Ascent - The Space Game

Ascent - The Space Game Release weekend updates

Version
Release weekend updates
Version Date
March 1, 2015
Links

Patch Notes

Release weekend updates

Patches



  • 1.3016 made registration a little less headache-prone, in response to your feedback
  • 1.3017 killed a lot of client lag people were experiencing
  • 1.3018 fixed a few bugs introduced in 1.3017
  • 1.3019 fixed the last of the 1.3017 bugs, some pre-existing bugs and introduced some minor new visual enhancements (new shader work)

In addition, over the weekend we identified some upcoming lag as some of our server infrastructure began approaching a performance limit. To prevent this from being an issue, rather than just throwing more hardware/money at the problem, we rewrote the way the server cluster records your position in space and shows it to other players. This was rolled live from the test server in stages without a scheduled outage (we generally don't do those).

A personal note from Jam on our first weekend


I would like to thank everyone who participated in our first weekend on steam. To everyone who bought the game, thank you from the bottom of my heart. You cannot possibly know what it means to me that you've come on board and helped fund further development. Just three days ago I was honestly worried I would have to go and get another job and keep developing Ascent as a hobby. Because of you, I am now just 100% focused on making this game better.

To every existing player and everyone else who helped out teach newbies the ropes, and helping them over their first hurdles, a huge, huge thank you. We keep getting comments about how awesome our playerbase is. That's you!

To everyone who experienced a bug or any form of UI designed by myself, I apologise. If it's any consolation, many of these bugs have already died, and the rest… they are being hunted.

Two years of working alone. All of my life savings. Four hundred and seventeen days in Steam Greenlight. Several horrific months getting our KickStarter together then funded. A few rushed, crazy months with George (our artist) full time and 7 day weeks, 12-18 hour days and nights… and we're finally live on steam! I can't believe it, I am just so happy.

As I remarked to a colleague today - do you know what's awesome, awesome, awesome about this? All of those insane pie in the sky ideas we have for the game… now we get to do them.

And thanks to you, I can stop worrying and focus 100% on that.