BattleBit Remastered cover
BattleBit Remastered screenshot
Genre: Shooter, Simulator, Indie

BattleBit Remastered

Stress Test (October 8th)

Hello everyone!



A Stress Test will take place Saturday, October 8th! You can find the necessary playtest info and times below. Don't forget to check out our Patreon!, which comes with some cool customization rewards, not to mention a key for early access! Be sure to check out our Dev Report (Oct 1st Stress Test) in case you missed it!

Updates
[expand type="showmore"]• Clicking left mouse button throws C4 during squad menu fixed.• Throwing / triggering C4 is much faster.
• Steam API servers - database - game server implementation (fix for the issue during Oct 1st test)
• Fixed a memory leak on all server backends (On sockets)
• Connection distribution for backend requests improved and batching improved.
• Shining armor material in night maps fixed.
• New shader for friendly icons.
Icons are optimized to save space from screen as much as possible while it still provides you where your teammates are.

• Server would auto create squad for new connecting users on Free For All and Free For All Gun Game fixed.

• Lonovo - Garages area at Objective E updated with one indestructible building at middle to provide more cover in situations when the whole garage area is ruined.
• Valley - Additional cover at cross between C and B on INFCONQ to break up sightlines.
• Oil Dunes - additional cover on some places and bug fixes.
• Basra - Objectives A (Radar) and E - additional cover and buildings
• Bug fixes on Sandy Susnet, Oil Dunes, Basra , Eduardovo, Frugis[/expand]

Steam API solution (further improvements and breakdown)
[expand type="details"]
• Improved batching on Steam API.

Order goes like this;

• User connects to master server
• Master server sends a request to our backend server saying 'Ensure this user's details are downloaded'.
• If user's data isn't cached or cached data is timed out (3 days), backend collects requests (up to 100 users - limit of SteamAPI) or max 5 seconds.
• Backend downloads 100 users or X users that was collected in 5 seconds at once from SteamAPI and caches on memory. (The limit is number of requests, not number of users, the more users requested at once, the better it is)

After user wants to join a game server;

• User requests game server to connect.
• Game server requests stats from master server.
• Master server requests;
1) User stats from backend server
2) User discord roles from another backend server (patreon, nitro booster, veteran etc)
3) Username from another backend server (the one that was improved).
and sends all to game server.

Because we requested the user's data much earlier and now it's ready in memory, as soon as game server asks, it's ready to use, no need to contact SteamAPI to get it again.[/expand]

Server Regions:

  • North America
  • South America
  • Europe
  • Asia
  • Australia

Supported Match Sizes:

  • 127 v 127 (254 players)

Start/End Times:[expand type="details"]
  • 6:30am - 12:30pm (Pacific Daylight Time)
  • 7:30am - 1:30pm (Mountain Daylight Time)
  • 8:30am - 2:30pm (Central Daylight Time)
  • 9:30am - 3:30pm (Eastern Daylight Time)
  • 1:30pm - 7:30pm (Greenwich Mean Time)
  • 2:30pm - 8:30pm (British Summer Time)
  • 9:30pm - 3:30am (China Standard Time)
  • 10:30pm - 4:30am (Japan Standard Time)
  • 11:30pm - 5:30am (Australian Eastern Standard Time)
[/expand]
FAQ:
[expand type="showmore"]

  • I've never played before, how do I join?
    - Head to our store page, and click "Request Access", it should be granted instantly! A Steam account created before 2022 is necessary to connect for playtesting.

  • I already have playtest access, do I need to sign up again?
    - Nope, welcome back!

  • Some of your tests use a different build, do I need a code for this?
    - No, the main branch is fine!

  • Is streaming/recording allowed?
    - Sure! Just keep in mind this is still in-development.

  • Where do I report bugs, or other issues?
    - We would greatly appreciate it if you'd share with us over on our Discord, but if for whatever reason that is not possible, feel free to make use of our Steam Community!
[/expand]



Stay up-to-date and in touch with us on Discord and Twitter. If you're interested in watching live development, check out TheLiquidHorse on Twitch. If you'd like to further support the development of the game, check us out on Patreon!

Dev Report (Oct. 1st Stress Test)

Hello everyone!



We'd like to thank you for joining us (or attempting to) for today's Stress Test. Over the past two weeks, the main work has been focused on custom DDOS protection, backend fixes, Oil Dunes rework, minor bug fixes, and the overall development of Helicopters, which is coming along well. With that said, only the backend fixes, bug fixes and Oil Dunes rework were implemented for this test, all of which performed as intended.

However, we ran into an issue during the live test that we attempted to hotfix, but eventually became a much larger issue. In short, we reached the maximum number of calls allotted via the Steam API, which caused us to be rate limited, greatly affecting players ability to connect. It's something that we are unable to fix quickly due to the nature of the problem. The Steam API is limited to 100,000 requests per day. We have potential solutions and work has already begun, so expect tests to take place during the week to verify the validity of said solution. The good news is that our backend systems are functioning appropriately, not to mention that this is another issue that we are happy to have encountered BEFORE Early Access.

Read along for info from the Lead Dev

The source of the problem is, we are using a Steam Web API to retrieve Steam username, profile picture, URLs, etc. The unexpected problem is, there was a rate limit globally. We just reached that limit for the first time.

• In the first hotfix, I assumed that there was an issue with the web client API we are using so I did some changes to the client - (increase max connections) - but that didn't work. After a bit more investigation, I found out that we are hitting the limit.
• Currently there is no way I can hack a way and fix this and it is affecting all queue times globally on all servers. Some reason JP and US more.

The logs are collected, the issue is known now.
Due to this I will be ending today's playtest earlier than planned time. Currently, most players who weren't playing will be stuck on queue times because of the rate limit we have.



The next scheduled test in planned for October 8th, but first we will conduct multiple tests throughout the week. We appreciate all of your support and patience!




Stay up-to-date and in touch with us on Discord and Twitter. If you're interested in watching live development, check out TheLiquidHorse on Twitch. If you'd like to further support the development of the game, check us out on Patreon!

Stress Test (October 1st)

Hello everyone!



A Stress Test will take place Saturday, October 1st! You can find the necessary playtest info and times below. Don't forget to check out our Patreon!, which comes with some cool customization rewards, not to mention a key for early access! Be sure to check out our State of The Game (Dev Report) in case you missed it!

Over the next two weeks, the focus will be on the following aspects

  • Bug fixes
  • 2 additional gadgets
  • Starting development of game server DDOS firewall and implementation with our backend
  • Starting development of transport helicopters.


Server Regions:

  • North America
  • South America
  • Europe
  • Asia
  • Australia

Supported Match Sizes:

  • 127 v 127 (254 players)

Start/End Times:[expand type="details"]
  • 6:30am - 12:30pm (Pacific Daylight Time)
  • 7:30am - 1:30pm (Mountain Daylight Time)
  • 8:30am - 2:30pm (Central Daylight Time)
  • 9:30am - 3:30pm (Eastern Daylight Time)
  • 1:30pm - 7:30pm (Greenwich Mean Time)
  • 2:30pm - 8:30pm (British Summer Time)
  • 9:30pm - 3:30am (China Standard Time)
  • 10:30pm - 4:30am (Japan Standard Time)
  • 11:30pm - 5:30am (Australian Eastern Standard Time)
[/expand]
FAQ:
[expand type="showmore"]

  • I've never played before, how do I join?
    - Head to our store page, and click "Request Access", it should be granted instantly! A Steam account created before 2022 is necessary to connect for playtesting.

  • I already have playtest access, do I need to sign up again?
    - Nope, welcome back!

  • Some of your tests use a different build, do I need a code for this?
    - No, the main branch is fine!

  • Is streaming/recording allowed?
    - Sure! Just keep in mind this is still in-development.

  • Where do I report bugs, or other issues?
    - We would greatly appreciate it if you'd share with us over on our Discord, but if for whatever reason that is not possible, feel free to make use of our Steam Community!
[/expand]

If you're unable to play in this test, don't worry, there will be more! Over time they will become more accessible in duration, eventually leading back to full day tests. We hope to see you there!


Stay up-to-date and in touch with us on Discord and Twitter. If you're interested in watching live development, check out TheLiquidHorse on Twitch. If you'd like to further support the development of the game, check us out on Patreon!

State of the Game (Dev Report)

Hello everyone. We'd like to provide some insight into the state of the development, challenges we're facing, and our plans for Early Access. All of your help and support has been extremely meaningful this past year, not to forget those of you who have been around in the years prior during previous iterations of BattleBit. The team is committed to delivering the best experience we can, so read along for more info from our Lead Developer, Oki.

We want to go into early access this year, however, there are a couple of things holding us up presently.

It’s well known, that most games reach their peak player counts at their release, and in a couple of weeks, or days, it drops by 50% or maybe more. Everyone tries once, the ones who like the game keep playing, and the ones who don't like it don't play again. That is how the gaming market is working.

1) SERVERS


[expand type="details"]We will face a lot of users in early access week, we will need a lot of servers in the United States, Europe, and Asia.

Solution:
We have found server companies that will help us in North America and Europe, however, due to bandwidth usage, we are still looking for server providers in Asia where servers are 12x - 60x more expensive. Similar prices are applied to Brazilian servers as well.

(Cloud servers are much more expensive as we tried and the bill was extreme)[/expand]

2) DDOS ATTACKS


[expand type="details"]We are still receiving DDOS attacks on our live playtests, we just stopped announcing it as it became very common. We are expecting huge DDOS attacks on the early access.

Solution:
• We will use Cloudflare for our master servers and backend, however we can't use Cloudflare for game servers as we would go bankrupt (really) as the amount of bandwidth we are using is a lot.

• We are forced to create a custom DDOS protection/filter manually for game servers. Currently, we started working on one, but it's still not finished nor deployed, we will have to experiment if it's stable and bulletproof.[/expand]

3) CHEATERS - ANTI CHEAT - REPORT SYSTEM.


[expand type="details"]It would be delusional to say we won't have cheaters. The game engine is Unity, which is one of the most popular game engine in the world, and there are a lot of tools out there that can be used to tamper with games that are made with Unity.

Solution:
• First of all, we have been using Easy Anti Cheat for a while, we realise it's not holding up to our expectations, therefore, we are still actively looking for another anti-cheat to replace it. However, Anti-Cheat software does not prevent cheaters, it makes it harder/longer for people to make cheats.

There are also some ways to make cheats harder in the game code, ie; server-side movements, more checks, etc, however, those are causing some performance loss on the server side and legit hit registrations would also be ignored from time to time, also less smoother movement, it's quite difficult to get them working server side, and still provide smooth gameplay. That will require time and iterations.

• I believe that the best anti-cheat is community moderation which is the report system and user-recorded clips sent to us.

The problem with the report system is that there will be people/groups/clans, who are abusing the report system and trying to get people timed out. I believe it's a serious problem as it prevents someone from playing the game. We will have to polish the reporting system so that a group of friends can't make a legit person get timed out so easily, yet a cheater gets timed out as fast as possible, as soon as they are reported by the community.[/expand]

4) BACKEND


[expand type="details"]Recently I have reworked all the backend and now it handles a lot of requests very well, however, it's never been tested with more than 20k users, I do believe it will scale up to much larger numbers without issues, however, until we try, there will be no way to say it's stable and able to carry a lot more users. So, the backend will be experimental for a long time.[/expand]

5) GAMEMODES - GAME CONTENT


[expand type="details"]• We love 127vs127, it's one of the primary reasons why we wanted to make a game like this in the first place. However, we know that smaller servers are also requested, as it's calmer and more focusable for the game mode. Before early access, we wanted to have polished, playable small servers/game modes as well, currently we haven't focused too much on smaller game modes, it's something we must do before the early access.

• We need more skins/weapons/armor sets for early access, and at least a somewhat good amount of content to keep the interest while we are preparing more along the way.

• We want to have helicopters (transport) available before early access, making sure it's polished (helicopter, game mode, and maps).[/expand]

6) BUDGET - COSTS


[expand type="details"]Since the game became somewhat popular (early 2022), we have been receiving around $10,000 per month from our Patreon Backers. Before, the game was less known, we were receiving around mostly $300 - time to time $400 and rarely a bit more.

From this $10,000, we have been paying around $4,500 - $5,000 for servers just to get the 20k users playing on weekends, I have been taking $400-$500 per month personally to pay my bills, food, etc, (I used have a job but I left to dedicate all my time to BattleBit, Patreon Backers are putting food on my table currently), the rest is being saved until now.

Our estimated cost for early access will be around $45,000-$50,000/month. (Game servers in USA,EU,AS + Cloudflare + Backend servers in USA,EU,AS + DDOS protection + Databases in USA,EU,AS)

This price will drop after we pass the initial player surge on early access, and only the remaining fans continue to play the game. ;

The problem is that, Steam holds 3 months of funds, before paying the developers, which means, we will have to survive with the budget that we have on hand during the initial load time (first 3 months of early access)

For the 3 months until Steam releases funds, we will require $150k (3 months) to keep the servers up, we have so far saved around ~$55,000 from Patreon.

Currently, we are planning to open the game to PRE-ORDERS somewhat soon, and save more before early access, we will take a loan if necessary to survive during the early access load.
At the time when Pre-orders are opened, the Patreon will be ended.

As much as we want to go early access this year, fixing all the issues in the remaining 3 months will be unlikely. At least a minimum of 3-4 more months is needed. That moves the planned early access date to March-April 2023.[/expand]

--------- What now, what is the plan? ---------




  • Addition of new content (last 2 weeks, we have been focusing on in game content. 6 new weapons, riot shield, smoke grenade launcher and new armor sets and skins)
  • We will start working on helicopters, make sure our maps properly support helicopters and add new gadgets to counter them so the gameplay is balanced.
  • Hosting smaller game servers and game modes and start polishing.
  • Continue developing the game-servers DDOS protection, deployment system and start testing.
  • Continue development on the report system and the addition of more internal tools for our side to monitor.
  • Start building FAQ and Help Centers and in game ticketing system for those who have issues (unable to launch game, game freezes at X point, banned in game, I want to appeal etc).
  • Explore and test further Anti-Cheat solutions.
  • Another content update and gamemode update before early access.
  • Polish all of what is listed above and what’s currently in game to be Early Access ready.


Until early access, we will continue testing at weekends, from time to time on weekdays in small discord server and continue iterating until EA launch, where the servers will remain 24/7.

Stress Test (September 17th)

Hello everyone!



A Stress Test will take place Saturday, September 17th! To any of our players who are unable to participate due to the nature of testing times we do appreciate your patience and we ask that you continue to bare with us! You can find the necessary playtest info and times below. Don't forget to check out our Patreon!, which comes with some cool customization rewards, not to mention a key for early access!


Server Regions:

  • North America
  • South America
  • Europe
  • Asia
  • Australia

Supported Match Sizes:

  • 127 v 127 (254 players)

Start/End Times:[expand type="details"]
  • 6:30am - 12:30pm (Pacific Daylight Time)
  • 7:30am - 1:30pm (Mountain Daylight Time)
  • 9:30am - 3:30pm (Eastern Daylight Time)
  • 1:30pm - 7:30pm (Greenwich Mean Time)
  • 2:30pm - 8:30pm (British Summer Time)
  • 9:30pm - 3:30am (China Standard Time)
  • 10:30pm - 4:30am (Japan Standard Time)
  • 11:30pm - 5:30am (Australian Eastern Standard Time)
[/expand]
FAQ:
[expand type="showmore"]

  • I've never played before, how do I join?
    - Head to our store page, and click "Request Access", it should be granted instantly! A Steam account created before 2022 is necessary to connect for playtesting.

  • I already have playtest access, do I need to sign up again?
    - Nope, welcome back!

  • Some of your tests use a different build, do I need a code for this?
    - No, the main branch is fine!

  • Is streaming/recording allowed?
    - Sure! Just keep in mind this is still in-development.

  • Where do I report bugs, or other issues?
    - We would greatly appreciate it if you'd share with us over on our Discord, but if for whatever reason that is not possible, feel free to make use of our Steam Community!
[/expand]

If you're unable to play in this test, don't worry, there will be more! Over time they will become more accessible in duration, eventually leading back to full day tests. We hope to see you there!


Stay up-to-date and in touch with us on Discord and Twitter. If you're interested in watching live development, check out TheLiquidHorse on Twitch. If you'd like to further support the development of the game, check us out on Patreon!

Stress Test (August 27th)

Hello everyone!


A Stress Test will take place Saturday, August 27th! Testing time will remain at 6 hours this week. To any of our players who are unable to participate due to the nature of testing times we do appreciate your patience and we ask that you continue to bare with us! You can find the necessary playtest info and times below. Don't forget to check out our Patreon!, which comes with some cool customization rewards, not to mention a key for early access! A huge thank you to everyone who has been joining us for these tests.

Dev Report on the cancellation of 8/20 test
[expand type="details"]Due to more work required on the master server, I am canceling the playtest for this weekend (August 20th). I have been reworking the backend heavily since the past playtest and it's not finished, none of the changes have been tested internally nor in small scale playtests.
I underestimated the amount of work - testing required, I would have canceled it earlier.


Here is a more in-depth report at least to give an idea of what is going on.

• During a couple of playtests, I have been shutting down the master server number of times and observing its behavior how fast/well it will recover. As it turned out, we have horrible bottlenecks. Despite not many people affected by those down times and it recovered itself fast, it was clearly not scaling up well and definitely wouldn't survive at early access, it had to be reworked.

• After the previous playtest, I noted tons of bugs/todos on developer-todos channel, I couldn't start working on those while working on the backend.

• We are still lacking servers in Asia as we can't find a server provider that will fulfill our bandwidth requirements in Asia that is affordable for us.

• Vilaskis has been working on a new map, we haven't tested the map internally (in tester server) yet.

Currently, the backend is not ready for playable playtest as most of the components don't exist. I have rushed most of the components on the backend to attempt to make it to this Saturday to the last moment because it was announced, however it wasn't enough. [/expand]



Server Regions:

  • North America
  • South America
  • Europe
  • Asia (TBD)
  • Australia

Supported Match Sizes:

  • 127 v 127 (254 players)

Start/End Times:[expand type="details"]
  • 6:30am - 12:30pm (Pacific Daylight Time)
  • 7:30am - 1:30pm (Mountain Daylight Time)
  • 9:30am - 3:30pm (Eastern Daylight Time)
  • 1:30pm - 7:30pm (Greenwich Mean Time)
  • 2:30pm - 8:30pm (British Summer Time)
  • 9:30pm - 3:30am (China Standard Time)
  • 10:30pm - 4:30am (Japan Standard Time)
  • 11:30pm - 5:30am (Australian Eastern Standard Time)
[/expand]
FAQ:
[expand type="showmore"]

  • I've never played before, how do I join?
    - Head to our store page, and click "Request Access", it should be granted instantly! A Steam account created before 2022 is necessary to connect for playtesting.

  • I already have playtest access, do I need to sign up again?
    - Nope, welcome back!

  • Some of your tests use a different build, do I need a code for this?
    - No, the main branch is fine!

  • Is streaming/recording allowed?
    - Sure! Just keep in mind this is still in-development.

  • Where do I report bugs, or other issues?
    - We would greatly appreciate it if you'd share with us over on our Discord, but if for whatever reason that is not possible, feel free to make use of our Steam Community!
[/expand]

If you're unable to play in this test, don't worry, there will be more! Over time they will become more accessible in duration, eventually leading back to full day tests. We hope to see you there!


Stay up-to-date and in touch with us on Discord and Twitter. If you're interested in watching live development, check out TheLiquidHorse on Twitch. If you'd like to further support the development of the game, check us out on Patreon!

Stress Test (August 20th)

Hello everyone!



A Stress Test will take place Saturday, August 20th! It is open to all players! Testing time will remain at 6 hours this week. To any of our players who are unable to participate due to the nature of testing times we do appreciate your patience and we ask that you continue to bare with us! You can find the necessary playtest info and times below. Don't forget to check out our Patreon!, which comes with some cool customization rewards, not to mention a key for early access! A huge thank you to everyone who has been joining us for these tests.


Server Regions:

  • North America
  • South America
  • Europe
  • Asia (TBD)
  • Australia

Supported Match Sizes:

  • 127 v 127 (254 players)

Start/End Times:[expand type="details"]
  • 6:30am - 12:30pm (Pacific Daylight Time)
  • 7:30am - 1:30pm (Mountain Daylight Time)
  • 9:30am - 3:30pm (Eastern Daylight Time)
  • 1:30pm - 7:30pm (Greenwich Mean Time)
  • 2:30pm - 8:30pm (British Summer Time)
  • 9:30pm - 3:30am (China Standard Time)
  • 10:30pm - 4:30am (Japan Standard Time)
  • 11:30pm - 5:30am (Australian Eastern Standard Time)
[/expand]
FAQ:
[expand type="showmore"]

  • I've never played before, how do I join?
    - Head to our store page, and click "Request Access", it should be granted instantly! A Steam account created before 2022 is necessary to connect for playtesting.

  • I already have playtest access, do I need to sign up again?
    - Nope, welcome back!

  • Some of your tests use a different build, do I need a code for this?
    - No, the main branch is fine!

  • Is streaming/recording allowed?
    - Sure! Just keep in mind this is still in-development.

  • Where do I report bugs, or other issues?
    - We would greatly appreciate it if you'd share with us over on our Discord, but if for whatever reason that is not possible, feel free to make use of our Steam Community!
[/expand]

If you're unable to play in this test, don't worry, there will be more! Over time they will become more accessible in duration, eventually leading back to full day tests. We hope to see you there!


Stay up-to-date and in touch with us on Discord and Twitter. If you're interested in watching live development, check out TheLiquidHorse on Twitch. If you'd like to further support the development of the game, check us out on Patreon!

Stress Test (August 13th)

Hello everyone!



A Stress Test will take place Saturday, August 13th! There will be limited server capacity compared to our major playtests, but it is open to all players! Testing time has been extended to 6 hours, instead of the usual 3. To any of our players who are unable to participate due to the nature of testing times we do appreciate your patience and we ask that you continue to bare with us! You can find the necessary playtest info and times below. Don't forget to check out our Patreon!, which comes with some cool customization rewards, not to mention a key for early access!


Server Regions:

  • North America
  • South America
  • Europe
  • Asia
  • Australia

Supported Match Sizes:

  • 127 v 127 (254 players)

Start/End Times:[expand type="details"]
  • 6:30am - 12:30pm (Pacific Daylight Time)
  • 7:30am - 1:30pm (Mountain Daylight Time)
  • 9:30am - 3:30pm (Eastern Daylight Time)
  • 1:30pm - 7:30pm (Greenwich Mean Time)
  • 2:30pm - 8:30pm (British Summer Time)
  • 9:30pm - 3:30am (China Standard Time)
  • 10:30pm - 4:30am (Japan Standard Time)
  • 11:30pm - 5:30am (Australian Eastern Standard Time)
[/expand]
FAQ:
[expand type="showmore"]

  • I've never played before, how do I join?
    - Head to our store page, and click "Request Access", it should be granted instantly! A Steam account created before 2022 is necessary to connect for playtesting.

  • I already have playtest access, do I need to sign up again?
    - Nope, welcome back!

  • Some of your tests use a different build, do I need a code for this?
    - No, the main branch is fine!

  • Is streaming/recording allowed?
    - Sure! Just keep in mind this is still in-development.

  • Where do I report bugs, or other issues?
    - We would greatly appreciate it if you'd share with us over on our Discord, but if for whatever reason that is not possible, feel free to make use of our Steam Community!
[/expand]

If you're unable to play in this test, don't worry, there will be more! Over time they will become more accessible in duration, eventually leading back to full day tests. We hope to see you there!


Stay up-to-date and in touch with us on Discord and Twitter. If you're interested in watching live development, check out TheLiquidHorse on Twitch. If you'd like to further support the development of the game, check us out on Patreon!

Stress Test (August 6th)

Hello everyone!



A Stress Test will take place Saturday, August 6th! There will be limited server capacity compared to our major playtests, but it is open to all players! To any of our players who are unable to participate due to the nature of testing times we do appreciate your patience and we ask that you continue to bare with us! You can find the necessary playtest info and times below. Don't forget to check out our Patreon!, which comes with some cool customization rewards, not to mention a key for early access!

July 30th Post-Test Report from Oki (Lead Dev)
[expand type="showmore"]

  • The server side movement (simulating 254 player's inputs at 60hz) didn't go well, lowering the performance heavily on server side.
  • On the first hotfix, the server side simulation was slightly more optimized, however this time the desyncs increased in severity.
  • On the second hotfix, the movement has reverted to hybrid model where the client/server side are combined.
  • At the start of the playtest, the sudden traffic increase on Europe servers triggered the firewall and started blocking actual users. We also received DDOS attacks (ICMP and Fragmented UDP Flood attacks), so we'll be working on building a custom DDOS firewall specific to BattleBit in the near future. Still working on getting this sorted for early access so we don't deal with it at launch, or post-launch.
Overall, it wasn't the smoothest playtest.
Game development cycle has it's own ups and downs however, quick feedback from community helped a lot delivering those hotfixes as fast as possible so thank you guys ❤️.
[/expand]

Server Regions:

  • North America
  • South America
  • Europe
  • Asia
  • Australia

Supported Match Sizes:

  • 127 v 127 (254 players)

Start/End Times:[expand type="details"]
  • 6:30am - 9:30am (Pacific Daylight Time)
  • 7:30am - 10:30am (Mountain Daylight Time)
  • 9:30am - 12:30pm (Eastern Daylight Time)
  • 1:30pm - 4:30pm (Greenwich Mean Time)
  • 2:30pm - 5:30pm (British Summer Time)
  • 9:30pm - 12:30am (China Standard Time)
  • 10:30pm - 1:30am (Japan Standard Time)
  • 11:30pm - 2:30am (Australian Eastern Standard Time)
[/expand]
FAQ:
[expand type="showmore"]

  • I've never played before, how do I join?
    - Head to our store page, and click "Request Access", it should be granted instantly! A Steam account created before 2022 is necessary to connect for playtesting.

  • I already have playtest access, do I need to sign up again?
    - Nope, welcome back!

  • Some of your tests use a different build, do I need a code for this?
    - No, the main branch is fine!

  • Is streaming/recording allowed?
    - Sure! Just keep in mind this is still in-development.

  • Where do I report bugs, or other issues?
    - We would greatly appreciate it if you'd share with us over on our Discord, but if for whatever reason that is not possible, feel free to make use of our Steam Community!
[/expand]

If you're unable to play in this test, don't worry, there will be more! Over time they will become more accessible in duration, eventually leading back to full day tests. We hope to see you there!


Stay up-to-date and in touch with us on Discord and Twitter. If you're interested in watching live development, check out TheLiquidHorse on Twitch. If you'd like to further support the development of the game, check us out on Patreon!

EXTENDED Stress Test (July 30th)

Hello everyone!



A Stress Test will take place Saturday, July 30th! There will be limited server capacity compared to our major playtests. This is in line with our plans of scaling up step by step, as referenced in our community update blogs. You can find the necessary playtest info and times below. Don't forget to check out our Patreon!, which comes with some cool customization rewards, not to mention a key for early access!

Server Regions:
North America, South America, Europe, Asia, Australia,

Supported Match Sizes:

  • 127 v 127 (254 players)


*EXTENDED BY 2 HOURS*
Start/End Times:

    <*> 7:30am - 12:30pm (MDT)
    <*> 9:30am - 2:30pm (EDT)
    <*> 1:30pm - 6:30pm (GMT)
    <*> 2:30pm - 7:30pm (BST)
    <*> 9:30pm - 2:30am (China Standard Time)
    <*> 10:30pm - 3:30am (JST)
    <*> 11:30pm - 4:30am (AEST)


FAQ:

  • I've never played before, how do I join?
    - Head to our store page, and click "Request Access", it should be granted instantly! A Steam account created before 2022 is necessary to connect for playtesting.

  • I already have playtest access, do I need to sign up again?
    - Nope, welcome back!

  • Some of your tests use a different build, do I need a code for this?
    - No, the main branch is fine!

  • Is streaming/recording allowed?
    - Sure! Just keep in mind this is still in-development.

  • Where do I report bugs, or other issues?
    - We would greatly appreciate it if you'd share with us over on our Discord, but if for whatever reason that is not possible, feel free to make use of our Steam Community!


If you're unable to play in this test, don't worry, there will be more! Over time they will become more accessible in duration, eventually leading back to full day tests. We hope to see you there!


Stay up-to-date and in touch with us on Discord and Twitter. If you're interested in watching live development, check out TheLiquidHorse on Twitch. If you'd like to further support the development of the game, check us out on Patreon!