
A year ago this month, StarFear was a networked cube in space. Over the last months we've been playtesting internally extensively: adding systems, tweaking balance, and moving inch by hobby inch closer to our vision for the experience we want to share.
What we really want to know: Do other people find this as compelling and fun as we do?
There's no question that every game is made better by the feedback of its players. We're honestly nervous and excited to see what happens next. Every bug report and piece of feedback lands on our desk and may go straight into the next build.
Two things, above everything else.
Skill expression. When to push. When to extract. Favorite loadouts to match your personality. Where to aim when a sniper is telegraphing and a bomber is drifting into your flank. Every run is a chain of small decisions, and the good players make better chains.
Difficulty that respects you. Hard doesn't mean unfair. When you die — and you will — it should be because you didn't react quickly enough, you missed a shot, or you got greedy. The game didn't cheat you. The combat asks you to improve, and when you do, it feels good..
We're building a game we want to (and are) playing, and that means you can bring your friends. One ship split between roles, or a squadron of up to four. Shared stash, shared risk, shared feeling of elation at extraction.
Playtest feedback directly shapes the next few months. We're watching closest:
Are you having fun? Fun games make lasting memories
Where's the friction? We know it isn't AAA and we don't care; we've focused all our energy on gameplay, but we need to see what makes people want to put it down
The current plan is to start with one playtest with a narrow goal and then expand from there. We've got a lot of ideas, but it'd be foolish to spend the time if the core loop isn't solid yet. The majority of the core game systems are already on display but need refinement and extension. Controller support and better economy and game balance. More equipment, more ships, more enemies, more interesting upgrades, and a deeper story.
Someday, when the foundation is broad enough a more persistent mode where your stash persists for weeks as you progress through the game.
Tol Eressea, engineer
Ered Wethrin, producer