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Dead Static Drive›Events›Developer Update
Community

Developer Update

Dead Static Drive · published 10 months ago

All eventsPlayers around this dateRead on Steam

Hi! Mike here, hoping to share some information on what we're working on to patch and improve the game, and to have a short word about our launch.

Yesterday we released our first patch to update the game and correct a few critical issues players were having. You can see the patch notes in our discussions here.

Thank you everyone who have taken part in our discussions posts, posted new threads or replied to them. There's a lot of very useful feedback there and bug reports for us, and we're so appreciative of the time taken to write these out. We've got a short list of criticals and quality of life fixes to work on and push out soon, but we also have some larger changes to the game's design.

The changes we're working on actively right now for our next update are:

  • We're addressing key issues including getting kicked back to the menu and crashes reported when asking some NPCs to join your party. These are our #1 priority and need to be sorted out first.

  • Our interface on PC for creating characters, interacting with UI, and having inputs clearly shown to the player is a real point of friction and we've made some fixes already for the update, but with more to come after as well.

  • Car durability has been tweaked a lot, and you won't find your car deteriorating as rapidly when you drive.

  • We hear you about car engine audio, and we're hoping to get this added very soon.

  • NPC behaviour needs a lot of work and will take time to make as good as we want it, but we're making some important changes for the moment to make them less reckless and follow pathing better.

  • A lot of people have reported issues with the lock-on, and we're going to keep working to improve it.

There's more, and this is just a short summary of primary issues we're getting on top of, but in the short term our focus is on bugs and interface and quality-of-life improvements. After this, we'll start to address the greater feedback with the game's exploration and narrative, with loot frequency and monster balancing.

Thanks again for the support and comments, and we're sorry for such a rocky launch. We're glad to start fixing these issues for you all and will do what we can to turn this thing around.

Mike Blackney

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