Wishmere – Free Demo Out Now

JulianKPrimeJulianKPrime Joined: Posts: 111
wishmere_simplelogo.png

Hey everyone. My teammate and I are working on a new fighting game called Wishmere, for the PC. It's currently in development and in beta / Early Access. Wishmere is something of a love-letter to the fighting game genre.

About
Wishmere is a mix of the wilder elements of Blazblue / Guilty Gear with some sensibilities of Street Fighter 2. We wanted to design something that was fun to play for both casual and competitive players. We tried to take the elements of what a newcomer enjoys in a Smash / an arena fighting game and place them into a traditional fighting game.

Wishmere can be played with up to 4 players in Versus mode or can be played co-op against a horde of AI enemies (in a mode called Base of Darkness). We're very close to implementing Online play for both Versus (Ranked and Unranked) and co-op modes and will be using 'rollback' technology (but not GGPO unfortunately, we've spoken to Tony Cannon and he was kind enough to inform us that as we're developing in Unity, GGPO and Unity aren't compatible. Bummer). [EDIT: We'll be holding off on Online Mode for now. At this moment, to do an online mode and have it run smoothly, the game will have to be deterministic. This is to ensure that every player linked in their online game sees that same output the game (to ensure no lagging or syncing issues). In order to get to Online Mode, we also want to make sure that players can get matched into a game as quick as possible. Thus, we want to ensure the community grows first before throwing Online Mode out there and hurting the player experience (by possibly waiting a long time for other players).]

Wishmere used to be a beat-em-up / fighting game hybrid, but we found that the beat-em-up Z-axis caused too much ambiguity for collision and have rehauled the system and gameplay.

What's it play like?
  • Simpler inputs – similar to Smash, but simpler (direction + attack button)
  • Fate system – can use a full Fate gauge to a) slow time to allow setups or extend combos or b) break out of attacks
  • Edge – gauge-based character maneuvers that accentuate their playstyle (eg: a teleport to a point on the screen or a critical hit for the next successful attack)
  • Combo system - Outside of slowing time, fundamental combo system is similar to KOFXIV (command move links, juggle-ability, super-cancels do not cost meter)
  • Airdash, throws (throw breaks). Guards are similar to Smash
  • Like Smash, Wishmere uses a Block button and Jump button. We felt the best way to communicate to newcomers who want to do either action immediately, was to assign them to it's own button. Due to this, this also helps with opening up more available move notations.
  • Designed to be played on joystick / gamepad, but can be played on a keyboard. 6 or 8 button game, depending on control scheme (6 button scheme is the default and may suit fighting game players more, while 8 button scheme is friendly for newcomers to the genre)

Some videos!
Latest Update trailer


1v1 Versus Gameplay


Character Trailers







Co-Op Gameplay

An extra mode for players to play along friends instead of against.

Progress?
So far, we've completed 4 characters. We're planning to have a total of 9 characters (though we are open to adding more). The game system is complete, we've just got to add characters and work on some single player content and we're set. It's currently about 80% done and the new version of Wishmere is currently on Early Access on Steam. [EDIT: All 7 characters are completed. We've also decided to go with 7 characters total, due to feeling that the playstyles of characters present in the game were a good balance, though we're still open to adding more characters down the line]

Who are we?
We're Crayder Studios, a small two-man team (myself and @DanialDisguised), who are also brothers (as in real life brothers!) working on this full-time. There's just two of us, so we try to wear as many hats as possible. We've been life-long fighting game players, playing everything from World Heroes and Destrega to Street Fighter 5. We love the genre and back in the old days, have been part of and contributed a couple of FAQs to the KOF scene. Nothing too big, but we'd like to think every little bit helps.

The soundtrack is being done by Zack Parrish, who composed the OST for Valdis Story.


You can find more information (movelists for the announced characters, more details on the game system) at our website: www.wishmere.com. If you'd like to purchase Wishmere, you can pick up from Steam, Humble or itch.io.

Do let us know if you've got any questions or feedback!
Post edited by JulianKPrime on

Comments

  • JulianKPrimeJulianKPrime Joined: Posts: 111
    Reserved, in case.
  • keo-baskeo-bas Joined: Posts: 1,967
    looks very promising,

    I do have some question.

    Since this game lack mix up I;m assuming the primary way to open up opponents is to whittle down their guard for guard crush or use throw? in the example match video at 0.42 seem Earl did a tick throw. Is Throw escape impossible during gaurd? or was it due to being thrown from behind?

    knockdown seem really strong, are there any form of wake up attacks or recovery roll? I suspect doing meaty attack on oki would be very strong, and in tag team matches could be lock down.




    Seikuken Disciple
    "That Phantom Breaker Guy"
  • JulianKPrimeJulianKPrime Joined: Posts: 111
    As there are no lows in the game, Guard Crush and throws are used to open an opponent up. We're in the midst of playing around with the recovery speed of the Guard Gauge, as we feel it's too fast. Additionally, every character has a 'Guard Eater' move, where it is slower than regular moves but takes off a ton off the Guard Gauge.

    You are right about it being impossible to Throw Escape during guard! We felt if throw could be escaped during guard, it'd make guarding way too strong.

    As for knockdown options, currently we don't have any recovery rolls but you make a damn good point. I think we'll go ahead and add in recovery rolls / quick rise.

    Thanks for the feedback, it's much appreciated!
  • keo-baskeo-bas Joined: Posts: 1,967
    well don't weakend guard too hard unless you want guard to be punishable,

    if decide implement a roll, i think it'll be wise to let it to be throw punishable, but also allow fate break to bait throws attempts.

    I like how fate gauge recovers pretty fast but i think Fate breaking could occur too much which will really limited player to doing stuff that'll disable fate break. This could be rectify by Nerf fate break but then this could potentially be a problem of fate break being to weak and people using fate advanced more so. (Rising thunder had this issue where kinetic advance was just way better than kinetic burst)

    ultimately i would like more difference with Hit fate break and Gaurd Fate break. I prefer if fate break on hit be weaker to fate break on gaurd.
    Fate break on hit is like a comeback mechanic, in its current state seems a bit too rewarding in my opinion, Come back mechanics should be used but not sought after, it could really screw the risk and reward game.

    Fate break on guard seem more like defensive mechanics, these type of mechanics should reward player for using them effectively to discourage linear offense or provided defender their own kind of mix up. I like to use my resource defensivly but it becomes too common for many fighter games to punish player for using defensive options. Your game doesn't seem to operate in that matter sense it ever have its own Defensive driven character (sabson) but player should also be able to use mechanics defensively too/ It help keep game dynamic unless you want to the game to be very character specialist driven then I say disregard my suggestions.


    I haven't had the opportunity of playing the game but these my thoughts concerning the game at face value perspective.


    Seikuken Disciple
    "That Phantom Breaker Guy"
  • PerthoPertho The Runed One Joined: Posts: 21,818 mod
    4 players.

    Fighting game.

    Pick one.

    Will look at vids later since i enjoy brawlers.
    Ronin Chaos on Pertho:

    "Oh, Pertho. You complete me."
    jimmy1200 wrote: »
    pertho attacked me first, saying i get all my life tips from 106th and park.
  • JulianKPrimeJulianKPrime Joined: Posts: 111
    @ keo-bas
    You are right. In this case, Guard has to be a balance between a good defensive option and at the same time, not 'impenetrable'. We're playing around with a slower recovery speed and 'chunked activation', whereby the player loses a chunk upon activation of Guard, then it will slowly eat up Guard Gauge. We do want overly defensive players that are overly reliant on Guard to get punished by getting Guard Crushed.

    The recovery roll being vulnerable to throws may be a good idea, but may be a little to punishing. In games like classic KOF or Blazblue, the character is invulnerable for a brief period of time before being vulnerable again. We'll experiment with both a) entirely vulnerable to throws and b) have a brief window of invulnerability, to see what works best. I fear that being entirely vulnerable to throws may lead to some really nasty corner pressure + lack of options. Being able to Fate Break during a recovery roll is a perfect idea!

    Nice suggestions with the difference for Hit Fate Break and Guard Fate Break. I do also agree that Fate Gauge filling too fast may lead to constant breaking out of combos. A player that constantly Fate Breaks will be unable to use the Fate Advance and maximize their damage / combos / setups, so in a way it's a matter of resource management. But the Fate Gauge filling too fast may end up allowing players to eventually use both Fate attacks (i.e. Breaking, then being on offense and having enough time lapse to now use the Fate Advance), so lots of playtesting is required there to ensure that the risk / reward balance is done right. The good thing here is that we'll be rolling out these changes / updates during Early Access, so we can always tweak and perfect things as we develop!

    @ Pertho
    Thanks for your interest. We understand that it's a bit of a departure from the usual fighting game. Wishmere is up to 4 players (in the same vein as Smash and games that can be considered arena fighting games like Power Stone 2 and more recently, LastFight), however it's heart of the gameplay is in 1v1 versus. The decision to have up to 4 players was to help make the game accessible to newer players who are intimidated by getting whomped without 'learning as they play', especially with friends. This was also the decision to keep a co-op mode (Base of Darkness mode) in the game. We know that Wishmere might not be for everybody, especially since it's not designed from a traditional fighting game's point of view. But we did try to add some different elements here and there.
  • keo-baskeo-bas Joined: Posts: 1,967
    @ keo-bas
    You are right. In this case, Guard has to be a balance between a good defensive option and at the same time, not 'impenetrable'. We're playing around with a slower recovery speed and 'chunked activation', whereby the player loses a chunk upon activation of Guard, then it will slowly eat up Guard Gauge. We do want overly defensive players that are overly reliant on Guard to get punished by getting Guard Crushed.

    The recovery roll being vulnerable to throws may be a good idea, but may be a little to punishing. In games like classic KOF or Blazblue, the character is invulnerable for a brief period of time before being vulnerable again. We'll experiment with both a) entirely vulnerable to throws and b) have a brief window of invulnerability, to see what works best. I fear that being entirely vulnerable to throws may lead to some really nasty corner pressure + lack of options. Being able to Fate Break during a recovery roll is a perfect idea!

    Nice suggestions with the difference for Hit Fate Break and Guard Fate Break. I do also agree that Fate Gauge filling too fast may lead to constant breaking out of combos. A player that constantly Fate Breaks will be unable to use the Fate Advance and maximize their damage / combos / setups, so in a way it's a matter of resource management. But the Fate Gauge filling too fast may end up allowing players to eventually use both Fate attacks (i.e. Breaking, then being on offense and having enough time lapse to now use the Fate Advance), so lots of playtesting is required there to ensure that the risk / reward balance is done right. The good thing here is that we'll be rolling out these changes / updates during Early Access, so we can always tweak and perfect things as we develop!

    That does sound like a good idea for initial guarding to use some of the guarding gauge to activate. The guard gauge to start recovery quite fast but it have an initial cost would be welcome change in my opinion.

    true, my intention were for roll to still be invincible but have certain point its throw punished. the defender should choose whether to regular stand which is invul to grabs but weak to meaty attacks, while roll is safe from meaty attacks but throw vulnerable.
    Seikuken Disciple
    "That Phantom Breaker Guy"
  • JulianKPrimeJulianKPrime Joined: Posts: 111
    Thanks for the suggestions, man. We'll definitely play around with the variables and see how they all fare. Got to get that risk vs. reward right!
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,425
    Strange. It looks like a beat 'em up with backgrounds that imply that you can move laterally, but apparently you can only move on a single plane? Might want to make the stage backgrounds reflect that, don't you think?
  • JulianKPrimeJulianKPrime Joined: Posts: 111
    Yep, we've got a co-op mode that features up to 4 players going up against enemy AI, so we tried something different with the backgrounds.
  • BossBrownBossBrown Joined: Posts: 78
    Not sure what it is about the look that is not appealing to me that usually does not ever bother me in the slightest might just have to watch more footage but the gameplay looks solid guys keep it up I will try to see if any heads would be interested giving this a run
  • JulianKPrimeJulianKPrime Joined: Posts: 111
    Thanks a lot for the kind words about gameplay, BossBrown! We did try to focus a lot on the gameplay: making every character unique in their own playstyle, having a fair risk / reward game system that balances both offence and defence elements.

    I understand where you're coming from regarding the aesthetic / look. I know it's not for everyone and we hope that players can find something in Wishmere that they like. Though if you do get to what it is that bothers you about the look of our game, I'd be open to hear it and see if there's anything me and the team can do about it.
  • BossBrownBossBrown Joined: Posts: 78
    Thanks a lot for the kind words about gameplay, BossBrown! We did try to focus a lot on the gameplay: making every character unique in their own playstyle, having a fair risk / reward game system that balances both offence and defence elements.

    I understand where you're coming from regarding the aesthetic / look. I know it's not for everyone and we hope that players can find something in Wishmere that they like. Though if you do get to what it is that bothers you about the look of our game, I'd be open to hear it and see if there's anything me and the team can do about it.

    I think the facial expressions/animations just look coocky lol which is probably the best way I can put it weird/out of place. I just dropped a message now because when I play it and I get into it the aesthetic look really will not bother me I am the complete opposite of a graphics whore it literally means so little to me as long as it does not grab my attention in a way it makes the game look out of place and I cannot concentrate its fine lol. I will be taking this to my gaming channel to see if we can get some real interest in it I have 4 games atm that I really want to press so we can do like a collective tournament of them (they are all in development as well) if it works out I would like to add Wishmere to that lineup. I might do a vid on this still just to make people aware as I really like the gameplay and ideas you are dropping for this game here I will let you know what is happening
  • JulianKPrimeJulianKPrime Joined: Posts: 111
    Facial expressions and animations eh? Not a problem, I'll look into it and see what can be done. I read you about not being too tied up with graphics, but it is good to have appealing visuals; though not judging something solely on it. It's good to get some feedback, so no worries!

    I'm very glad to hear that you're interested in adding Wishmere to your gaming channel. The new content update for Wishmere (that will update the game to what you see in the videos in the first post) will be dropping early next week, so you might want to wait until the update is out there. Though, I'd definitely be interested to see the tournament-- it'd be the first tournament for the game. Thanks for the interest!
  • BossBrownBossBrown Joined: Posts: 78
    Yea I think the faces need something a little more neutral to their look right now they just look like they are trying to be angry and emphasis on the trying lol. Cool man I will wait for the update safe
  • StoneDrumStoneDrum Joined: Posts: 1,096
    BossBrown wrote: »
    Yea I think the faces need something a little more neutral to their look right now they just look like they are trying to be angry and emphasis on the trying lol. Cool man I will wait for the update safe

    i mean they are fighting... :|
  • BossBrownBossBrown Joined: Posts: 78
    StoneDrum wrote: »
    BossBrown wrote: »
    Yea I think the faces need something a little more neutral to their look right now they just look like they are trying to be angry and emphasis on the trying lol. Cool man I will wait for the update safe

    i mean they are fighting... :|

    Yea obviously you wakubrony same thing with every fighting game but the faces just look unnaturally angry rather then serious facial expression are very different from different characters in different games. In sf2 is where they all look quite serious
  • MageggMagegg Joined: Posts: 3,799
    It has potential but looks rather sluggish.
  • StoneDrumStoneDrum Joined: Posts: 1,096
    it looks pretty cool and with a lot of potential, but im not getting why there is so much game space. it looks like a game that would be very fun with 4+ people duking it out, but with 2 people, it idk, something seems off or missing. it almst seems like a beat em up game like turtles in time, but turned into a 1v1 fighter... :|
  • JulianKPrimeJulianKPrime Joined: Posts: 111
    Thanks a lot for the feedback guys, positive or negative comments, we'd like to get as much feedback as possible from those who are interested! To hear what the community thinks of what we're doing is tremendously helpful during development.

    @ Magegg
    It might look a little slow, but movement-wise it's quite fast (at a KOF-like speed I'd say). Perhaps the animations have too much recovery lag?

    @ StoneDrum
    You're not all wrong. As per the first post, Wishmere is up to 4 players, similar to a Smash style game. So the space is to allow for 4 players to fight on the same screen. And also, it was once a beat-em-up hybrid (also with a Versus mode) but we've rehauled collision, the system and the gameplay to something closer to a Smash and Blazblue / Guilty Gear lovechild.
  • StoneDrumStoneDrum Joined: Posts: 1,096
    edited November 2016
    yeah it just seems that if there are only 2 players, it would not be near as fun. maybe when theres only 2 players, the game space should shrink? The two remaining players could hop to the smaller platform in the back, and the camera could then pan over to that platform. that one in the back seems a great size for 2 players. Also this gives me another idea. for how youve set up the game, ring outs into the water could potentially add a whole lot to the metagame. it would force a better control of space, and pressuring the opponent near the edge could be really fun. this has me thinking divekicks could also buff the game some

    with what magegg was saying, i dont think it looks slow per se, but rather that something just seems missing in the pacing of the game. Maybe movement options should be rethought or something. make it a movement heavy game, with fast and cancellable dashes, longer travelling air dashes maybe? Idk. significantly faster jumps would probably help a lot too

    also just wanted to add i really like what you guys have done so far =)
    Post edited by StoneDrum on
  • keo-baskeo-bas Joined: Posts: 1,967
    I think the game look pretty great in its current form. Changing the screen format can cause some problems.
    Seikuken Disciple
    "That Phantom Breaker Guy"
  • JulianKPrimeJulianKPrime Joined: Posts: 111
    Thanks for the constructive comments guys. Perhaps with more footage of our more agile / mobile characters, maybe might help? Earle and Dove are characters with average movement speed, though irregardless, we'll keep an eye on the pacing of the game as we develop. The good thing is that we're in Early Access, so that'll give us plenty of time for players to give their feedback, and then implement anything that would really make the game better.

    As per what keo-bas said, changing screen format may lead to a lack of uniformity in design, though I can see where you're coming from. For now, we're going to see how things go without the ring-outs or changing screen format. I appreciate the idea though (it's very different)!
  • JulianKPrimeJulianKPrime Joined: Posts: 111

    Update is released!

    Hey guys, just wanted to let everyone know that the update is live! You can get Wishmere on a 30% discount on Steam, Humble or itch.io.

    We're working hard on our next update, which will bring out two more characters and a handful of other things. Let me know what you guys think and if you do happen to get your hands on the game, I'd love to hear what your thoughts are on it.
  • aztec soldieraztec soldier Westside! = turds Joined: Posts: 30

    Update is released!

    Hey guys, just wanted to let everyone know that the update is live! You can get Wishmere on a 30% discount on Steam, Humble or itch.io.

    We're working hard on our next update, which will bring out two more characters and a handful of other things. Let me know what you guys think and if you do happen to get your hands on the game, I'd love to hear what your thoughts are on it.

    Seems fun I might pick it up when I get a chance

    i farted
  • JulianKPrimeJulianKPrime Joined: Posts: 111
    edited December 2016
    Got working on revamping the backgrounds (to make them look more proper and changed the perspective of the backgrounds). So I thought of showing some more 1v1 gameplay of the game:

    Some bugs that need to be fixed in there (throws registering the counters for Sabson, some air-to-air hit trajectories, Pandy's projectile gives the opponent and herself too much meter).
  • pieteratorpieterator Joined: Posts: 24
    Love the animation of the water in the background.
  • JulianKPrimeJulianKPrime Joined: Posts: 111
    Thanks. I was nitpicky over it (I really wanted it to look like it was flowing) and it became a real pain to do. Fun fact: there are 2 other versions of the water that I sprited and was not happy with and junked them.
  • JulianKPrimeJulianKPrime Joined: Posts: 111
    Here comes 2 new challengers! We've added 2 new characters to the game:


    Duu Shen is focused on keeping the pressure on, has long block strings and high juggle damage.


    Spritz is a grappler with lots of nulifying defense (projectile sponges, 1 hit autoguard).

    All backgrounds have been changed to a better suited perspective, some rebalancing, added new stage and other things have been added. If you're interested, Wishmere is 30% for the Winter Sale on Steam, do pick it up. Happy holidays!
  • JulianKPrimeJulianKPrime Joined: Posts: 111
    My apologies for being away from the thread for some time! Lots of dev related things to get done, it's been kind of hectic. Anyway, we've added our final character, Doubt (who is also the antagonist) to the game.


    Doubt excels in space manipulation, forcing opponents into his space, allowing for stuns and an unblockable setup.



    We've also amended the game's hitstop speeds, using Guilty Gear Xrd as a comparison. This hopefully gives players and the audience time to decipher what is going on screen. What do you guys think of it?

    We also added in a Tutorial Mode to the game, going over all the system mechanics of the game. We should also be coming up with a free demo of Wishmere sometime. Hopefully, this will give people an opportunity to play and test out the game to see if they like it (or not! :)).
    (made a slight update on the first post too)
  • PurplePonyArcadePurplePonyArcade Pretentious Android Joined: Posts: 250
    What a strange looking game. I will certainly have to try that upcoming demo you mentioned.
    The world needs more folk metal
  • JulianKPrimeJulianKPrime Joined: Posts: 111
    Big apologies for being away from this thread! Dev has been hella hectic.

    Check out a recent quick match video we played:


    Wishmere is coming along well. We're about 90% done with everything, just a little fine tuning and QA work left to go. Thanks so far to everyone who's provided feedback, it's been super helpful.

    We've just released a free demo on Steam! You can get it on the Steam store page (just look on the right column where it says "Download Demo"). The demo version has: 1 playable character (with all 13 colors), Versus Mode (2 stages available), Training Mode, Tutorial Mode and 2 challenge maps. We've tested the game out with a variety of controllers / fightsticks, but if your fightstick / controller doesn't work, do drop let me know the name and model and we'll look into it!

    Do let us know if you've got any feedback.
  • PurplePonyArcadePurplePonyArcade Pretentious Android Joined: Posts: 250
    Big apologies for being away from this thread! Dev has been hella hectic.

    Check out a recent quick match video we played:


    Wishmere is coming along well. We're about 90% done with everything, just a little fine tuning and QA work left to go. Thanks so far to everyone who's provided feedback, it's been super helpful.

    We've just released a free demo on Steam! You can get it on the Steam store page (just look on the right column where it says "Download Demo"). The demo version has: 1 playable character (with all 13 colors), Versus Mode (2 stages available), Training Mode, Tutorial Mode and 2 challenge maps. We've tested the game out with a variety of controllers / fightsticks, but if your fightstick / controller doesn't work, do drop let me know the name and model and we'll look into it!

    Do let us know if you've got any feedback.

    I totally missed that but I will get the demo and try it in a bit.
    The world needs more folk metal
  • JulianKPrimeJulianKPrime Joined: Posts: 111

    I totally missed that but I will get the demo and try it in a bit.

    No worries. We saw your post on our Steam forum and I just wanted to let you know that we're working on fixing the issue you mentioned. Once it's fixed, I'd definitely like to hear your thoughts on the game!

  • PurplePonyArcadePurplePonyArcade Pretentious Android Joined: Posts: 250

    I totally missed that but I will get the demo and try it in a bit.

    No worries. We saw your post on our Steam forum and I just wanted to let you know that we're working on fixing the issue you mentioned. Once it's fixed, I'd definitely like to hear your thoughts on the game!

    Well thanks.
    The world needs more folk metal
  • JulianKPrimeJulianKPrime Joined: Posts: 111

    Well thanks.

    Hey PurplePonyArcade. Just wanted to let you know that we've just rolled out a hotfix for fightsticks. Hope it sorts out your issue.

    If it hasn't been fixed, we've also added a function in the Control Config menu, where you can press Square (PS) / X (X-Box) and it'll list your attached devices. If you can screencap the list of attached devices, it'll help us fix the issue. Thanks.
  • PurplePonyArcadePurplePonyArcade Pretentious Android Joined: Posts: 250
    edited June 12

    Well thanks.

    Hey PurplePonyArcade. Just wanted to let you know that we've just rolled out a hotfix for fightsticks. Hope it sorts out your issue.

    If it hasn't been fixed, we've also added a function in the Control Config menu, where you can press Square (PS) / X (X-Box) and it'll list your attached devices. If you can screencap the list of attached devices, it'll help us fix the issue. Thanks.

    For some reason I can't access the Discussion section on Steam for this game. Oh well. I can confirm that both my sticks now work very well on the game with no issues I can find currently so that patch did just what you said it would.
    The world needs more folk metal
  • JulianKPrimeJulianKPrime Joined: Posts: 111

    For some reason I can't access the Discussion section on Steam for this game. Oh well. I can confirm that both my sticks now work very well on the game with no issues I can find currently so that patch did just what you said it would.

    Great, that's awesome. Thanks for letting us know that your sticks work!

    Weird that you can't access the Discussion forums on Steam. I just checked the forum and hub settings for our game on Steam, and there doesn't seem to be any reason you wouldn't be able to access the forums. Maybe you could try screencapping and sending it to us, and I'll forward it to Valve.
  • PurplePonyArcadePurplePonyArcade Pretentious Android Joined: Posts: 250

    For some reason I can't access the Discussion section on Steam for this game. Oh well. I can confirm that both my sticks now work very well on the game with no issues I can find currently so that patch did just what you said it would.

    Great, that's awesome. Thanks for letting us know that your sticks work!

    Weird that you can't access the Discussion forums on Steam. I just checked the forum and hub settings for our game on Steam, and there doesn't seem to be any reason you wouldn't be able to access the forums. Maybe you could try screencapping and sending it to us, and I'll forward it to Valve.

    I dont know. Every time I click Community Hub or Discussions now it goes straight to the store page.
    The world needs more folk metal
  • JulianKPrimeJulianKPrime Joined: Posts: 111

    I dont know. Every time I click Community Hub or Discussions now it goes straight to the store page.

    No worries, I've sent Valve a quick message and they'll hopefully get back to me. I'll let you know what their response is. Thanks!

  • JulianKPrimeJulianKPrime Joined: Posts: 111
    Hey @PurplePonyArcade, Valve just got back to me. They asked if you could try using another browser to see if the issue still persists, but to be sure to disable add-ons or extensions.

    Do let me know what comes of this so I can report back to the Valve overlords.
  • PurplePonyArcadePurplePonyArcade Pretentious Android Joined: Posts: 250
    Hey @PurplePonyArcade, Valve just got back to me. They asked if you could try using another browser to see if the issue still persists, but to be sure to disable add-ons or extensions.

    Do let me know what comes of this so I can report back to the Valve overlords.

    Never used a browser, Steam itself.
    The world needs more folk metal
  • PurplePonyArcadePurplePonyArcade Pretentious Android Joined: Posts: 250
    Hey @PurplePonyArcade, Valve just got back to me. They asked if you could try using another browser to see if the issue still persists, but to be sure to disable add-ons or extensions.

    Do let me know what comes of this so I can report back to the Valve overlords.

    Never used a browser, Steam itself.
    The world needs more folk metal
  • JulianKPrimeJulianKPrime Joined: Posts: 111
    I've let them know of the issue a few days ago and they've been quiet. I'll check back with them soon. If anything for now, I think you'll be able to reach the Community Hub or Discussions using a browser.
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