Miscreated is 33% off until next Monday. You can find it here:
http://store.steampowered.com/app/299740
Check out the latest updates and news on the Steam discussions here:
http://steamcommunity.com/app/299740/discussions
Got some questions? Join the community on Discord at:
https://discordapp.com/invite/miscreated
Update #45 - 01/24/2017
Servers
The ability has been added to the servers to automatically schedule restarts. Refer to the end of these patchnotes for all the details.
Game
Shader cache updated to reduce stalls while playing
Removed unneeded database updates when loading a server's stored state
Optimized database updates from the servers (about half as many needed now)
Several adjustments to help prevent duping of items
Fixed issue where database left many items orphaned (caused database bloat)
Fixed issue where combat logging could remove all items from the player
Removed over 1GB of stock CryEngine assets from the install
Several more potential fixes for client and server crashes
Adjusted physics proxy for player to closer match the player model
More information displayed for the "Item cannot be carried" message
Reduced max camera angles vertically to prevent looking inside of your own body
Can't jump when crouched or sitting
Fixed one issue that was causing players to get kicked while playing
Ladders fixed so you can't get on them at the bottom from behind (prevents using them through walls)
Potential fix for cursor bug on high DPI displays
Optimized vehicle inventory items to reduce server network thread CPU usage
Optimized player corpse inventory items to reduce server network thread CPU usage
While in a vehicle a player can access their own inventory, so they can eat/drink/reload/etc.
Added sanity checks to help prevent 0 count ammo piles when splitting
Added additional checks to help prevent primary weapons and backpacks being stored inside of player's items
Aiming fixes for shooting weapons (accuracy and speed)
Players killed inside of a vehicle are now lootable
Added ability to push small vehicles, like the boat, so it can be pushed into the water
Items
Headlamp added (can be turned on/off via context menu in the UI)
Fixed barbed wire not being able to be packed up
Fixed gnomes not being able to be packed up
Made balaclavas rippable to rags
Made no sleeve vests rippable to rags
Lug wrench can no longer repair base walls
Rifle flashlight attachment light changed to match small megalite
Increased .45 ACP stack size to 30
Glowing material added to flashlights when they're on
Some camping related baseparts
Move gun spawn that was stuck on a shelf
Widened physics proxy opening on privacy fence so players can go through the gaps
Another variation of camping tents spawn in the world
Fixed a shelf that players could get stuck behind
Base Building
Some new camping related parts are now spawning
Map
Expanded West region of Hayward and the river leading to Hayward: Now you can drive a boat up to Hayward
More of the northern river from Brightmoor: includes a bit more of the road towards the dam and a swamp area across the river
The building in Hayward with the missing door that everyone falls into should be fixed
Added rain occluders to cabins, so it doesn't rain inside of them
Police department floor modified to help prevent items falling through it when dropped
Junk/Lumberyard South of Brightmoor updated
Audio
Fixed throwing sounds for grenade and flashbang
Added sounds to birds
UI
More hints added to main menu
Partial fix for some mouse scaling issues with high DPI monitors (doesn't fix it for everyone yet)
Animations
Rifles hands up emotes fix. Left hand no longer goes to incorrect position
New base movement animation set added for raised fists and raised melee weapon stances
Fixed left wrist while crouch moving in raised stance for pistols and rifles
Improved woodpaddle stance and pose appearance. More in line with the other melee weapons now
Change fire mode animations added for akm, m16, and crafted smg
Kick animations have had a clean up
Spamming s and v no longer causes kick animation to spin around with an odd animation
Throwing movement animations have been cleaned
Dozen or so movement animations have had the camera fixed to be more consistent
Throwing sound fixed for grenade and flashbang
General cleanup of compressed animation files - DBA files loaded more sensibly
Textures/Materials/Models
Darkened water drop effect so it doesn't glow inside caves
Improved textures on shotgun so they are more PBR compliant
Several textures for props improved to look better
Fixed model for the 9mm ammo pile (was using incorrect one)
Automated Server Restarts
By default, unless the server renter makes it shorter, all servers will restart every 12 hours.
These commands are optional, but can be added to your hosting.cfg file:
schedule_shutdown_utc=HOUR Where HOUR is a numeric value from 0.0 to 24.0. Ex. 3.0 is 3AM UTC, 14.5 is 2:30PM UTC
So, schedule_shutdown_utc 3.5 will cause the server to restart at 3:30AM UTC every day.
You can add multiple schedule_shutdown_utc commands to the hosting.cfg file. The following would cause the server to restart four times each day:
schedule_shutdown_utc=0.0 (Midnight)
schedule_shutdown_utc=6.0 (6AM)
schedule_shutdown_utc=12.0 (Noon)
schedule_shutdown_utc=18.0 (6PM)
sv_maxuptime=HOURS HOURS is the maximum running time before a restart, from 0.5 to 12.0
Instead of scheduling precise restarts you can use this to have the server restart every HOURS instead. The HOURS specified is randomized by up to 60 minutes to prevent all servers restarting at the same time by default.
The following would cause the server to restart approximately every 6 hours:
sv_maxuptime=6.0
In addition to the above two commands, you can also execute the following command via rcon to have the server restart itself on demand:
do_shutdown SECONDS Where SECONDS is the number of seconds before shutdown, from 45 to 600
The following would cause the server to restart in 120 seconds:
do_shutdown 120
When the above commands are used the server will automatically send out warning messages to all players before the server is restarted. A server message will be sent out at eachof the following times before a scheduled restart:
10 minutes, 5 minutes, 3 minutes, 1 minute, 45 seconds, 30 seconds, 15 seconds
Note that do_shutdown could be short enough that not all of them would have time to be sent.
Miscreated State of the Game 2016
[B]State of the Game 2016[/B]
As 2016 has ended and we're moving into 2017 we wanted to take some time and give an overview of a lot of the game systems that make up Miscreated and explain the current state of each of those - much like we did at the end of 2015. Most systems have been covered below, but if you have additional questions please send a tweet to @miscreatedgame and we'll do our best to get them answered promptly.
If you are enjoying playing Miscreated, please leave (or update) your review on Steam at http://steamcommunity.com/app/299740! It's very beneficial to the game.
[B]Social Media[/B]
As a reminder, if you are not following our social media accounts, we'd recommend you do so. There is a lot of information that is shared on them that doesn't warrant a full post on Steam or our website. Some of the Twitter handles of team members are included below, so you can follow those that may interest you.
@entradaint (Company account)
@miscreatedgame (Official game account)
@lordsnave (Terry Evans - creator and lead developer)
@csprance (Chris Sprance - technical director/art lead)
@adam_johnson_ (Adam Johnson - technical designer)
@miscreatedmarco (Marco Catena - lead level designer)
@sihambly (Simon Hambly - lead animator)
@plumbjet (Graham Hayward - lead 3d artist)
@hendrikpolc (Hendrik Polczynski - senior developer)
@matthieu_labrie (Matt Labrie - 3d artist)
@miscreatedkks (Serkan - 3d artist)
@miscreated_carl (Carl Kent - 3d artist)
@miscreated_farz (Farzad Morshed - animator)
@miscreated_jen (Jennifer Yaner - Community Manager/PR)
@mrsmiscreated (Kim Hayward - Media Relations Manager/PR)
We want to thank everyone for making 2016 a great year for Miscreated! To date almost 600,000 of you have bought the game, which makes for a fun and vibrant community and the game's rating on Steam has been steadily increasing as well. Throughout 2017 we will continue to focus on fixing core issues and adding more gameplay elements to the game.
[B]Player Growth[/B]
Miscreated has seen a substantial increase in the number of concurrent players playing the game. We hope to see the trend continue to improve as we fix and add core issues and features to the game. This is the concurrent player graph during the last year:
[B]BugSplat Integration[/B]
During the later part of 2016 we integrated BugSplat into Miscreated. BugSplat is a tool that automatically submits a crash report to them any time a server or client crashes. We can then view those reports on the BugSplat website and analyze them to help determine what caused the crash and to fix them. They also have several reports and metrics which allows us to look at how the stability of the game is trending. Keep in mind that the player count and number of servers have been increasing a lot while the total number of crashes has been declining. Each update we fix additional issues that are causing crashes.
Total Server crashes since BugSplat was integrated (the huge spikes were misconfigured servers that were continually crashing and restarting):
Total Client crashes since BugSplat was integrated:
[B]AI[/B]
Early in 2016 we worked with Moon Collider to get their Kythera AI system working with Miscreated. The default AI system in CryEngine had some critical limitations when it comes to making a game of the size and scope we wanted, so the only option was to completely replace it with something better.
In addition to replacing the AI system, we also implemented our own lightweight and optimized animal system, and then Kythera was modified to use it as well. The animal system completely replaces the standard Actor system in CryEngine, so it's a lot faster and more efficient. The original intent of the animal system was just to be used for simple animals like the pig and rooster, but since it worked so well we decided to move all AI in the game to be based on the animal system and then use Kythera to control them.
Right at the end of 2016 we tried to move the last of the AI over to using the animal system, the mutants, but a few issues were found in final testing, so it was decided to wait until 2017 so we'd have more time to fix the issues. Once the mutants are moved over, then we can work on improving the AI in general. There is still a lot we want to add to the game when it comes to AI.
[B]Networking[/B]
Networking is still a huge issue with Miscreated. While we have made a lot of improvements and changes to the default CryEngine networking code, it is still not even close to where we want it to be at for the final game.
We've had many internal discussions on what to do with the networking system, and the general consensus from the team is that it may be better to just rip the entire networking layer out of CryEngine and replace it with something a lot better. The default code is very antiquated and is not designed for modern games - especially an open world game. We think we will be able to move some systems over to a new networking layer in stages, probably starting with the animal system, and see how it goes from there. Improving networking will be a core focus for the team during 2017.
[B]Prone[/B]
Prone support is a feature we definitely want in the game and we are still continuing to work on it. Unfortunately, it is a lot more complex than just making a few animations of the player on the ground. It requires changes to our camera (SFP) system, animation system, physics system, combat system, AI system, and pretty much every major part of the game. While we don't have an estimate on when it will be all finished, it is high on everyone's priority list, and is a feature commonly requested and asked about by the community.
[B]Animations[/B]
A lot of time was spent during 2016 cleaning up existing animations, fixing issues caused by our SFP (Simulated First Person) mode, and adding custom animation support for some of the new weapons like the Recurve Bow and Crossbow. With our custom animation system in place it also allowed us to start working on more gameplay related features, such as the player emotes and being able to tie/bind players, and work has continued to progress on the prone animation system mentioned above.
[B]Female Character[/B]
Adding a female character to the game is something we've wanted to do for a long time, but kept pushing it off until other systems were in place, so we didn't have to redo a lot of work for both the male and female models. Just focusing on the male character allowed us to develop faster.
However, the time has now come to add the female character to the game. We expect this will happen during first quarter of 2017.
The female model is all done and is working in game, but all of the clothing in the game needs to be modified so it will work on both the male and female models, and that work has already been started on. There will also be an option added to the UI so that you can choose to play as a male or female character.
[B]Base Building[/B]
The base building system will be seeing some love soon. Since it was implemented we've made some minor changes to it and added some new parts, and storage boxes, but there is still a lot more we plan to do with it. What you see in game was just our first pass.
Floating bases will be fixed.
Many of the features we want to add to the base building system have been waiting for our networking system to improve so that it doesn't cause additional issues with the servers. Some of the features you will see being added this year.
[B]Sounds[/B]
Starting during January the plan is to start working on improving and fixing some of the lingering issues with all of the sounds in the game. This work will touch on a lot of areas of the game, such as:
How the sound zones are placed and configured on the map (ambient sounds, ocean waves, trees rustling, reverb areas)
How the sounds change when you are transitioning from the outside to inside of buildings/bunkers/caves
Improving gunshot tails so you get the nice echo sounds when outdoors
Adjusting many current sounds so they are more consistent (especially related to weapons)
Replacing some existing sound effects that were not entirely happy with (again, mainly related to weapons)
[B]Vehicles[/B]
During 2016 we added some more unique vehicles to the game, such as the bicycle, bus, and the 5-ton truck, and also added the police car which you can interact with more than a typical vehicle (lights/sirens).
The bicycle, due to the lack of proper two-wheeled support in CryEngine, was sort of a hack on our part to get it working in game, and we are not pleased with the way it currently works. We definitely want to fix it. We also have a dirt bike finished that we want to add to the game, but it's on hold until our two-wheeled physics model is working at an acceptable level.
Except for the dirt bike, there are no plans to add additional vehicles or types of vehicles to the game at this time. Instead we will focus on fixing existing issues with the vehicles. We also still planning on adding support so some of the vehicles can be customized by the players.
[B]Survival[/B]
This is an area the Miscreated team, and many of our fans, know we are lacking in. From the inception of the game we wanted the game to be heavily focused around survival, and we are not close to that goal yet.
During 2017 we will be adding, and fixing, more survival elements to the game. This is also an area that Kythera will really be helpful with once the conversion of all the AI is completed - so we can focus more on AI behaviors. We have added some basic survival elements in 2016, animals and hunting animals, cooking materials from animals, campfires/drying racks, but those are fairly basic systems and need to be expanded upon. Features like traps and crops we still plan to add.
Our goal is to make Miscreated really feel like a survival game.
[B]Battle Royale[/B]
We mentioned this in the last State of the Game post so we'll mention it again for this one, but BR is on hold for now until the survival game aspect is closer to completion. No work has been done on BR in 2016. Having said that, we still want to add it to the game at some future point, but our focus is on the survival game.
[B]Looking Towards Beta[/B]
Once all of the core gameplay mechanics we want to add to the game are in and working at an acceptable level, and all major/critical issues have been fixed, then we'll move the game to Beta status and focus more on fine tuning and fixing the smaller, lingering issues. We don't have an ETA on when that will happen, or if it will even happen during 2017, but we are focusing on fixing and adding the main gameplay features for the game during this year.
From the entire Miscreated team, thank your for an amazing 2016 and we plan on 2017 being ever better!
- Miscreated
Update #44 - 12/15/2016
Game
Fixed an issue causing the vehicle running state to be out of sync between clients (aka silent vehicles)
Removed some log spam from the server that could slow the server process down
Keybinds added to activate accessories on weapons
Items
Explosive grenade added
Flashbang grenade added
Laser sight attachment added
Flashlight attachment can only be turned on when attached to a weapon
New GPS Map texture - easier to read the coordinates
Removed glass-like particle effect trigged on AI death
UI
Server browser displays list of servers faster
Map
Military base item spawns adjusted
Military checkpoints added in Northern part of the map
Supermarket prefab updated
New supermarket added in Hayward Valley
Hayward Valley south downtown is now open
2 roof top areas in Hayward Valley are now open
Animations
Fixed animations when walking or running with the bow
Minor improvements to the character blendspace when not holding a weapon
Minor improvements to crouch rotations when not holding a weapon
Minor fix to rifle ironsight
Changed lowered stance poses so left hand doesn't come off weapons during actions like leaning
Sitting - can no longer see through walls during transitions (new sitting and transition animations)
Step rotates - standing, and crouching step rotates will no longer cause odd arm movements (with and without weapons)
Np weapon movement - fixed blendspaces to help with general movement
Np weapon movement - Running and sprinting cross left and cross right will have the feet/legs pointing in the correct direction
Np weapon movement - General clean up of the nw animation set
Rifle/Pistol movement - Reintroduced more back movement into the base set of animations following the SFP update the previous patch. Now less stiff
Rifle sprinting - running into walls and going up/down hill will not longer have goofy leg movements
Rifle idles - small alteration to standing ironsight idle to help with idle jitters
Rifles - changed weaponposes so weapon doesn't turn 90 degrees when changing between lowered and raised stance during jumping
Rifles - changes to lowered weaponposes so that left hand doesn't come off weapons whilst using actions like leaning
Bow - fixed issue when moving with bow drawn. Bow now doesn't slip out of hand
Bow - fixed position of bow when jumping in raised and drawn stances
Throwing - base movement altered whilst in the hold back position to correct some arm issues
Grenade and flashbang - animations added
Throwing items - Fixed arms when running up and down hills
Megaphone - radio squelches replaced by button click
Potential fix for the player animation when entering a vehicle
Models
MK18 - added lods
M16 - lods added
Materials/Textures
Many updates and adjustments to textures and materials
Update #43 - 11/23/2016
Server
Don't crash on startup if a quoted cfg variable is missing the ending quotation mark
Reduced CPU time required for network updates
Game
Shader cache updated to reduce stalls while playing
Fixed main cause of the invisible player issue
Potential fixes for several more client and server crashes
Added dedicated police item spawn locations
Projectile damage is reduced from penetrating surfaces
Attacking a base doesn't cancel other people trying to pack up parts
AI
Fix for deer not spawning correctly
Can only access an animal's inventory when they are dead
Items
Craftable flashlight attachment that will fit on some rifles
Rope can be used to bind people
Handcuffs added and can be used to bind people
Handcuff keys added
Megaphone added
Flashbang - decreased time to explode down to 3 seconds
Pipebomb - uses correct on ground model
Crafted baseball bats spawn in the world (until they can be crafted again)
Map
AI zones expanded to cover fishing village
Added building exclusion zone to the campground North of Pinecrest
Tweaks to military base
New large office block interior in Hayward Valley
Adjustments and slight additions to woodland areas around Woodhaven
Audio
Fixed issue with two-headed dog sounds when dead
Police siren sound fixed
Increased max number of audio channels for some sounds
Animations
Aim Stabilization system implemented - decreases weapon jitter when moving -
Video Link to open in browser https://youtu.be/jzG7W5-Q8YE
Crafted pistol uses correct select animations
Chemlight sounds fixed
Changes to the crouch rifle sprint so the arms look better
UI
Pressing the Escape key from a submenu of the in-game menu now correctly resets the disconnect timer
Added unique icon for the 7.62x39 magazine
Miscreated Halloween Sale - 50% Off!
Miscreated is on sale during the Steam Halloween Sale for 50% off.
In addition, update #42 was released yesterday.
You can view the patch notes on Steam here:
http://steamcommunity.com/games/299740/announcements/detail/540822938090512900
Update #42 - 10/27/2016
Game
Increased default file logging level for more information from BugSplat reports
Several potential fixes for various client crashes
If Steam isn't running when the game is started, then a message will now appear instead of the game just silently terminating
Physics timing fix from Crytek integrated
IME support disabled by default (was causing a lot of crashes)
High ASCII characters are no longer allowed in server names
On hold channels (combat logging) are reported as active to Steam until they are fully disconnected
Player kicking issue fixed when a new player tries to join a full server
Damage areas added to non-playable sections of the map
Items
AKM added
30Rnd magazine added for AKM
7.62x39 ammo piles to load AKM magazine
New color variations of the rugged backpack
New color variations of the stowpack backpack
AI
Note: A lot of work has been done in the area of AI movement over the past couple of updates to create a solid framework so the rest of the AI (mutants) can be moved to our new system, which is a lot more efficient than using the default systems in CryEngine. However, there are still some lingering issues that are being worked on that will be fixed in future updates.
Updated wolf regroup and flee behavior
Improved wolf movement blendspaces (smoother movement)
Area north of Woodhaven has been expanded to the playable space
The West beach area has now been expanded to the playable space
Pine Parks has been adjusted
Sultan cave updated
Woodhaven cave updated
Modern style generators now function correctly
Update #41 - 10/14/2016
BugSplat Integration
BugSplat support has now been added to the client and server executables.
When a crash occurs the crash information will be submitted to BugSplat so we can then analyze it.
This will help us to find and fix more game issues and increase the overall stability.
Disconnect/Logout Timer/Combat Logging
The 30 second leave server timer in the in-game menu is now enforced.
If the game is exited for any reason without waiting the full 30 seconds, then your character will remain in the world for 30 seconds and can be killed during that time.
You will also be unable to rejoin the same server for 45 seconds - a message will be displayed when attempting to join a server in this case.
Servers
Chat log bug fix
Anti-cheat updates
Issue fixed where banned/not whitelisted players could still join servers at times
Game
Arrows no longer will stick into players/objects
Shadow cache update fixed - was causing stalls/freezing while playing
Network performance improvements
Fixed issue with some entities remaining on the clients when they shouldn't be (minor performance improvement)
Spawn/Despawn item rate improvements
UI
Improved accessibility for controllers (rebind all analogue axes)
Ability to turn off controller support (i_xinput = 0 in user.cfg)
Server browser History, Favorites (Favoriting+Unfavoriting) and Friends
Trim whitepace characters around server name
Base Building
Colored work lights can be crafted for bases - blue, green, pink, red, and yellow
Some placeable items, including plot signs, can no longer be placed on top of other items
Items
Red dot sight on crafted weapon improved
Hoodies updated to have three slots (was two)
Crafted weapons have a higher recoil then previously
AI
Several generic Kythera improvements/fixes/optimizations
AI now turn smoother
Deer AI are now moved to the new animal system instead of the default CryEngine AI system
Sounds
Radio select sounds now play
Animations
AI turning animations are now used
General improvements to ragdolls
Fixed magazine location on some weapons
Hotfix #41a - 10/17/2016
Fix for other players getting kicked from a server when a banned, non-whitelisted, or on hold player tries to join and is kicked out
Five crashes fixed (most related to starting or exiting the game) thanks to new BugSplat information
Few days late on the Steam announcement, I apologize.
Update #40 - 09/21/2016 | Daily Deal 50% Off
Daily Deal
Miscreated is 50% off today for a Steam Daily Deal! If you've been waiting or missed the last sale now is a great time to check it out.
http://store.steampowered.com/app/299740
CryEngine Indie Development Fund
Please take a minute and vote for Miscreated for the CryEngine Indie Fund.
More information can be found on this Steam page:
http://steamcommunity.com/games/299740/announcements/detail/582476707808299384
The last day for voting is tomorrow!
Now on to the Patch Notes.
Survivotron VI
The Survivotron VI supports communication and navigation modes; after it has been turned on with a mouse click.
The modes can be toggled between using CTRL. All keys can be rebound.
In navigation mode it will display the longitude, latitude, a compass, the speed overground, and the elevation.
In communication mode it will display the band, frequency, and the current game time.
Each of the bands have their differences (bands can be changed by pressing HOME and PAGE up/down)
The channels can be switched by pressing or holding the PAGE up/down keys.
Survivors will are able to hear the output in a 7 meter range (same as whisper) around someone using the radio.
Server
More server and client networking performance improvements
Improvements so servers don't run out of network IDs as fast
Fixed several things that were causing a navigation mesh update on the server (performance improvement)
Game
Adjusted jump so you can jump one more time than before without running out of stamina
Can now join a friend's game via Steam (when game is closed and while ingame)
Can now join a game from the steam server browser or steam://open/servers - Steam > View > Servers > Filter: Miscreated (works when game is closed and while ingame, with history and favorites)
Can now join a game from our server browser - http://miscreatedgame.com/servers (only while game is closed, with favorites function and search by name)
Vehicles
Taxi cab added - three variations
Adjusted proxy on the 5-ton truck so you can shoot into it
Slightly reduced the maximum speed for the bus
Adjusted sedan speeds so faster than pick up truck, police slightly faster than all
Simplified police light setup
Police siren sound stops when vehicle is destroyed
Police siren sound should be on/off at the same time as the lights
Items
New Survivotron VI - multi-purpose, multi-channel and band radio/GPS device
New M-16 style weapon
New MK-18 style weapon
New Sako 85 style weapon
Reduced explosion damage on the molotov
New additional map with GPS coordinate grid lines
Adjusted material on the barbed wire so it can be packed up easier
Removed old .223 ammo spawns (correct ones are still in game)
Fixed some chemlights not being shadow casters
Fixed spawn in orientation of the crafted weapons
AI
AI is now attracted to the whistle emote
Improvements to wolf turning animation system
Improved deer alert action
Map
Added 2 new Radio tower prefabs with Items spawners on them
Sun position updated to be more accurate with a real world counterpart
Minor improvements around Hayward Valley
New bridge prefab for the Sultan Bridge (will update the others over time with more details)
Added Taxi spawners to the map
Removed floating leaves in a domestic garage prefab
Animations
New animations for the Survivotron, M16, MK18, and the Sako 85 styled weapons
Mutants now have running back animation for when throwing rocks instead of using the forward run animation
Some alterations for the wolves' movements to improve the animation system
CRYENGINE Indie Development Fund
We are excited to announce that we are eligible for the CRYENGINE Indie Development Fund, but we need your help to get it!
So what is this Indie Development Fund? The wonderful folks over at Crytek got together and raised a load of money to give away to indie developers working on projects with the CRYENGINE, like us.
How does it work? We already applied and are featured on the website. Voters then like their favorite project, and at the end of the voting period Crytek will assess the winners and pass out funding packages to eligible projects. This is where you come in, we need your help.
So how do I help? Simply navigate over to the CRYENGINE website, create an account, and like our project. It’s that simple. Steps and links can be found below.
What happens if you win? We will receive one of three funding packages, which will help keep Miscreated’s development going. We can hire new devs, continue paying existing ones, acquire new tech, and overall keep the game going for the future to come.
How to vote
Go here and create an account: https://www.cryengine.com/get-cryengine
After creating an account go to our project page here: https://www.cryengine.com/development-fund/projects/miscreated
Click the Like Project button.
That’s it, you’re done!
We really appreciate all the awesome support for Miscreated over the past 2 years since the Steam Early Access launch, and all the time before that when were just a small team of people making a game for fun. This has always been a community driven team. So we place our faith with you, our community. Help us secure the future for Miscreated, and our studio.