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No Rest for the Wicked |OT| Sleep is for the week

Luipadre

Gold Member
This game is so addicting i could revisit the first area over and over again for hours and hours and not get tired of it. I love the fog of war system here. Loot and combat is so addicting. I think i wont move forward with the story and leave the rest of the zones for 1.0 and just gonna fuck around in the first area and searching for new loot and resources and upgrading stuff.
 
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Maiden Voyage

Gold™ Member
Patch is out and its a big boi
No kidding...
https://forum.norestforthewicked.com/t/patch-notes-early-access-patch-1/9963 Patch Notes - Early Access Patch 1
Celebrating our 2 week launch anniversary of No Rest for the Wicked we are releasing our first Early Access Patch!This patch brings significant CPU and GPU performance improvements (especially when it comes to traversal and “heavy” areas), keyboard control remapping, a new mouse/keyboard control scheme, increased inventory stacks, chest inventory access at vendors / crafting, bows using stamina, earlier housing access, Quality of Life and 45+ bug fixes.With all of the performance improvements since launch, we are updating our recommended PC specs! See the second image for details.As always thank you for sharing your feedback, please keep it up!

Performance:
  • Optimized Prologue Outro, Ship Attack, Phalen Armada, and Sacrament Intro Cinematics
  • Mountain Pass Gate area optimizations
  • Significant optimizations to content loading and unloading in order to reduce dropped frames and improve baseline performance while traversing through environments
  • Improved performance for Ice and Frost enchantment and combat effects
  • Optimized enemies making them faster to instantiate across the board
  • Improved GPU visibility culling and general handling of off-screen content
  • Optimized micro physics objects across the entire game
  • Various cumulative improvements to baseline CPU performance
  • Fixed various cases where internal errors were firing rapidly and constantly, leading to potential performance degradations
  • Added preloading for frequently used objects to further reduce performance drops during gameplay
  • Additional timeslicing systems for streaming performance improvements
  • Optimization of the Pooling System to further reduce performance spikes
  • Optimized vast amount of meshes and textures
  • Optimized numerous Visual Effects
  • Optimized pre-placed and dynamic enemy ragdolls
  • Optimized Character Rendering across the board
  • Rendering performance optimizations for better GPU performance across the board
  • Cleaned up and archived duplicated content for decreased memory usage
  • Cleaned up legacy content in all areas across the game to reduce memory usage

Quality of Life:
  • Vendors and Crafting Tables/Refineries can now access resources directly from storage
  • Housing is now available sooner right after completing the “Sacrament” quest instead of after completing the “Of Rats and Raiders” quest
  • Updated sorting for inventory to these categories:
    • Gear - weapons, armor, rings, offhands, tools, runes, housing items and item blueprints
    • Food - ingredients, food, and recipes
    • Combat Consumables - Bombs, Vials, Oils, and Embers
    • Resources - Resources, Gems, Components
    • Realm - Realm and Key items
  • Last equipped food/quick item will be saved when leaving and rejoining realm
  • Deprioritized ingredients being the next auto selected food when the last currently selected food is eaten.
  • Cinematic Skip prompt will appear upon pressing the button instead of holding it
  • Improved legibility of some controller icons on the Steam Deck

Settings:
  • Added custom key rebinding options for Keyboard (controller rebinding coming soon!)
    • Menu key rebinding currently not available
    • Localization in progress
  • Added an additional Mouse and WASD Keyboard control layout (on by default)

Content Additions:
  • New house “The Knot” for purchase near Sacrament Cemetery for 8 silver
  • Tier 3 Armor Sets: “False Ones”
    • False Guardian
    • False Harbinger
    • False Oathkeeper
    • False Remnant
  • New Character animations to Main Menu and Customization Screens

Loot:
  • Increased number of slots of all chests and cupboards
    • Engraved Hearthside Chest raised from 35 to 40
    • Medium Chest raised from 20 to 30
    • Small Chest raised from 10 to 20
    • Large (and Large Noble) Cupboard raised from 30 to 40
    • Medium (and Medium Noble) raised Cupboard from 20 to 30
    • Small (and Small Noble) raised Cupboard from 10 to 20
  • Nerfed Focus grant on all Focus Vials
    • Large Focus Vial decreased from 300 to 150
    • Medium Focus Vials decreased from 200 to 100
    • Small Focus Vial decreased from 100 to 50
  • Cupboards can now also store ingredients
  • Increased Armor and Weapon Shard stack size to 25
  • Increased buy/sell value of all Tools and Rings at Vendors
  • Removed Refined Resources from Vendors
  • All Weapon Oil Recipes are now Tier 1
  • Dracaena Dumpling now requires 2 Potatoes and 1 Dracaena Herb instead of 1 Potato and 2 Dracaena Herbs
  • Improved shinies visual effects

Balance:
  • Attacking with Bows now costs Stamina instead of Focus
  • Rebalanced enemy levels in Nameless Pass
    • If neither “Of Rats and Raiders” or “Servant of God” quests were completed, entry of Nameless Pass is Level 8 and the rest of Nameless Pass is Level 15
    • If only “Of Rats and Raiders” quest was completed, all of Nameless Pass is Level 15
    • If both “Of Rats and Raiders” and “Servant of God” quests were completed, entry of Nameless Pass is Level 15 and the rest of Nameless Pass is Level 20
  • Nerfed attribute scaling on all Staves
  • Nerfed Focus Gain for Focus On Damage Dealt enchantment
  • Nerfed Health Gain for Health On Damage Dealt enchantment
  • Increased Focus cost on Elemental Throw runes to 75

Enemies and Bosses:
  • Nerfed damage for Grab attack on Riven Twins and Nith Brute
  • Updated timings for Breaker archetype and slightly changed behavior so now after some of attacks they will try to land additional attack
  • Updated Risen Armored Great Axe patrol animation
  • Polished backstab animation on Nith Screamers and Shackled Brutes
  • Polished jump attack animation for Plague Boomer
  • Polished heavy combo attack on Risen Axe Bruiser

NPCs:
  • Polished multiple NPC portraits

Housing:
  • “The Roost” house price reduced from 20 silver to 14 silver

Areas:
  • Improved collision, faders and set dressing in Mariner’s Keep, Orban Glades, Black Trench Nameless Pass, Sacrament, Cerim Crucible and Potion Seller Cave
  • Improved lighting and volumetrics for the ship in Prologue
  • Improved lighting in the interior of Whittacker’s building
  • Updated models and textures for pipes in the Black Trench
  • Removed sidle from multiple locations where it was not needed

Audio:
  • Updated ambience at Cerim Gate
  • Updated audio for Sacrament Cemetery
  • Updated audio zone for Sacrament Slums to include the river
  • Improved audio for lanterns in Sacrament
  • Improved female bandit voices
  • Polished Nameless Pass Prisoner audio

Bounties and Challenges:
  • Plague ichor for Duo Bruiser Bounty now drops when the second Bruiser is killed instead of given for the Bounty reward

Tutorialization:
  • Large sidebar tutorial screen increased in size, now adjusts width based on content with added scrollbar

Localization:
  • Added and updated localized text in many places across multiple languages
  • Added support for multiple missing localized elements
  • Fixed text overlapping for tutorials in multiple languages
  • Fixed Russian font sizing

Bug Fixes:
  • Fixed exploit where after removing a furnace/tanning rack, all resources used to refine are returned
  • Fixed enemies t-posing when leaving camera view and coming back
  • Fixed Danos stealing resources and putting them towards other upgrades
  • Fixed being unable to activate a new bounty while there is an existing completed unclaimed bounty
  • Fixed wrong prompts used for abandoning and replacing bounties and challenges
  • Fixed attribute requirements on Ripper, Tongue Splitter, Coral Piercer, Falstead’s Fury and Brutish Cudgel weapons
  • Fixed hitbox on Plagued Boomer’s worm lunge attack being too big
  • Fixed players not getting a Rested bonus when sleeping in beds (literally No Rest for the Wicked)
  • Fixed Old Leather Tome quest item failing to be added to inventory if Misc section is full. Item is now a realm key item.
  • Fixed Character Avatar still showing the last worn helmet
  • Fixed spots inside the ship in Prologue where you can dodge through collision and get stuck
  • Fixed broken ladders in Orban Glades
  • Fixed Focus Regeneration enchantment to regen correctly
  • Fixed Plagued Boomer hitboxes
  • Fixed Plagued Rat’s ability to see and react to the player
  • Fixed Huntsman falling when using roll back
  • Fixed Caged Exile being unable to path toward player correctly
  • Fixed Health on Damage Dealt enchant on Wind of Death Katana
  • Fixed arrows visually hitting player despite successfully dodging them
  • Fixed Fire Bomb explosion radius not matching visual effects
  • Fixed Kill Challenges that require a specific weapon type counting non-weapon kills (such as explosions, falls, parries, blocks, etc)
  • Fixed Character Rim Light using incorrect color and intensity indoors
  • Fixed dropped items bag black artifacts
  • Fixed Rattigan appearing in Nameless Pass when he shouldn’t
  • Fixed Finley getting targeted by enemies
  • Fixed part of Heavy Bruiser Bandit armor set pants being invisible
  • Fixed chest trying to hide in the ground in Nameless Pass
  • Fixed chest trying to hide in another chest in Orban Glades
  • Fixed marker sub labels on the map showing on markers that don't have a sub label
  • Fixed being able to see out of world at Filmore’s Level 3 area
  • Fixed missing character lighting in Gordon interior
  • Fixed interior candles not applying light
  • Fixed burning sails clipping in Risen Attack cinematic in the Prologue
  • Fixed sky cutting out in Ship Crash cinematic in Prologue
  • Fixed Fallen Ones overlapping their own VO
  • Fixed Return rune audio loop not ending
  • Fixed dancing flowers outside Caroline’s Inn
  • Fixed rain audio appearing in Cerim Crucible and War Room
  • Fixed Wretched and Crestfallen Archer Tunic clipping into character
  • Fixed broken rigging on Noble Leather Cloak
  • Fixed Riven Twins intro cinematic using cut-to-black instead of fading
  • Fixed Rusty Skewer Straight Sword using the Blood Rusted Straight Sword icon
  • Fixed missing icon for Collect Mushroom Soup challenge
  • Fixed typo in "equippable" for Inventory tutorial
  • Reduced locations where Caroline spawns to just one for before Inquisition Arrival and one for after
  • Removed duplicate lantern and torch in Sacrament
  • Fixed small texture artifact on cloth in the Phalen Church cinematic
 

Solarstrike

Gold Member
Loving the game so far. Thank you ultrazilla ultrazilla for sending me it on Steam. Thanks Luipadre Luipadre and forgive me mods as I meant to place this question here instead of the other thread. I have a question if someone who has experience with the Unity Engine, of which this game is using. As it is now the game suffers from some really rough performance issues to include player falling through the map at times and/or clipping through areas like doors, walls. It does happen quite frequently, not all the time though. Keep in mind this is with the game being installed on an SSD. Specifically, it'll start after exiting buildings, vendors, house(s) or after Alt/Tabbing (going from desktop back into the game). The games performance steadily declines the longer you play it. My question is, Is this occurance considered bad coding due to collision? A memory leak? The Unity Engine being overworked and not able to keep up? What is the proper terminology?
 
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Luipadre

Gold Member
I really want to restrain myself to go forward to the second area and just fuck around in the first. Dont want to spoil stuff before 1.0, but also want to keep playing :D

Thankfully the games fog of war system is pretty awesome and farming the first zone is so addicting, both the combat and the resource farming/looting part
 

Maiden Voyage

Gold™ Member
12DE3uz.png
 

Fess

Member
Pfff those are rookie numbers, I started playing this after a long break, the death numbers has probably bumped up another thousand now 💀

Lol seriously though, thought I had slayed Darak but the first fight was just an introduction. I’m currently dying over and over on the second tentacle phase in the sewers. I’m a parry person, have a big two hand sword and alternate between parry and rune attack. But It’s incredibly difficult to read the moves on the tentacles. Any recommendations?

Awesome game anyhow, my GOTY so far
JGgITuW.jpeg
 

Agent_4Seven

Tears of Nintendo
If only they could guarantee that all of the progress made in EA (if it's not cheating), will carry over to 1.0 with no issues. It is the only thing stopping me from playing the game right now, cuz I might lose all those hours I'll spend playing in EA.
 

Luipadre

Gold Member
If only they could guarantee that all of the progress made in EA (if it's not cheating), will carry over to 1.0 with no issues. It is the only thing stopping me from playing the game right now, cuz I might lose all those hours I'll spend playing in EA.

its 100% wont carry over. They already changing a lot of systems in the game. 1.0 will be pretty different from the game thats released into EA.
 

Agent_4Seven

Tears of Nintendo
its 100% wont carry over. They already changing a lot of systems in the game. 1.0 will be pretty different from the game thats released into EA.
That's what I thought, hence I won't be playing until 1.0, especially given how much BS with timers, inventory management etc. you need to deal with again and lose all progress, it's just pointless waste of time.
 

Maiden Voyage

Gold™ Member
That's what I thought, hence I won't be playing until 1.0, especially given how much BS with timers, inventory management etc. you need to deal with again and lose all progress, it's just pointless waste of time.
FWIW I didn't mind paying less to see the potential on display. I only put in a few hours so the loss of progress won't mean much. Moon's pedigree gave me enough o trust them on this one and I don't think I will be disappointed.
 

Luipadre

Gold Member
Damn even better gfx and animations in cutscenes??? It was already insane. Wonder how the game runs now with dlss. Gonna try it tonight when i get gome
 

Maiden Voyage

Gold™ Member
Full notes
We are incredibly excited to be releasing our largest patch yet, marking the One Month Anniversary of our Steam Early Access Launch! Patch 2 is chock full of highly requested features such as Weapon Tryout, the ability to Respec, DLSS / FSR Upscaling and Controller Remapping. Lots of Balancing and Quality of Life improvements, Audio, Animation, and Visual Effect polish as well as a multitude of bug fixes are also included!

Between DLSS and FSR, numerous CPU, GPU performance improvements, and memory optimization we are confident that your experience of playing No Rest For The Wicked will be significantly smoother across a wide range of hardware.

For NVIDIA users, we are excited to mention that there’s a new Game Ready Driver for No Rest for the Wicked!

Be sure to check out our Patch 2 Highlight Video and the full patch notes below.

:crossed_swords:
Performance:

  • Performance Mode now lowers texture resolution, reducing crashes on lower-end machines
  • Numerous Significant CPU optimizations
  • Fixed performance degradation that might occur on some gamepads
  • Fixed numerous memory leaks
  • Reduced instantiation spikes for numerous objects
  • Disabled detail meshes on generic humanoids faces when not needed
  • Reduced latency, overhead and improved stability of GPU Culling
  • Optimized texture resolution and memory budgets for Steam Deck
  • Optimized Art content in Ship Prologue and its cinematics
  • Removed unused weapon assets to free up memory
  • Removed leftover developer tools to free up memory
  • Optimized CPU spikes of a variety of common content loading operations
  • Added texture streaming for character portraits during dialogue interactions to save memory
  • Fixed some persistent log spam being generated by potatoes in Nameless Pass
  • Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs
  • Optimized Ambient Occlusion Rendering
  • Extended GPU culling usage for more cases
  • Configured and optimized pooling for more prefab instantiations reducing CPU spikes
:crossed_swords:
Gameplay Systems:

  • Added new Respec System!
    • Players can now Respec by examining the statue in the Cerim Crucible Atrium
    • Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned
    • Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen
:crossed_swords:
Quality of Life:

  • All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire
    • Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weapon’s Attribute Requirements
  • Inventory Items can now be docked to compare them
    • Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare
  • Brought back the Misc category to the Inventory
    • Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories
  • Vendor screens are now sorted by item type so that items are more organized for purchase
  • Improved Stamina player HUD brightness for better visibility, and readability of stamina debt
  • Added side notifications for when Danos Sacrament Upgrades are completed
  • Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors
  • Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck
:crossed_swords:
Settings:

  • Added support for Upscaling with DLSS 3.7 and FSR 2.2
  • Added custom key rebinding options for Controller
  • Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings
  • Default Keyboard layout set to Mouse+WASD
  • Added support for worldspace Player HUD (Stamina wheel, NPC name tags, etc) brightness to UI Brightness setting
:crossed_swords:
Content Additions:

  • Added a new set of enchantments
  • All Throw runes can now be added to Spears
:crossed_swords:
Loot:

  • Added Pig Sticker Blueprint to Fillmore’s Level 1 Shop
  • Added Assegai Blueprint to Whittacker’s Level 1 Shop
:crossed_swords:
Balance:

  • Nerfed Throw runes
    • Reduced Poise Damage on all Throw runes
    • Reduced Damage on Ice Throw Rune
  • Nerfed Focus Regeneration enchant curve so that it no longer generates too much Focus too quickly
  • Focus Regeneration enchantment no longer drops with Gloves and now only drops with Helmets
    • This includes enchanting items at Eleanor
  • Falling Sky and Woodland Protector’s initial item levels were set too high and have been lowered to the intended levels
:crossed_swords:
Weapons:

  • Updated animation for backstabbing with Staves, Spears, Greatswords and Great Hammers
  • Updated visual effects for Piercing type weapon attacks (such as Spear or Rapier)
:crossed_swords:
Enemies and Bosses:

  • Polished Darak boss fight
    • Improved behavior to prevent him standing idle after attacking
    • Improved behavior when fighting ranged builds
  • Added Bite Attack to Plague Rat
  • Added Back Attack to Risen Axe Bruiser
  • Added escape logic to Risen Fire Bomber
  • Added Elemental Affix visual effects to Nith Brute, Nith Screamer and Shackled Brute
  • Adding cloth simulation to Boarskin Bruiser
  • Polished rigging on Plagued Boomer
  • Reduced camera shake intensity on Risen Hammer Bruiser, Boarskin Bruiser and Riven Twins
  • Smaller enemies can now smash breakable objects (barrels, crates, etc.)
:crossed_swords:
NPCs:

  • Changed the name of the worried woman in the Sacrament Town Square to Nell
  • Polishing dialog for Druo, Lucian and Everwyn
  • Updated the dialog for NPCs at the Cerim Gate in Nameless Pass
  • Added eavesdrop to Sleeping Guard Gerard in Sacrament
:crossed_swords:
Areas:

  • Improved collision, faders and set dressing in Prologue Ship, Orban Glades, Mariner’s Keep, Nameless Pass, Sacrament, Multiple Sacrament Interiors, Cerim Crucible, Cerim Cave, Riven Twins Boss Arena and Potion Seller Cave
  • Polished lighting for the ship in Prologue, Sacrament and Cerim Crucible
  • Updated foliage in various locations
  • Added physics and wind simulation to Spruce trees
:crossed_swords:
Cinematics:

  • Polished animations for characters in the Inquisition Arrival cinematic
  • Improved lighting, character rim lighting and volumetrics for the Prologue Ship Crash Outro and Inquisition Arrival cinematics
  • Removed a background character who was blocking part of the view in the Inquisition Arrival cinematic
  • Fixed cloth and camera pops in the Inquisition Arrival cinematic
:crossed_swords:
Audio:

  • Environment update for Sacrament:
    • Added Ambience Emitters for certain Residential and Vendor buildings like the Cook, Tavern, Woodcrafter and Enchantress
    • Updated zone beds and oneshots for unique parts of town (Cemetery, Poor Area, Training Grounds, Dasha Sanctuary)
    • The church near the cemetery now has bells ringing to service playing at certain times of day, followed by churchgoers praying and chanting from behind the doors.
    • Updated ambience for Sacrament Town Square to feel busier during the day
    • Updated environment audio for the Cerim Gate zone in Mountain Pass
  • Increased audio buffer to help alleviate audio crackle artifacts
  • Increased available audio resources to help prevent sounds from dropping out during long play sessions
  • Updated audio for Cerim Vision cinematic
  • Updated audio mix for Barrel and Crate destruction
  • Saluting Guards in Sacrament now have sound
  • Added Weapon-specific Impacts on parrying and blocking actions
  • Added ladder sliding sound effects for Kickdown Ladders
  • Added sound effects for going down Ladders
  • Added new sound effects for Plague-Enchanted weapons
  • Polished audio for Bounties enemies
  • Fixed missing sounds for Plagued Mutant Soldier
  • Fixed rain sounds appearing in Sacrament Interiors
  • Fixed enchantment-specific weapon whooshes cutting a bit too early
  • Fixed NPCs not making footstep sounds when walking around
  • Fixed environment states sometimes not resetting when returning to the main menu
:crossed_swords:
VFX:

  • Blood effects are now juicier and used more often!
  • Improved blood visual effects attachment to characters bodies from attacking and getting hit
  • Increased intensity of shiny item drop VFX
:crossed_swords:
Bounties and Challenges:

  • Updated Crustacean Conundrum bounty to spawn 14 Crabs while still only requiring 8 Crabs be killed to complete
:crossed_swords:
Localization:

  • Added and updated localized text in many places across multiple languages
  • Added localization support for new Controller Remapping screen and for various missing localized elements
  • Fixed incorrect font on the Activities screen
:crossed_swords:
Bug Fixes:

  • Fixed various enchantments on unique weapons and rings that weren’t working properly
  • Fixed Rested Bonuses for sleeping in beds
  • Fixed Key Items respawning after pick up
  • Fixed navigation in Nameless Pass which was preventing certain enemies and the Riven Twins boss from patrolling and moving to the player
  • Fixed Echo Knight falling off the arena and blocking progress
  • Fixed Cerim Armor missing upgrades at Filmore
  • Fixed Risen Pavise, Eye of the Beholder and Wooden Howler Shields not showing their proper models
  • Fixed SHIFT key not being recognized in the Main Menu
  • Fixed certain environment textures overriding certain armor textures
  • Fixed certain armor having missing or incorrect cloth simulation
  • Fixed rigging on certain armor
  • Fixed The Wallow boss attacks not having sound effects
  • Fixed Falling Sky Blueprint not giving the Unique version of the weapon when crafting
  • Fixed an issue where completed but not yet turned in bounty/challenge rewards were being automatically given to the player at reset
  • Fixed wall cannons not firing in Cerim Crucible
  • Fixed XP UI not showing “Max Level” after reaching the level cap
  • Fixed Level and XP UI being present without a Character selected in the Main Menu
  • Fixed “Long Area Name” appearing on the map where map is unavailable (such as Cerim Crucible)
  • Fixed being able to skip through locked doors in The Shallows
  • Fixed players getting stuck at the end of the entrance corridor in the Echo Knight Arena
  • Fixed Enchant Item Challenge counting enchanted items that are picked up
  • Fixed mortuary guard popping in on screen during Spoken and Unspoken quest
  • Fixed extra Elsa map marker during the Spoken and Unspoken quest
  • Fixed Giles and Petra standing instead of sitting on the chairs in Caroline’s Inn
  • Fixed Arrows not hitting Plagued Wolf
  • Fixed Wolf and Plagued Wolf target point
  • Fixed Tanth Knight getting stuck during patrolling in Mariner’s Keep at Endgame state
  • Fixed Darak leaving his shield in Orban Glades when he escapes
  • Fixed chest opening VFX in Performance and Balanced quality presets
  • Fixed Wolf having a dance party after death
  • Fixed Chest floating in the air in Mariner’s Keep
  • Fixed incorrect texture on the Crafting Table
  • Fixed 4096x2160 resolution appearing as 256x135 aspect ratio, instead displays as 1.9:1
  • Fixed overblown bonfire lighting at The Shallows
  • Removed rogue rim light at The Shallows
  • Removed lighting debug shortcut
 

Luipadre

Gold Member
Just tried the update...wow the performance gain is massive with DLSS quality on my end. Sadly the stutters are still there and i really hope they can fix this soon, but i got 20-30 more fps depends on the locations. Its so smooth now and i think it looks even better with DLSS. Insane how much this game improved in just a month. Cant even imagine the 1.0 in a year or whenever it comes out
 

BossLackey

Gold Member
Just tried the update...wow the performance gain is massive with DLSS quality on my end. Sadly the stutters are still there and i really hope they can fix this soon, but i got 20-30 more fps depends on the locations. Its so smooth now and i think it looks even better with DLSS. Insane how much this game improved in just a month. Cant even imagine the 1.0 in a year or whenever it comes out
Going to be giving this another try. I know it'll shape up.

I really hope it takes off when 1.0 drops.
 

Maiden Voyage

Gold™ Member
Man this game really fell off.
lMOeRBN.png

EI68m1G.png


I'm not really seeing anything in the update notes that makes me curious enough to dive back in.

I will probably just hold off on giving it another go until 1.0 is out because they seem to be ignoring some of the more glaring issues like the resource gathering and timed building mechanics.
 
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Buggy Loop

Member
Not surprised by a drop-off in concurrent users when it’s early access single player game with limited content

I was thinking initially of buying it day 1 of early access but I’m busy with other games to be bothered to replay early access time and time again like a beta tester..
 
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