everyone can now move their soldiers in the strategic view! |
Continuing gameplay improvements on the beta branch, we have added a few big changes in the last update, buffing the suppressing power of the LMG, turning the SMG into the true king of close encounters and making sure that spotting enemies is more realistic. |
A couple of weeks ago, we created a new beta system that is super easy to use. You simply have to start a new room and select the game version from there. We had introduced a new suppression system, and added a new grenade mechanic. |
Grenade and suppression in beta |
Soldiers! |
Tomorrow Thanksgiving will be celebrated in the United States and Canada. All though we might be Dutch and French ourselves, our community has shown great diversity in nationalities and we are thankful at any point in time for all the support we are receiving.
More details on the updates can be read in the changelog. |
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The day is finally here... Divided We fall just released in Early Access! |
The day is finally here... Divided We fall just released in Early Access! |
Mark the date, 7th of September is the day Divided We Fall is coming on Steam Early Access. |
We are proud to announce that Divided We Fall will enter Early Access in just a matter of weeks!!! |
Divided We Fall is a project that is carried by the two owners of KAVA Game Studio: Florian Käding and Antoine Meurillon. Many contributors, freelancers, interns and volunteers gave their time and brainpower to get the game where it is now, and some of them still give a hand from time to time. |
- What does this game play like? |
Gameplay |