There are barely any bugs for an Early Access game and nearly no critical, game-breaking issues. “One of the most popular pieces of feedback we received from our users is that our game is currently very stable. What is the current state of the Early Access version? This will be a large undertaking that brings new experiences, and unique modes alongside what we already offer.” As a major addition, we are planning to add a "Hardcore" mode for BattleBit, where every single bullet counts and every action matters. Utilizing lots of different weapons, vehicles and classes.Īs the Early Access period progresses, look forward to NEW maps, weapons, vehicles, cosmetics, and changes to the sound elements. Where the players will be able to fight with up to 254 other players in a large scale environment. “The Early Access version of BattleBit Remastered aims to welcome the players into a massively multiplayer FPS. How is the full version planned to differ from the Early Access version? Therefore, we are aiming to stay in Early Access for approximately 2 years to ensure that.” “We want to offer our players a content-rich game with little to no bugs. The Steam Playtests are accessible at no charge however!*”Īpproximately how long will this game be in Early Access? *NOTE: BattleBit Remastered is not a F2P game. We need your feedback to improve the game and create something we all can enjoy! Early Access is scheduled for Spring 2023. Our players' voice matters during the development phase and we want to work with them. Like the one listed above, a large portion of its background texture is missing, resulting in it appearing predominantly white.Spore Leftovers.“We chose Early Access because it fits our intention to build, iterate and refine the game alongside the community. A large portion of its background texture is missing, resulting in it appearing predominantly white.A paint styles category UI found in Darkspore's files, in the same location as the one used in Spore's 'Partial Styles' categories. The active category indicator appears badly distorted in this image, but this is actually due to an editor viewer flaw - ingame in both Spore and Darkspore, it displays correctly, showing only one frame of its animation at a time, just as one would expect.A paint styles category UI found in Darkspore's files, in the same location as the one used in Spore's 'Complete Styles' categories. Partially matches the editor frame listed immediately above. In addition to looking very different from the final version, this version also features a 'swap squad' button, rather than the rolling arrow selectors in the final game.An editor frame UI found in Darkspore's files, in the same location as the one used in Spore.A palette bar UI found in Darkspore's files, in the same location as the one used in Spore's build mode. The potential implications of this SPUI's existence are.unfortunate, at best.An early version of the campaign squad selection UI. How sad.This is where things get weird - there's another Offline mode-related dialog box present in the files, this one corresponding to Spore's warnings regarding the lack of online features in offline mode, but unlike the one above, this version has been modified quite a bit from its Spore counterpart, and looks.rather odd, to say the least. Oddly, while both Spore and every other known iteration of Darkspore's editor UI have the palette on the left and the stats on the right, this iteration of the editor UI appears to have horizontally inverted these two elements, instead having the stats on the left and the palette on the right.A dialog box copied over from Spore, talking about.Offline mode. See below.)A palette category UI which fits in perfectly with the editor UI above, and they were most likely intended to be used together. (Note that other parts of the editor, such as the parts palette and categories, are separate files. Another example is missing text, which appears as '.' ingame, but in the editor, is replaced with the locale file and instanceid which the string is intended to be located at.An unused editor UI, which bears some visual resemblance to the editor UI used during the earlier part of the game's development. The most obvious example of this is long strings of text, which wrap ingame, but instead overflow in the SPUI editor.
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