Dear Colonists, We are reading our forums, and understand the frustration and confusion over the current status and future of ROKH. So, we are going to take a risk, and be brutally transparent about the financial history and status of the project. We are taking this step both to clear away confusion and to demonstrate our belief in our audience and ROKH. We hope that you’ll continue to support this project and help us to keep it live. Read more at: https://steamcommunity.com/app/462440/discussions/8/1735465524716911942/
[ 2018-09-25 11:21:35 CET ] [ Original post ]
Dear Colonists, After intensive testing by QA and certain community members, we are happy to release today the latest version of ROKH, corresponding to the Milestone 3 of the fixing plan. As a result, all servers have been wiped, updated and restarted. This new version is now available to everyone and features the new crafting tree UI/Menu. We hope you’ll have fun with it and we are eager to read your feedback. We are still working on what will be the future of ROKH. As mentioned previously, we have some leads to find funding and continue the development of new features for the game. The co-publishing option is our preference and we are actively talking to a few now. Next week’s GDC will be a key moment for us. We also wanted to use this opportunity to address points that were raised by some of you on Discord following our announcement of the new project we are working on. As you can imagine, the performance of ROKH being limited, we went looking for new partners to continue developing Darewise. We were approached by business partners to work on a new intellectual property. We obviously wanted to merge this opportunity with ROKH but unfortunately, this was not possible. As you know, Darewise has been the publisher of ROKH but now we have the opportunity to be the developer of Project C and we can not pass on this opportunity to go back to our roots. This project is in very very early stage. This does not change anything for ROKH. Project C is a very different and separate project. Teams are not shared and we still make ROKH a priority. We care about ROKH’s players and about our initial funding partners. We will continue to do whatever we can to bring this game to its best shape. Thank you all for your amazing support and patience. See you all on Mars! Make sure to follow us on Twitter, Facebook and join our Discord to stay tuned for the latest news!
[ 2018-03-14 13:54:34 CET ] [ Original post ]
Dear Colonists, After intensive testing by QA and certain community members, we are happy to release today the latest version of ROKH, corresponding to the Milestone 3 of the fixing plan. As a result, all servers have been wiped, updated and restarted. This new version is now available to everyone and features the new crafting tree UI/Menu. We hope youll have fun with it and we are eager to read your feedback. We are still working on what will be the future of ROKH. As mentioned previously, we have some leads to find funding and continue the development of new features for the game. The co-publishing option is our preference and we are actively talking to a few now. Next weeks GDC will be a key moment for us. We also wanted to use this opportunity to address points that were raised by some of you on Discord following our announcement of the new project we are working on. As you can imagine, the performance of ROKH being limited, we went looking for new partners to continue developing Darewise. We were approached by business partners to work on a new intellectual property. We obviously wanted to merge this opportunity with ROKH but unfortunately, this was not possible. As you know, Darewise has been the publisher of ROKH but now we have the opportunity to be the developer of Project C and we can not pass on this opportunity to go back to our roots. This project is in very very early stage. This does not change anything for ROKH. Project C is a very different and separate project. Teams are not shared and we still make ROKH a priority. We care about ROKHs players and about our initial funding partners. We will continue to do whatever we can to bring this game to its best shape. Thank you all for your amazing support and patience. See you all on Mars! Make sure to follow us on Twitter, Facebook and join our Discord to stay tuned for the latest news!
[ 2018-03-14 13:54:34 CET ] [ Original post ]
Greetings Colonists, The milestone 2 of the Rokh fixing roadmap has been successfully completed with Red Kite Games a few days ago. All the following tasks and bugs are now done:
- Fix interactables can be interacted with when pause menu is open.
- Enforce character limit on character names.
- Create Auto-test framework.
- Fix non-unity build compilation.
- Fix the search feature.
- Fix the player cap limited to 3 when creating a local server.
- Fix the low FPS rate encountered after several hours of gameplay.
- Getting Steam builds uploaded automatically.
- Setup unit and soak tests.
- Fix game crashes when interacting with a container.
- Strip intro movie from server builds.
- Fix salvage item with crowbar on another players habitat crashes server.
- Streamline server browser window process.
- Create Auto-test for recipe crafting to identify potential crashes.
- Remove QUIT option from menu.
- Fix local Server on same PC doesnt appear in browser once created.
- Change death screen New Character button to Relaunch.
- Fix allow creating a character on server from the frontend.
- Fix no message displayed for players when the server is closed.
- Fix redirected to main menu after reconnecting to same server twice.
- Fix player unable to reconnect to server after being defeated.
- Fix client stuck loading from character creation if server drops.
[ 2018-01-26 08:13:14 CET ] [ Original post ]
Greetings Colonists, The milestone 2 of the Rokh fixing roadmap has been successfully completed with Red Kite Games a few days ago. All the following tasks and bugs are now done:
- Fix interactables can be interacted with when pause menu is open.
- Enforce character limit on character names.
- Create Auto-test framework.
- Fix non-unity build compilation.
- Fix the search feature.
- Fix the player cap limited to 3 when creating a local server.
- Fix the low FPS rate encountered after several hours of gameplay.
- Getting Steam builds uploaded automatically.
- Setup unit and soak tests.
- Fix game crashes when interacting with a container.
- Strip intro movie from server builds.
- Fix salvage item with crowbar on another player’s habitat crashes server.
- Streamline server browser window process.
- Create Auto-test for recipe crafting to identify potential crashes.
- Remove QUIT option from menu.
- Fix local Server on same PC doesn’t appear in browser once created.
- Change death screen “New Character” button to “Relaunch”.
- Fix allow creating a character on server from the frontend.
- Fix no message displayed for players when the server is closed.
- Fix redirected to main menu after reconnecting to same server twice.
- Fix player unable to reconnect to server after being defeated.
- Fix client stuck loading from character creation if server drops.
[ 2018-01-26 08:13:14 CET ] [ Original post ]
Greetings Colonists, Christmas is already on us and we are approaching the end of our Milestone 2 of the Rokh fixing roadmap. This month we have corrected more than 50 new major bugs identified through development or thanks to our external QA team. The build is way more stable and most of the encountered bugs are non-critical. For sure we are still experiencing framerate drops here and there but nothing that should prevent you guys from having great fun. Because yes, it’s now time to broaden our group of testers and we are happily pushing the latest build to the Develop Branch. The current build (819) on this branch will no longer be available nor supported. If you’d like to get access to it, simple drop us an email at hello@rokhthegame.com. If you had previously requested access to the 819 build you will automatically get access to this new build without requesting access again, just make sure you are opted in to the ‘Develop' branch. In order to report bugs, we have a simple feedback form which will allow our team to receive the bug reports more efficiently. It can be found here: Bug Report Form
What are the next steps?
We are still planning to have our QA team testing the game further to ensure that no additional bugs having been introducing during the fixing. Based on their reports and mostly also to your report, we will decide when to push this update publicly. Also, we are actively looking into the next update for the game. We have limited resources still and we are looking for a partner to help us with funding the game, but here are a list of features we’d like to bring next to ROKH:
- Vehicle crafting: Two new craftable, customizable vehicles provide mobility and new gameplay. As players begin to attain mastery over their survival, some will want to explore distant locations in pursuit of rare and precious minerals and technology caches, or relocate to better positions in case things go south.
- More tile shapes: Build elaborate bases with a variety of tile shapes and sizes. Build spindly towers, wide low circular arrays, and create numerous other styles through various cool base components.
- Customization habitat options: Custom panels allow players to get wacky, or creative, or obsessive. Do they want to make a LEGO scene, or a medieval base on Mars? Custom paneling really opens the doors to the fans of the game.
- Crafting tree and streamlining: Provide the players with a comprehensive crafting tree to display all the items available in-game and the path to craft them. Continue to streamline the crafting process to decrease time spent UI screens.
- Resources distribution scheme: Create deep yet understandable resource rules, rewarding exploration and experience. Players can learn through experience where certain types of minerals and resources may be found, as various factors define and
limit resource placement.
Please let’s us know what would be your preferred choice in this survey
Your voice counts and we will prioritize our plan accordingly.
Thank you all for your amazing support and patience. We wish you a great holidays season. See you all on Mars...in 2018!
Make sure to follow us on Twitter, Facebook and join our Discord to stay tuned for the latest news!
[ 2017-12-22 18:42:44 CET ] [ Original post ]
Greetings Colonists, Christmas is already on us and we are approaching the end of our Milestone 2 of the Rokh fixing roadmap. This month we have corrected more than 50 new major bugs identified through development or thanks to our external QA team. The build is way more stable and most of the encountered bugs are non-critical. For sure we are still experiencing framerate drops here and there but nothing that should prevent you guys from having great fun. Because yes, its now time to broaden our group of testers and we are happily pushing the latest build to the Develop Branch. The current build (819) on this branch will no longer be available nor supported. If youd like to get access to it, simple drop us an email at hello@rokhthegame.com. If you had previously requested access to the 819 build you will automatically get access to this new build without requesting access again, just make sure you are opted in to the Develop' branch. In order to report bugs, we have a simple feedback form which will allow our team to receive the bug reports more efficiently. It can be found here: Bug Report Form
What are the next steps?
We are still planning to have our QA team testing the game further to ensure that no additional bugs having been introducing during the fixing. Based on their reports and mostly also to your report, we will decide when to push this update publicly. Also, we are actively looking into the next update for the game. We have limited resources still and we are looking for a partner to help us with funding the game, but here are a list of features wed like to bring next to ROKH:
- Vehicle crafting: Two new craftable, customizable vehicles provide mobility and new gameplay. As players begin to attain mastery over their survival, some will want to explore distant locations in pursuit of rare and precious minerals and technology caches, or relocate to better positions in case things go south.
- More tile shapes: Build elaborate bases with a variety of tile shapes and sizes. Build spindly towers, wide low circular arrays, and create numerous other styles through various cool base components.
- Customization habitat options: Custom panels allow players to get wacky, or creative, or obsessive. Do they want to make a LEGO scene, or a medieval base on Mars? Custom paneling really opens the doors to the fans of the game.
- Crafting tree and streamlining: Provide the players with a comprehensive crafting tree to display all the items available in-game and the path to craft them. Continue to streamline the crafting process to decrease time spent UI screens.
- Resources distribution scheme: Create deep yet understandable resource rules, rewarding exploration and experience. Players can learn through experience where certain types of minerals and resources may be found, as various factors define and
limit resource placement.
Please lets us know what would be your preferred choice in this survey
Your voice counts and we will prioritize our plan accordingly.
Thank you all for your amazing support and patience. We wish you a great holidays season. See you all on Mars...in 2018!
Make sure to follow us on Twitter, Facebook and join our Discord to stay tuned for the latest news!
[ 2017-12-22 18:42:44 CET ] [ Original post ]
Hello Colonists, Together with Red Kite Games, we have been digging deep into the project over the past 4 weeks. Our primary focus on the network side has been building and running local servers to track down issues – building up our knowledge of the codebase and understanding the server architecture. We have produced the build of both client and server (in various build configurations) that can connect to each other and can attach a debugger to reproduce errors and identify our own. We have also dug into some of the main issues – including:
- The game crashes at resume when spending a larger amount of time in the server lobby.
- Game engine crashed after spending several minutes in the screen.
- The game crashed while exploring the map.
- The game freezes when using “Alt + Tab” keys to switch to another program.
[ 2017-11-24 16:00:49 CET ] [ Original post ]
Hello Colonists, Together with Red Kite Games, we have been digging deep into the project over the past 4 weeks. Our primary focus on the network side has been building and running local servers to track down issues building up our knowledge of the codebase and understanding the server architecture. We have produced the build of both client and server (in various build configurations) that can connect to each other and can attach a debugger to reproduce errors and identify our own. We have also dug into some of the main issues including:
- The game crashes at resume when spending a larger amount of time in the server lobby.
- Game engine crashed after spending several minutes in the screen.
- The game crashed while exploring the map.
- The game freezes when using Alt + Tab keys to switch to another program.
[ 2017-11-24 16:00:49 CET ] [ Original post ]
Hello Colonists, We wanted to share with you today what has happened over the past few weeks on the project. As mentioned in our last project update, 2 teams were investigating the source code of ROKH to establish a fixing roadmap. It turned out that the project we had access to was incomplete. We had to enter in a legal dispute with our former development partner to get the latest version of the project source code as well as all available material of the project (engine, assets, documentation). As you can imagine, it was not a pleasant time and it put us very much behind in our schedule to get back to you, the community, with a first testable new version. It’s been 2 weeks now since we received everything. This has allowed one of the teams involved in this new phase of the development, Red Kite Games, to thoroughly analyse the project. Red Kite Games, former RockStar North developers, was able to collect some info on the game. They will be starting the first milestone by refactoring the project to have it in a more stable state for development and fixing, as well as starting to fix some network issues. They are working on the code from the build 909, which is an internal build including the new UI/crafting path. We expect the Red Kite team to work on this milestone until the end of November and we will do our best to share with any progress and testable builds. Then a second milestone will start to dig deeper into the gameplay bugs and optimization. After that, and depending on how the development went, we will work with them to define the next milestone (that might include some nice surprises for you guys). Thank you all for your amazing support and patience. We still believe heavily on ROKH and on its potential to become the tremendous game we envision. Make sure to follow us on Twitter, Facebook and join our Discord to stay tuned for the latest news!
[ 2017-10-24 17:41:49 CET ] [ Original post ]
Hello Colonists, We wanted to share with you today what has happened over the past few weeks on the project. As mentioned in our last project update, 2 teams were investigating the source code of ROKH to establish a fixing roadmap. It turned out that the project we had access to was incomplete. We had to enter in a legal dispute with our former development partner to get the latest version of the project source code as well as all available material of the project (engine, assets, documentation). As you can imagine, it was not a pleasant time and it put us very much behind in our schedule to get back to you, the community, with a first testable new version. Its been 2 weeks now since we received everything. This has allowed one of the teams involved in this new phase of the development, Red Kite Games, to thoroughly analyse the project. Red Kite Games, former Rockstar Games developers, was able to collect some info on the game. They will be starting the first milestone by refactoring the project to have it in a more stable state for development and fixing, as well as starting to fix some network issues. They are working on the code from the build 909, which is an internal build including the new UI/crafting path. We expect the Red Kite team to work on this milestone until the end of November and we will do our best to share with any progress and testable builds. Then a second milestone will start to dig deeper into the gameplay bugs and optimization. After that, and depending on how the development went, we will work with them to define the next milestone (that might include some nice surprises for you guys). Thank you all for your amazing support and patience. We still believe heavily on ROKH and on its potential to become the tremendous game we envision. Make sure to follow us on Twitter, Facebook and join our Discord to stay tuned for the latest news!
[ 2017-10-24 16:15:35 CET ] [ Original post ]
Hello Colonists, Just a quick message regarding the official servers. For those of you playing on the public 816 build, you may have noticed another drop in the number of official servers recently. Despite a number of restarts and cehcks on hardware status by GPortal, a number of servers which are showing as online on our dashboard are not displaying in game, are timing out connections, or are remaining greyed out. This leads us to believe that these servers are suffering from corrupt databases. Unfortunately the only way to rectify this is to reset and wipe the affected servers. As at 2015 BST on 17th October the servers displaying in game and playable are: 004EU, 006EU and 014 NA. All other servers will be reset shortly. We appreciate this will result in lost work for some players but with the current bugs and server stability issues, occaisional server wipes may be necessary while we wait on updates and fixes from the new dev teams.
[ 2017-10-17 19:32:42 CET ] [ Original post ]
Hello Colonists, Just a quick message regarding the official servers. For those of you playing on the public 816 build, you may have noticed another drop in the number of official servers recently. Despite a number of restarts and checks on hardware status by GPortal, a number of servers which are showing as online on our dashboard are not displaying in game, are timing out connections, or are remaining greyed out. This leads us to believe that these servers are suffering from corrupt databases. Unfortunately the only way to rectify this is to reset and wipe the affected servers. As at 2015 BST on 17th October the servers displaying in game and playable are: 004 EU, 006 EU and 014 NA. All other servers will be reset shortly. We appreciate this will result in lost work for some players but with the current bugs and server stability issues, occasional server wipes may be necessary while we wait on updates and fixes from the new dev teams. Thanks for your understanding, Beaker86
[ 2017-10-17 19:32:42 CET ] [ Original post ]
Hello Colonists, Since our last news, we have seen and been made aware of some questions and comments we would like to address here. Thanks for your support and have a good read.
Where is my server?
You may have noticed that several official servers have been taken offline recently. We have taken this decision with our partner G-Portal for 2 main reasons: 1) to lower the cost of operation of ROKH while the active player base remains low. We are consistent with our limited resources attribution for the game and want to keep focusing them on fixing. 2) to avoid burning more hardware from G-Portal. Indeed, G-Portal is an incredible partner for us who has been supporting us greatly with hardware and software. But the game not being optimized well causes some hardware crashes and we agree to try to limit that to a minimum. That’s why we have taken some servers down (or more exactly not reactivated them following many hardware failures). But we will keep the current servers up for you to enjoy the official servers provided by G-Portal.
What is the project status?
As mentioned in our latest update, 2 teams have taken over the project to fix it. We were working to get a clear roadmap of development to be shared with you in September but it turns out that getting onboard and working on someone else’s code and design takes more time than expected. Especially when this game is as complex as ROKH, with a lot of interlocked systems and network layers. We have audited the code and architecture to make sure to work on the optimization side of things as well. Therefore, we are still working on the roadmap and milestone plan. We are moving as fast as possible to provide you with a first test environment update. We will bring you a further update on our development process in 2 weeks and in the meantime, we’ll be introducing the new dev teams over the next weeks, make sure to stay tuned! See you soon on Mars.
[ 2017-09-28 14:28:24 CET ] [ Original post ]
Hello Colonists, Since our last news, we have seen and been made aware of some questions and comments we would like to address here. Thanks for your support and have a good read.
Where is my server?
You may have noticed that several official servers have been taken offline recently. We have taken this decision with our partner G-Portal for 2 main reasons: 1) to lower the cost of operation of ROKH while the active player base remains low. We are consistent with our limited resources attribution for the game and want to keep focusing them on fixing. 2) to avoid burning more hardware from G-Portal. Indeed, G-Portal is an incredible partner for us who has been supporting us greatly with hardware and software. But the game not being optimized well causes some hardware crashes and we agree to try to limit that to a minimum. Thats why we have taken some servers down (or more exactly not reactivated them following many hardware failures). But we will keep the current servers up for you to enjoy the official servers provided by G-Portal.
What is the project status?
As mentioned in our latest update, 2 teams have taken over the project to fix it. We were working to get a clear roadmap of development to be shared with you in September but it turns out that getting onboard and working on someone elses code and design takes more time than expected. Especially when this game is as complex as ROKH, with a lot of interlocked systems and network layers. We have audited the code and architecture to make sure to work on the optimization side of things as well. Therefore, we are still working on the roadmap and milestone plan. We are moving as fast as possible to provide you with a first test environment update. We will bring you a further update on our development process in 2 weeks and in the meantime, well be introducing the new dev teams over the next weeks, make sure to stay tuned! See you soon on Mars.
[ 2017-09-28 14:28:24 CET ] [ Original post ]
Hello Colonists, Sorry it's taken us a while to bring you a situation update but we needed to make sure various things were in place. We wanted to share with you today fresh news from the front. Our QA first pass has been completed last week. With over 200 hours of intense, professional testing, we have now a better vision of the work to achieve to provide you all with a better, more stable, functional game. The QA team has identified and documented more than 100 new critical and majors bugs. 50% are linked to connectivity and stability, and 50% are more functional and linked to gameplay features implementation. All the bugs and logs you have been sharing with us have been checked and double checked. Some are now documented, some are still too hard to replicate to be documented properly. With the next pass of QA, we will continue to investigate. So what is next? Next starts the fixing. The contract between our subsidiary Colony Production Limited (CPL) and Nvizzio has been terminated. We’ve decided to find new teams with an expertise in product such as ROKH and with a pedigree in fixing games. In the industry, we call them “Game doctors”. Appropriate to the situation, isn’t it? :) We will introduce them properly to you guys in an upcoming announcement. Therefore, we will have 2 differents teams each working on a specific aspect: gameplay or online. Each team is currently reviewing and planning their roadmap based on the QA report. Once we have that, we will be able to give you guys more visibility on when you will see changes in the game. We are aware that it’s not pleasant to be kept in the dark but that’s unfortunately inevitable during some steps in the process of game development where things are moving. The external QA team will be reviewing each internal build for regression testing and make sure that no new bugs have been introduced and document them if it happens. When QA will greenlight a build for live, we will deploy it first on a live test server, then push it live for you all. The process to grant all of you access to the live test server is currently being define. We will share it with you in due time, with the first test build deployment. Thank you all for your great support. See you all soon back on Mars. ROKH Dev Team PS: Don't forget that our Discord channel is still open: https://discord.gg/rokh
[ 2017-08-31 20:18:17 CET ] [ Original post ]
Hello Colonists, Sorry it's taken us a while to bring you a situation update but we needed to make sure various things were in place. We wanted to share with you today fresh news from the front. Our QA first pass was completed last week. With over 200 hours of intense and professional testing, we have now a better vision of the work to achieve to provide you all with a better and more stable experience. The QA team has identified and documented more than 100 new critical and major bugs. 50% are linked to connectivity and stability, and 50% are more functional and linked to gameplay features implementation. All the bugs and logs you have been sharing with us have been checked and double checked. Some are now documented, some are still too hard to replicate to be documented properly. With the next pass of QA, we will continue to investigate. So what is next? Now can start a major fixing campaign. The contract between our subsidiary Colony Production Limited (CPL) and Nvizzio has been terminated. Weve decided to find new teams with an expertise in product such as ROKH and with a pedigree in fixing games. In the industry, we call them Game doctors. Appropriate to the situation, isnt it? :) We will introduce them properly to you guys in an upcoming announcement. Therefore, we will have 2 differents teams each working on a specific aspect: gameplay or online. Each team is currently reviewing and planning their roadmap based on the QA report. Once we have that, we will be able to give you guys more visibility on when you will see changes in the game. We are aware that its not pleasant to be kept in the dark but thats unfortunately inevitable during some steps in the process of game development where things are moving. The external QA team will be reviewing each internal build for regression testing and make sure that no new bugs have been introduced and document them if it happens. When QA will greenlight a build for live, we will deploy it first on a live test server, then push it live for you all. The process to grant all of you access to the live test server is currently being define. We will share it with you in due time, with the first test build deployment. Thank you all for your great support. See you all soon back on Mars. ROKH Dev Team PS: Don't forget that our Discord channel is still open: https://discord.gg/rokh
[ 2017-08-31 20:18:17 CET ] [ Original post ]
Hello Colonists. With the team deep in QA and bug testing we thought it would be a good idea to share some of what has gone on in the community over the past couple of weeks.
Discord
As previously announced, the Discord server (https://discord.gg/rokh) has selected channels reopened. Since the server was reopened we have also made some changes to the channel set up. The channels currently available for use are:
- #game-and-help-chat - a place to discuss anything related to ROKH (combines the old #game-chat and #help channels into a single channel)
- #general-chat - a place for off-topic chat (within our community guidelines)
- #looking-for-players - schedule sessions with other colonists
- #bot-commands-only - a place to use the bot commands to prevent flooding other channels
- #screenshots-videos - share your screenshots and videos of ROKH (combines the old #screenshots and #youtube-clips channels, the latter of which was originally restricted to Content Creators)
- #livestreams - advertise your upcoming livestreams
- #content-creators - keep in contact with other content creators
- !rank - find out your rank and level based on Discord server activity
- !links - display links to game guides, patch notes and known issues
- !social - display links to social channels for ROKH
- !wiki - display a link to the ROKH wiki
- !rules - display the ROKH community guidelines
Community Creations
We have also seen some great screnshots still coming through on Steam and Discord. Jamais203 submitted this shot of their base complete with full panoramic window on Discord.
Martin (Thilog) and rozon, also on Discord, have been hard at work on their base and have even got their first transmitter frame ready!
Belun spent some time making this impressive pyramid
Finally, after discovering that if you connect the pump 'backwards' compared to the input/output indicators rusty was able to successfully pressurise his habitat, but not before a couple of unfortunate 'incidents'
The last community creation I want to share is this video on YouTube by prozon where he breaks down the process he uses to reach cobalt tools in version 816: https://youtu.be/Xo_wtzwpPmk
And Finally...
Before I head off I wanted to share a couple of PSAs with you all. Following some requests we have made version 819 (new crafting update) available again to users. This version is 'unsupported' meaning that there are no official servers and you are unable to rent a server for this build, however you can run a local game or a Linux dedicated server if you have the hardware to do so. If you are interested in playing this version of the game please contact hello@rokhthegame.com and access will be arranged. For running a local server I have put together a short guide using tips I have been given by members of the community which seem to work fairly reliable, big thanks to Rutger for his help and advice making it. The guide can be found here:http://steamcommunity.com/sharedfiles/filedetails/?id=1101402165 We are also still looking for players with any experience or interest in writing wikis, especially on the Gamepedia platform, to update and flesh out the wiki. If you are interested, please contact either myself or DoctorPelusa on the Discord server. Hopefully this will be the first of many of these community spotlights. If you have any videos, screenshots or guides which you would like us to share please keep submitting them here on Steam, in the Discord server, by PM on Facebook or by email to hello@rokhthegame.com Signing off for now, Beaker86 (Community Moderator)
[ 2017-08-15 09:29:52 CET ] [ Original post ]
Hello Colonists. With the team deep in QA and bug testing we thought it would be a good idea to share some of what has gone on in the community over the past couple of weeks.
Discord
As previously announced, the Discord server (https://discord.gg/rokh) has selected channels reopened. Since the server was reopened we have also made some changes to the channel set up. The channels currently available for use are:
- #game-and-help-chat - a place to discuss anything related to ROKH (combines the old #game-chat and #help channels into a single channel)
- #general-chat - a place for off-topic chat (within our community guidelines)
- #looking-for-players - schedule sessions with other colonists
- #bot-commands-only - a place to use the bot commands to prevent flooding other channels
- #screenshots-videos - share your screenshots and videos of ROKH (combines the old #screenshots and #youtube-clips channels, the latter of which was originally restricted to Content Creators)
- #livestreams - advertise your upcoming livestreams
- #content-creators - keep in contact with other content creators
- !rank - find out your rank and level based on Discord server activity
- !links - display links to game guides, patch notes and known issues
- !social - display links to social channels for ROKH
- !wiki - display a link to the ROKH wiki
- !rules - display the ROKH community guidelines
Community Creations
We have also seen some great screnshots still coming through on Steam and Discord. Jamais203 submitted this shot of their base complete with full panoramic window on Discord.
Martin (Thilog) and rozon, also on Discord, have been hard at work on their base and have even got their first transmitter frame ready!
Belun spent some time making this impressive pyramid
Finally, after discovering that if you connect the pump 'backwards' compared to the input/output indicators rusty was able to successfully pressurise his habitat, but not before a couple of unfortunate 'incidents'
The last community creation I want to share is this video on YouTube by prozon where he breaks down the process he uses to reach cobalt tools in version 816: https://youtu.be/Xo_wtzwpPmk
And Finally...
Before I head off I wanted to share a couple of PSAs with you all. Following some requests we have made version 819 (new crafting update) available again to users. This version is 'unsupported' meaning that there are no official servers and you are unable to rent a server for this build, however you can run a local game or a Linux dedicated server if you have the hardware to do so. If you are interested in playing this version of the game please contact hello@rokhthegame.com and access will be arranged. For running a local server I have put together a short guide using tips I have been given by members of the community which seem to work fairly reliable, big thanks to Rutger for his help and advice making it. The guide can be found here:http://steamcommunity.com/sharedfiles/filedetails/?id=1101402165 We are also still looking for players with any experience or interest in writing wikis, especially on the Gamepedia platform, to update and flesh out the wiki. If you are interested, please contact either myself or DoctorPelusa on the Discord server. Hopefully this will be the first of many of these community spotlights. If you have any videos, screenshots or guides which you would like us to share please keep submitting them here on Steam, in the Discord server, by PM on Facebook or by email to hello@rokhthegame.com Signing off for now, Beaker86 (Community Moderator)
[ 2017-08-15 08:17:47 CET ] [ Original post ]
Hello Colonists, Following the requests from some players, we decided to re-open some channels on our official Discord. With the previous build being reinstalled on the official servers, we felt it was necessary for players to have channels to help each other or new players, or simply to chat! The reopened channels are: - General Chat - Help - Looking for Players - Screenshots Content creators can also post on: - Livestreams - Youtube_clips - content_creators We won't be as daily active as we used to be on it, but we will do our best to gather some info on a weekly basis and share some news on it about the bug fixing process that we have already started. Thank you Colonists! ROKH Dev Team
[ 2017-07-27 18:45:26 CET ] [ Original post ]
Hello Colonists, We are pushing live the previous version of ROKH at 6 PM CET (1h45 from now). Your steam client will udpate at that time, while we wipe the official servers and reinstall the previous version of the game. Expect them to be down for one hour. Thanks a lot, and see you again on Mars :) ROKH Dev team
[ 2017-07-27 14:17:46 CET ] [ Original post ]
Hello Colonists, Given the current servers situation, and following your requests, we have decided to come back to the version of ROKH from before July 13. This version suffered less from the various game-breaker bugs many of you are experiencing right now. This is the only alternative we have for the moment while we fix the current issues that appeared after July 13 patch (fatal errors and many of you kicked back to lobby). To apply this change, unfortunately we need to wipe the official servers to come back to the previous version of the game. If you have your own private server, you will have to do it yourselves following the commands in our dedicated Linux server setup guide or contact your own server provider. Really sorry for this inconvenience but given the current situation, this is the only solution we have so you can still enjoy the game on the various official servers. This rollback update should happen in the next couple days, stay tuned here to get the precise hours and date. Thanks to all of you, ROKH Dev Team
[ 2017-07-26 16:33:54 CET ] [ Original post ]
Hello Colonists, We are very grateful that, despite several issues, most of you have recognized the great potential of ROKH. Your love of the game's concept, core gameplay, and visual style has helped us keep our heads up high, even during troublesome server and technical issues. But, we're not going to be taking it easy on ourselves, as our goal is to convert as many of those "red thumbs down" reviews on Steam, into "blue thumbs up". We feel that the recent crafting update, which smoothes out a lot of issues with crafting, is a good start, but it's not enough. Players have been consuming the content faster (great!) but started going into less tested areas of the game with bigger bases, exploration of new zones of the map etc… This brought back some strong stability issues. Since launch, we understand that connections and server instability have prevented the game from being widespread by players, medias and influencers as they blocked you for having a long term enjoyable experience. The depth of the crafting and building features in ROKH make some bugs very hard to track and solve. We need more time and more quality insurance resources to fix them. The challenge that we, as an Early Access developer, face right now is that we have to prioritize fixing and expanding the game with limited resources. With the current state of the game, we estimate it will take two months of dedicated and intensive testing and tuning to be able to give you a truly bullet-proof game. That means, unfortunately, that we have to streamline our process, and focus our team on exactly what needs to be done. As such, we've made some decisions today that, while they might not make us popular in the short-term, will help us give you a great game in the coming months. For starters, support has to be reduced. It's an ugly fact, but there it is, and so - the official Discord will switch to read-only starting today. We will, however, continue to be responsive and keep an eye on the Steam forums. Official Servers will still be up, so you can keep playing, however, we are going to trim down the number of servers available. We're also going to take a longer time between issuing updates, to make sure they are ironclad before they are released. We want to thank you all very much for your support and feedback and our best way to express that gratitude is to work hard to give you the game we promised you. Also, huge thanks to our incredible moderators and testers who participated in deep testing sessions and discussions on their free time. We are moving forward with great confidence. ROKH is our dream game, and we're only part-way to making it a reality, so let's all get there together. Thanks for your understanding, and we hope to see you on Mars soon. ROKH Dev Team P.S. If you are a developer that believes in this project and want to get involved, please ping us at hello@rokhthegame.com.
[ 2017-07-25 16:56:04 CET ] [ Original post ]
Hello Colonists!
We are happy to announce that our newest patch is now live, we are currently wiping and updating the servers. They should be up in the next hour. Get ready to (re)discover the Red Planet!
As presented in previous devblogs, we are confident that this patch (biggest since our release) will change in a better way how you are experiencing the game right now.
With a streamlined crafting, you’ll reach the building stage earlier, allowing you to concentrate on optimizing the perfect Martian base with your friends.
The crafting UI has been greatly improved for a smoother experience too.
Unfortunately, these changes require to wipe all the official servers as most of the crafting recipes have been modified. If you own a private server, you will have to wipe it as well to play with this updated version of the game.
While mining and extracting raw resources, you will get more information (quantity left in a node, name of the resource, level of pickaxe required). By pairing that with the highlighted stats in the crafting UI, be sure to make better crafting choices.
A lot of new animations have been added, for a more dynamic player experience while you are exploring the Red Planet. Community objectives have been reworked, we hope they drive players to collaborate together on each server!
Finally, a lot of fixes have been added in this patch. Feel free to share your comments, feedback, bug reports as we are monitoring daily the Steam forums, our Official Discord Channel, as well as our social medias (Facebook and Twitter).
If you report a bug, please follow the instructions provided on the Steam forums ( How to report a bug ) or on Discord, it helps us debug in a more effective way and helps also our moderators to relay the information! (Big shout out to them: Beaker86, DoctorPelusa and HolyAvengerOne, thanks for your awesome help!). Thanks also to all players who played a bit of the experimental build in the previous days, and provided us really valuable feedback.
Finally, given the many changes and fixes provided with this patch, many threads from the Steam forums will be no longer relevant, expect some of them to be archived.
But enough of chitchat, here are the patch notes
[ 2017-07-13 19:36:58 CET ] [ Original post ]
Hey Colonists, We hope everything is doing well on the Red Planet! Since last week announcement we have noticed some strong reactions to the crafting streamlining patch that we will be pushed live next week. From what we have read, everyone praises the fact that this will greatly reduce the tool switching actions while crafting. Some of you have expressed concerns about losing the depth of crafting with the recipes simplification. We wanted to repeat here that our team has designed this simplification in a great way: it removes the shallow repetitive crafting actions. We are confident this will help players to focus on strategic choices related to the resources and parts stats to optimize their crafting results in a great way. Remember also this is only the V1 of the rework of the crafting system and we are already designing a V2 which is far more ambitious. For example, it will not rely anymore on the tools equipped in your toolbelt, but on all your backpack. It will also display each version of the same tool, so you can choose between the low quality and high-quality tools. This will allow players to manage the durability damages in a really efficient way. Finally, remember that we are planning a server wipe for this patch. All official servers will be wiped to update the game. Most of the items recipes have been changed, so a server wipe is required. We will communicate a precise date and hours for the patch later next week.
Community Creations
We had some really cool creations from the community since last week! Firstly, let’s present you the 4th of July Contest Winner!
Lukas did a really great job with his base with this beautiful US flag integrated in the whole structure! Especially the blue part of the flag replaced by windows, that’s a clever move
[ 2017-07-07 15:06:37 CET ] [ Original post ]
Hello Colonists! As mentioned in last week update, we will soon publish a big content update that will change a lot of things in ROKH, especially our main game feature: the crafting system. From many comments we received, it appears indeed that even if many of you love the depth of the crafting system in ROKH, you need to craft many tools and machines before reaching a certain level of advancement in the game. The impact of raw resources used in the game is also one the of strongest point in our crafting system. Each component built using specific resources will direct have consequences on the crafting tree: your end-product is conditioned by the crafting choices you made earlier (reversible of course using the salvage system). The first main problem is the divided aspect of the current crafting UI system, especially when it comes to craft complex items. Each recipe is enclosed in specific tools (or machines), and you soon have to switch between them in your toolbelt. This is the only way to craft all the components you need for the desired end-product. Some advanced players have quickly mastered the minimize and switching tool actions. But we noticed that even if you get used to it, it can still be a frustrating process, and needed to be improved. The second issue was about the complexity of the recipes. Many players complained about that: they were too many intermediate recipes before reaching the end product. We felt it was important to simplify the recipes, allowing players to reach the building stage of the game faster. The third problem we identified was related to the input slots while players look for the ingredients in their backpack. With all the various items you can get in ROKH, the backpack can quickly become messy, and finding the right input in the crafting UI using the right panel can be frustrating, even with the research function.
Remove frictions from the crafting experience
Improving the crafting UI is the first goal here:
On this screenshot, you can see that all crafting items equipped in your toolbelt are displayed on one single screen. You can select the tools using the icons on the left. Note that the UI takes in account only the crafting tools (tools with recipes). You can launch a crafting process on the manufacturing tool and jump right away to the assembly tool by clicking on its icon. The experience is a lot smoother, and brings a great dynamic to the crafting experience.
Simplify the input selection
This new system also introduces a clever sorting function: no tedious scrolling to find your ingredients! Once you have selected a recipe, if you have the requested ingredients in your backpack, they will be automatically displayed on the right part of the screen. If you have multiple times the same parts made from various resources, they will also be displayed.
Reflect the stats and benefits on the crafted item
Finally, the impact of the resources or components used in the crafting process needed to be highlighted. It needs to be clear what benefits you will get with your end product if you select a part/resource with specific stats. With the new UI, the most important stats of your end product are indicated clearly under the input slots. Based on that, each ingredient you could use has the respective stats highlighted. It applies also a color system to reflect the optimization level of your choices.
Simplify the recipes, reduce the crafting steps
It was important to smooth the crafting process by reducing the steps required for frequently produced items. In the meantime, we needed also to maintain the crafting depth we already have, but making it more accessible. Several choices have been made. The crafting is split into 5 disctinct tiers, instead of the 4 previous tiers which were less distinct. The size variations we had before (XS, S, M…) on many parts is no more, it means everything is easier to find, because there is less clutter in the inventory. We have also reduced the number of components and their ingredients. For that, we have converted many components to become parts. We thought that it was too complex, without adding valuable depth. The goal here is to allow players to reach the advanced building stage, so they can get big bases with lot of machines, workbenches and concentrate on optimizing their shelter.
A new recipe system that will require a server wipe
For this crafting streamlining, we will change the data on basically every recipe, and some items will be moved or merged into others. For that reason, this update will require a server wipe. We have always been reticent to wipe the servers since the launch of the game. Some players have spent a lot of time building their bases and we are aware that it is frustrating to lose his data after playing for a long time. But thanks to this crafting streamlining, players will be able to reproduce in a quicker and smoother way what they had built before. By highlighting the right stats when crafting, players will also do better choices than they initially done. In conclusion, we are confident that this improved crafting system provide great value to ROKH, by opening up the gameplay surrounding crafting. We hope it removes constrains felt by many players and to let them build advanced bases. By implementing this new recipe system, we are building a solid base for improved crafting UI. We hope you have noticed the improvements described above. Know that this is only the V1, and we are already working on a V2. Right now, this UI still relies on the toolbelt. But we are designing an even more advanced version that won't even require to equip tools in the toolbelt. This version will "scan" your backpack, displaying a single-screen crafting menu. You will get more info on it really soon.
Current situation Servers and Connections issues
We take the opportunity of this devblog to also let you know the current servers and connections situation. Some players are currently having some strong severs and connection problems. One of the issues reported to be impacting some players related to when they attempt to connect to a server and are eventually kicked back to the lobby as unable to connect. We understand this is very frustrating and want to assure the community that we are working on solutions. The issue is related to server performance and impacted by some other factors including:
- Hardware of the host machine
- Current server population and load
- Gameplay bugs that impact the server
[ 2017-06-29 13:26:04 CET ] [ Original post ]
Greetings Martians! We hope you are doing well since last week :) ! First of all, we wanted to thank some players on the Discord channel and the Steam forums who helped us really well to identify an issue regarding the queue length on the servers. This problem seems to happen when someone overpressurizes a habitat. It causes the queue to go super high, and because other players are also doing things it never catches up. This could be the key to allow some servers which are down for a while to finally restart.
Community Creations
ХаиМ sent us his creations on Facebook, and we were amazed by the different bases he has created with the game! Especially the Deep Space Transmitter frame on the pyramid! Congrats ːsteamhappyː!
Like him, if you want us to display to the community the best creations, don't hesitate to send us your screenshots on social medias! Cofresi also did a solid base, completely double layered to avoid radiations
Improved Crafting Interface
We are also working on a better crafting interface to reduce the frictions of gameplay in the game. We have gathered all your feedback & suggestions on the steam forums and Discord. Following that input, we have designed a new interface which allows to have all your tools displayed on one screen. You won't have to switch tools with your toolbelt in the crafting process. The deep crafting system being a central feature of the game, these changes will change the way you are playing ROKH in a really good direction. We will do an announcement in the coming days to introduce you this new system before it's available in an upcoming build. Stay tuned and see you soon! ROKH Dev Team
[ 2017-06-22 19:59:24 CET ] [ Original post ]
Greeting Martians We have pushed a new build to Live. Server admins will need to update and restart their servers to get the latest build!
Hotfix - Build 816
- Fixed an issue in the pressure system that could cause server queues to continually increase to very high values, making them unable to be connected to.
[ 2017-06-22 19:20:20 CET ] [ Original post ]
Greetings Martians, We will be pushing a Hotfix at 4.00pm EDT to fix two critical issues that have been reported and are affecting Live servers. Details are below.
Hotfix Notes (Build 815)
- Addressed an issue in the pressure system relating to the Gas Reclaimer that was causing servers to crash and continuously loop on startup. - Fixed an issue where using the Wrench to repair an item would sometimes crash the client when reaching 100% completion.
[ 2017-06-15 19:03:31 CET ] [ Original post ]
Hello Colonists, We hope you liked the additions provided in last week patch, especially the in-game chat and the salvage system.
Community creations
On our various channels, we were really happy to see some crazy bases! First of all, let's introduce our favorite bases of the week (with a preference for Axahopet's base, you may understand why ːsteamhappyː!) Axahopet's base
Really nice shapes for Rabbit411's bases!
Exsilium made a solid setup right there:
SpaceZebra took great advantage of the verticality of Mars:
These are all great bases, each with there particularities, we loved to see them! Keep sharing your creations guys! Apart from bases, Exsilium started to use the heavy-machinery here ;) (screenshot by M1ster_Mischief)
And Toops shared this beautiful vista from a Martian mountain when the sun was rising, nice atmosphere!
Overview of the current issues
We thought the fixes we have integrated in the patch would have corrected some server issues. Unfortunately, the patch does not seem have corrected some bugged pressure systems as we expected, many official servers still being down, in a restart loop or not starting up properly. We are also sorry to see that many players are encountering connectivity issues. Those servers and connectivity issues are our #1 priority, and our programmers are working hard to provide a hotfix really soon. We have been carefully monitoring the steam forums and the discord to also identify the main issues since the patch release. From what we summarize, the current most urgent known issues are the following:
- Wrench Crashes issue (see the current known workaround in the steam forums)
- Salvage & Pick-up bugs
- Gas & Pressure system related problems
- Enclosed spaces: putting the last tile crashes the server (habitat with multiple rooms and/or additional layers of tiles)
- Duplication problems with inventory/storage
Content Roadmap
We are finalizing our content roadmap for the upcoming months, and as soon as we have a solid plan, we will share it with you guys! A bit of patience, but expect some good stuff :) Thanks again for your reports on the steam forums, for sending your logs to our email hello@rokhthegame.com, or simply sharing your ideas and suggestions about the game. See you on Mars, ROKH Dev Team
[ 2017-06-14 16:27:36 CET ] [ Original post ]
Greetings Martians, We’re pleased to announce that we’ll be pushing a big new patch to Live today that should fix several major issues as well as introduce some cool new features to help you survive on Mars! With the new chat feature you’ll be able to communicate with other colonists on your server, and the new extended use of the crowbar will allow you to Salvage crafted objects back into their base materials. If you have a server you regularly play on we recommend favoriting it via the Steam Server menu. You can now connect directly to your chosen server through steam to get into the game and start playing! In addition to these new features we have also addressed major bugs that have been reported by the community. These include some server crashes, and an issue with persistence for locked doors. Thank you to everyone for your patience and assistance as we worked on the patch!
Patch Notes for upcoming update (2 PM EST) (Build 810)
Features and Improvements
- Added a new Chat Feature
- Shows on the lower left of the HUD.
- Currently allows players to send Global and Private messages to others on the server.
- Accessed by default with TAB key and can be remapped if desired.
- Implemented the Salvage feature
- Crafted objects and tools can now be broken back down to recover their base materials to reuse them for other crafting goals
- Craft in place workbenches can be deconstructed using Salvage, allowing frames to be picked up.
- This feature is accessed via the Crowbar tool.
- Can now connect to a server via the Steam server list in addition to the in-game Server Browse menu. - You can favorite your chosen server in the steam menu so you can easily join the game. - Connecting to a server via the Steam server list will automatically launch the game and connect you straight to your chosen server.
- Added a starting Hammer tool for all new colonists and on respawn.
- Did some rebalancing to the items found in caches and chests.
- Fixed a Server crash relating to disconnecting items from a power grid.
- Fixed a Server crash relating to a specific power circuit setup
- Fixed a server crash relating to connecting pipes and storage tanks in a certain array.
- Fixed 2 additional crashes that were affecting server stability
- Fixed a crash when splitting stacks from one input slot to another
- Fixed a crash when attempting a second interaction on an item before finishing the first
- The Magnetron is now able to be crafted.
- Switches now work correctly
- Doors will now remain locked after a server is restarted.
- The Tile Mould can now be picked up.
- Fixed a number of floating or misplaced art assets.
- Fixed some backstory items that were non-interactable.
- The TAB key can now be rebound. ALT and CTRL can also now be used as combo inputs.
- Audio settings are reverted when cancelling the options menu if they were not applied.
- Improved the overall visual look of the pickaxe and assembly tool.
- Tools will now reflect visually the material they are crafted from. So when you make a pickaxe from gold, it should now visually appear gold!
[ 2017-06-08 17:31:40 CET ] [ Original post ]
Hello Colonists, Busy days for us currently as we are working hard on the next patch. We wanted to thank you again for your patience waiting for it. As said before this patch is the biggest one since the release, and we really want it to be stable. We thought we could be able to release it last Monday, but additional days of QA have highlighted various issues.
Slight delay on the patch release
Apart from some stability bugs that have appeared, one of the main thing that prevents us from releasing the patch is the in-game chat system. We encountered some design and integration issues. We decided to rework it and that's why we are late on the targeted date. At first it was supposed to look like this:
But we thought it was not obvious enough that players could scroll the past discussions. The solution was to add a scroll bar:
Right now our last issue is that longer messages get cutoff in the window. So we are really close from solving this and you should expect the patch ASAP.
Salvage system will be back with this patch
This patch will also re-integrate the salvage system into the game (as well as resolving a lot of bug and crashes related to the crowbar). The salvage system is truly a game changer feature and it will change the way your are crafting and building things in ROKH. In ROKH, all items are composed of components and parts. Salvage allows you to decompose an item back into the ingredients that were used to create it. This is true even if you did not craft the item in the first place. So, for example, if you find a battery on a corpse, but you don’t need another spare battery, you can salvage the battery to obtain the medium box, coil, and medium rod that were used to create it. Afterthat, you can recycle the components to get raw resources. Salvage function becomes an alternate way of getting resources (instead of mining). Salvage also allows you to update your socketed workbenches by replacing parts and components by better ones, made from better resources. The UI of the salvage system (for items you have in your inventory) is the same as the repair system: you drag the item in the UI and select the parts you want to salvage/replace.
Additional info
Also, we want to repeat here that we are totally aware of the connectivity issues some of you are encountering with the servers (coming back to the menu after the map selection screen or "Kicked back to the lobby" message). We have someone working on this issue actively and we are confident it will be resolved really soon. With the next patch, players will be able to access to server through the Steam Servers menu. That way, they will be able to set favorite servers and connect from there to the game. It will greatly reduce the long loading time you are experiencing right now. Again thanks a lot for your patience and we hope you will understand why we took the time here to work on a great and stable patch. Take care, ROKH Dev Team
[ 2017-06-07 17:27:13 CET ] [ Original post ]
Hi Colonists!
We hope you are succeeding on the mission to colonize Mars. The team is thrilled to see so many advanced bases in the Steam Screenshots section, and on our Discord channel. The community has shown seriously impressive work.
Here are the selected screenshots of the week made by the community:
The frame to build the deep space transmitter is kind of huge!
A base made of doors with a really cool pressure system setup!
Love the space optimization on this one:
A lot of machines here, it is going to require a lot of solar plates!
We saw some "scientific experiments" were made too ^^:
We also wanted to highlight a special contribution from the community: Here, resources and their stats are being compiled in a convenient spreadsheet. Check it out, and help Sarcoth who impressed us kicking this off:
ROKH Resources Spreadsheet
Patch Highlights:
Last week was very exciting as we had the opportunity to solve a critical issue regarding the server connection: loading was stuck at 90% for many players. With the help of the community here on Steam and via Discord we have successfully fixed this issue. One patch was released last week as the team continues to concurrently add new features to the game as well as deploying fixes on known issues. Our next patch will be the biggest since launch. It will include fixes for some problematic and downright annoying issues we’ve seen (servers stability) and also some exciting new additions (salvage system is back in the game!). We want to be confident in its stability, so please bear with us as we take a few additional days to do QA. Here are the main changes you can expect from it:
- Chat (global and PMs)
- Door locking fix
- Server crashes (relating to the pipe and pressure system, and one relating to removing elements from a power grid - should allow servers in a restart loop to stop doing so)
- Salvage system (allows player to deconstruct the parts and components of a socketed machine)
- Updates on some recipes inconsistencies
- Some other changes to be confirmed later this week
Known issues:
New issues identified this week:
- Switches and Regulator can be quite buggy
- Fully enclose a base with several rooms/levels can crash the server (identified first with additional layers of tiles)
Newly discovered issues being addressed since last week
- Functional Key binding (some minor problems still to be corrected)
- Placed tiles and stored items no longer take durability damage over time.
- Added ‘Retrieve All’ buttons for inputs and outputs for workbenches.
- Added missing recipe that blocked crafting of the Arc Welder
- Fixed a bug that was causing loading to become stuck at 90%
[ 2017-05-31 16:59:18 CET ] [ Original post ]
Greetings Martians! It’s been a busy week here on Mars and we have a new build with some important fixes and improvements ready to go live tonight! We know that custom key-binding was a very important feature to the community, in this new build you will now be able to do so via the Options Menu. With the help of the community here on Steam and via Discord we have fixed the issue causing the 90% loading bug and characters affected should now be able to log in once they are updated to the new build. Special thanks to everyone that reported the issue and helped us narrow it down.
Patch Notes for upcoming patch 5.30 EST (Build 773)
- Keybinds can now be re-mapped via the Options Menu. - Fixed a bug that was causing loading to become stuck at 90% - Placed tiles and stored items should no longer take durability damage over time. - Added ‘Retrieve All’ buttons for inputs and outputs for workbenches. - Added missing recipe that blocked crafting of the Arc Welder
[ 2017-05-25 20:40:15 CET ] [ Original post ]
Hi Colonists!
What a week! We have been monitoring the steam forums and the Discord since the launch. Several big issues were happening especially about the servers not displaying in the server browser. This was a critical issue that we have corrected Thursday night with our second patch.
Also we wanted to apologize for the server not restarting automatically yesterday night. We checked with GPortal and their deamon had an issue, which impacted the automatic restart function. This is now corrected.
Thank you all for the info coming on the forums and on the Discord channel. A special thanks to all the advanced players starting to get really far into the crafting tree, and giving us great feedback to balance the game in a better way, not mentioning the problems they can encounter and report with advanced building.
Some cool bases screenshots that have been published so far:
A golden base (looks like the indoors of a James Bond villain's base)
A funny visual bug (that we will correct obviously):
Difficult moment here:
And finally a beautiful view of the Red Planet
Patch Highlights:
3 Patches were done during this first week, with urgent fixes (this server browser problem was quite annoying indeed!) and some bugs crashing the servers (putting wires, some crowbar related issues) and additions to the game (e.g. option menu available with Esc).
Known Issues:
Please find our current list of known issues and workarounds for some of them here: Known issues and workarounds Priorities for this week: Right now main priorities on bugs and balancing are: [olist]
- In-game chat: working on it right now, needs some QA, and should be included in a patch really soon
- Functional key binding: almost done
New since launch:
- You can now hold left click on a resource node while holding a pickaxe to mine continuously. - Options menu can now be accessed from the in game menu. - You can now see the name of your server by opening the In-game menu. - Improved the Browse Server list to show all available servers - Smelter no longer resets crafting after being minimized and re-opened. - Tools now remember the last selected recipe when swapping between tools or minimizing and reopening. - Tile crafting speed has been increased across all tools and workbenches. - Servers that are in the process of coming up will now show as greyed out in the Server Browser, once they are ready a refresh will update them to be playable.
Fixes:
Server Issues - Fixed a server crash relating to placing wires or pipes. - Fixed a server crash related to using the Wrench and Repair. - Fixed a server crash relating to picking up some items with the crowbar. (crowbar still seems to produce lot of crashes when picking up wires and some socketed objects) Gameplay Issues - Fixed a bug where V-Sync options were inverted. - When partially repairing items the UI will now properly update. - Fixed a bug where Craft in Place frames could be picked up, causing them to be non-functional when placed back down. - Fixed a bug where some socket objects were unable to be picked up again after placing them (works mostly for simple objects, not craft-in-place workbenches) Changes/Updates: - Input slots in workbenches will no longer show a substance stack present after crafting completion, if the stack is reduced to 0. - Auto refresh in the Server Browser is now off by default. - ‘Have Character’ marker is now disabled as part of the server browser fix. Thanks a lot Colonists, Stay tuned on our community hub here on Steam or on social medias, See you on Mars! ROKH Dev Team
[ 2017-05-24 09:22:34 CET ] [ Original post ]
Hi everyone, Yesterday we were able to confirm that our fix for the Server Browse issue worked! It is now much better and the full list of available servers should now appear after a refresh. You can now also preview upcoming servers in the list, they will show as greyed out until they are ready to join! We’re still working hard and reading all your feedback on the forums and the official Discord. We are currently working to push a build to Live that contains some critical fixes for the weekend.
Patch Notes for upcoming patch 7.30PM EST (Build 756)
- Fixed a bug where Craft in Place frames could be picked up, causing them to be non-functional when placed back down. - Fixed a server crash relating to picking up some items with the crowbar.
[ 2017-05-19 22:47:30 CET ] [ Original post ]
Greetings Martians! We are preparing to push a new build to live for Rokh. We understand that the issues with servers not appearing in the Server Browser has been an ongoing frustration that we hope will be addressed by this patch. IMPORTANT NOTE : As a consequence of this change, the marker denoting whether or not you have a character on a server will no longer appear. Your character is still on the server but for the meantime we are forced to disable it from appearing. You will be able to join the server and continue play as normal. Be sure to remember the name of the server you were on. This is only part of a full solution, and we will be continuing to improve server visibility and connectivity to help everyone get to Mars, in upcoming patches. We greatly appreciate your patience while we fix the issue.
Patch Notes (Build 751)
- Fixed a server crash related to using the Wrench and Repair. - Improved the Browse Server list to show all available servers (‘Have Character’ marker is now disabled as part of this change). - Fixed a bug where V-Sync options were inverted. - You can now see the name of your server by opening the In-game menu. - Servers that are in the process of coming up will now show as greyed out in the Server Browser, once they are ready a refresh will update them to be playable. - When partially repairing items the UI will now properly update.
[ 2017-05-18 20:15:30 CET ] [ Original post ]
Dear Colonists, We’ve been keeping a close eye on the Steam Forums and our official Discord channel and have been gathering your feedback. It’s important to us that we keep you updated on the list of known issues we are currently working on and that should be addressed ASAP in upcoming fixes: Server Access: - Servers are up but not displayed in the in-game server browser Right now this is our highest priority issue and we are pouring all our efforts into finding an effective workaround. The issue stems from an issue with the Steam API causing a timeout which prevents us from getting all the info in the browser. This is the reason why sometimes you are not finding your server listed in the Server Browser even after refreshing. - While creating a linux remote server (after entering the create_server.sh command), the server is still waiting for database. We are currently investigating this problem, and if you have the output file related to the issue in ////LinuxServer/Database/mariadb-10.1.11-linux-x86_64/data/14200/*somename*.err please send it to hello@rokhthegame.com - Creating a Windows remote server using the .bat files in the game folders is not working Right now, you can only create a local server on Windows config. The .bat files are not yet compatible to create a remote server based on Windows. You may make it work, but this will more than likely result in poor performances as soon as the you have several players on it. We are currently only Linux compatible right now. You can set up your server using the method described in our guide: How to setup a linux server - Players using Windows Insider build cannot launch the game We have prepared a test machine and are trying to resolve the compatibility issues ASAP. We have a potential workaround for now. - Local server creation Yesterday we patched a fix that should have corrected most of the issues with local server creation. A server can take several minutes to be displayed in the server browser after launching, depending on your hardware. In case of problems check our workarounds: Workarounds Gameplay: - Socketing wires and pipes can crash the server Currently being debugged, this is our top priority issue in the gameplay right now, and will be corrected in a patch pushed tonight. - Access options from the pause menu We will be pushing a patch that will allow access to the option menu from the in-game menu tonight. - Key binding not working - In-game chat - V-Sync toggle on/off is inverted We are working on both these features for an upcoming patch. Full patch notes for the upcoming patch (8 PM EST) , servers will be down for one hour maximum: - Fixed a server crash relating to placing wires or pipes. - Fixed a bug where some socket objects were unable to be picked up again after placing them. - Smelter no longer resets crafting after being minimized and re-opened. - Tools now remember the last selected recipe when swapping between tools or minimizing and reopening. - Input slots in workbenches will no longer show a substance stack present after crafting completion, if the stack is reduced to 0. - You can now hold left click on a resource node while holding a pickaxe to mine continuously. - Options menu can now be accessed from the in game menu. - Tile crafting speed has been increased across all tools and workbenches. - Auto refresh in the Server Browser is now off by default.
[ 2017-05-18 00:46:13 CET ] [ Original post ]
Hey Colonists, First of all thanks for all your feedback, comments and suggestions during these past hours. One request we have particularly noted is the in-game chat. Rest assured, it's on the way! Sorry about that. In case you missed in our guide (here Guides ), in the meantime, you can join your fellow colonists on ROKH official Discord Channel. It even comes with local rooms for each servers and you might meet some of our dev team! See you there: https://discord.gg/FpdTvGn Over and out!
[ 2017-05-16 22:05:03 CET ] [ Original post ]
We are going to deploy a patch in 15 minutes. Servers will be down for approximately 1 hr but WILL NOT be wiped. Here is the full patch note: - Creating a Local Server while playing locally should now work correctly. - Oxygen gained from using the Electrolyzer has been increased. - Server browse Auto-Refresh tick rate time is now lengthened to 2 minutes. PS:Remember you can toggle off Autorefresh from the server browser menu - GPortal button on Server Browse will now lead to the official Rokh URL - Server crashes fixes Thanks for your patience and understanding.
[ 2017-05-16 21:42:31 CET ] [ Original post ]
Welcome Martians! We’re in Early Access and Mars is now ready for you to explore, build and colonize! The team has been working very hard these past few months to bring you a unique, immersive experience on the surface of the red planet. We on the development team are very excited to open the game to the public and are looking forward to seeing what the community creates. We’d like to give a special thanks to our dedicated group of alpha testers who have already helped us to identify and resolve some key issues and helped us get here to launch. Our focus for the immediate future will be working to resolve any pressing issues that may arise and rolling out patches to ensure a great experience for everyone. Watch our Launch Trailer here: Launch Trailer As you take your first steps on the red planet rest assured that this is just the beginning for ROKH. The team will be watching closely and reading your feedback. We are poised to work together with the community and keep making the game even bigger and better! You can check out the latest patch notes here Patch Notes Forum Thread and workarounds known issues Also, check our guides to learn to play the game: ROKH's guides - The Rokh Development Team
[ 2017-05-16 14:39:21 CET ] [ Original post ]
Dear Colonist! The long travel to Mars will shortly end. In the last moments you have before landing on the Red Planet we advise you to read all the documentation made by United Mars to prepare you for those extreme conditions! Find all the guides here: Survive on Mars 101 We hope you will have a safe landing! ROKH Dev Team
[ 2017-05-15 17:07:50 CET ] [ Original post ]
We are excited to announce that ROKH will be available on May 16 for Early Access.
Watch the Gameplay Trailer
We’re getting ready to launch!
Checkout the new trailer “above” to get a first-hand look at ROKH - from the initial descent to building massive structures, this unique tile-based construction system will bring grand scale building and crafting to Early Access players on May 16.
Stay tuned Colonists!
[ 2017-04-26 12:52:37 CET ] [ Original post ]
- Develop - Linux [3.28 G]
ROKH is a futuristic survival game, deeply rooted in scientific and realistic anticipation.
Players will have to work together to overcome the many threats they will have to face on planet Mars.
Created by team members behind Thief, Half Life 2, Dishonored, Age of Conan and Assassin’s Creed, ROKH is an adaptive survival game that is built on top of Unreal Engine 4 and deeply rooted in science. Players will land on Mars to find that the previously developed human colonies have been decimated and they must work together to overcome and survive. ROKH features a persistent world and co-op multiplayer.
In ROKH, players explore the Martian landscape as they scavenge through the deserted structures to gather the resources they need in order to survive. With few blueprints, they must use their ingenuity to create tools from a variety of materials and construct their own encampments with no design limitations - giving new meaning to “Assembly Required.”
ROKH is a complete immersion into a cold and dry land that harbors a wealth of resources to extract and exploit. Players will explore Mars, paving the way for settlers to come, as Earth’s resources are tapped and the planet is dying. Mars is hostile and joining forces with friends increases efficiency and invites trade and barter to develop a habitable, yet, customized ecosystem. ROKH is a mix of crafting, survival and exploration with an overarching story, that allows to freeform and build a colony how they want.
Early Access Key Features
TILE-BASED ASSEMBLY
ROKH features tile-based assembly inviting you to design and construct your habitat the way you want. Build on your own or work with others to create a fully customized, massive Martian colony. Clever builders will ensure their structures can support future add-ons to maximize resources.
ADAPTIVE SURVIVAL
Each and every one of your moves serves one goal: survive! You will need oxygen, food and water, and to protect yourself from heat, cold, radiation and injury. While Mars offers some accessible resources, you will need to be adaptive and creative to properly develop your colony.
A BEAUTIFUL AND DEADLY PLANET
Through Unreal Engine 4’s visual capabilities, you will explore the wonders of the red planet. From majestic dunes, biomes, crash sites, abandoned bases and frightening and deep valleys, you will visit a variety locations to find life-saving resources and uncover the mysterious demise of the first colonists. Mars is deadly and being outside on a frozen night or stuck in a sandstorm can lead to fatal results.
FREEFORM CRAFTING AND MODULARITY
Instead of classic blueprints, ROKH’s crafting system is based on modularity. Devices, tools and weapons are craftable and customizable, but must also serve your needs. Some crafted devices can be socketed into your walls to automate tasks, provide heavier defense systems, increase survivability, provide creature comforts and much more.
Upcoming Key Features
- Combat system
- Completely craftable vehicles
- In-game programming system
- Hacking system
- Deep space suit upgrading system
- Food growth system
- Community events
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