





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
For those unaware, this is ZGA's last couple of hours in Early Access (all going to plan [which will be a first]). I just wanted to thank the entire community for being great in so many ways. Firstly, without your help in testing ZGA would, without a shadow of a doubt, be a borderline-unplayable-bug-ridden monstrosity right now. It's hard to maintain any kind of realistic perspective on something that you've been working on every day for years. When putting ZGA in Early Access, I genuinely had no idea if people were going to love it, hate it or anything in between. I initially made the game free so that I could abandon the project if nobody liked it, without ripping anyone off. As it turned out, people, for the most part, loved it. So, I would also like to thank everyone who's ever told me what they think of ZGA. Without you, I literally would have stopped work on ZGA two years ago or otherwise would not have had the motivation to continue developing it to this extent. I'd also like to thank everyone for their patience over the course of Early Access. It was inevitable that there would be some pretty serious issues at some points during Early Access. I've always tried to resolve these as quickly as possible but I really appreciate that no one's ever been anything but helpful and patient with these. Also, I'm aware the playerbase has not always been as active as ideal (in fact some work has been required to find a match for the most part of ZGA's time in Early Access). Before making the decision to enter Early Access I had looked at other multiplayer games and seen that, all too often, they were review bombed for not having an active enough playerbase. This can, of course, become something of a self-fulfilling prophecy and potentially render an Early Access game dead-on-arrival. Somehow ZGA has managed to escape this fate, even in recent months when the playerbase has been least active. Once again, I'd like to thank the entire community for their patience in this respect. All going to plan, an inactive playerbase shouldn't be a problem again for a long time after launch. Also, I've mentioned bug reports, but I'd also like to thank everyone for all the general feedback. A lot of player suggestions have been incorporated into the game and I think it's definitely much better for it. I wanted to make a full list of suggestions that made it into the game, but sadly I'm too pushed for time before the launch now. It was a lot in any case. One such suggestion (which was suggested by many people) was the community made maps feature. This was an insufferable faff to add, not least because I spent a long time trying to implement it using a UE4 system that turned out to be a dead end. But it was definitely worth it. The quality and inventiveness of the community made maps was amazing and I was deeply moved that anyone had the enthusiasm for ZGA to put that much effort into it. As most will know, I asked one such map maker (Max Graw) to join the project as an artist for the last 6 months or so. Anyway, thanks most of all for believing in the game. -Jon
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