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Ravenous Horde News

Performance & Balance Patch 1.0.2

[p]Fellow Hunters[/p][p][/p][p]It's time for another performance / balance patch based on the feedback that has been given.[/p][p][/p][h2]Patch Notes for 1.0.2[/h2][p][/p]
  • [p]You now slide off of steep surfaces[/p]
  • [p]Player zombie explosion damage is reduced from 20 to 10[/p]
  • [p]Added various new spawnpoints on Oil Rig & Metro[/p]
  • [p]AI zombie HP is scaling has been increased with greater hunter numbers[/p]
  • [p]Zombie explode radius (both player and NPC) have been decreased from 4m to 3m[/p]
  • [p]Gravestones in PvE now check if there's a correct surface below them to spawn on. Else the gravestone will be placed on a random hunter spawn point. (On Oil Rig this was an issue when jumping off the platform)[/p]
[p][/p]
  • [p]Fixed a bug where you couldn't select the landmine special equipment[/p]
  • [p]Fixed a bug where multiple people resurrecting the same person would lead to a crash[/p]
  • [p]Fixed various glitch spots on several maps[/p]
  • [p]Fixed a bug where the purple name above your head would not always be correctly set[/p][p][/p]
  • [p]Reduced the gore amount and optimized it more[/p]
  • [p]Optimized various effects, foliage and engine settings[/p]
[p][/p][p]Thanks for all the feedback![/p][p]- Rinke[/p]

Ravenous Horde: A post-mortem & going from free to paid

[p]Fellow Hunters,[/p][p][/p][p]It's been almost 2 weeks since the launch, and whilst there was a large interest, the game turned into a dumpster fire financially. Today I'd like to post about it in a post-mortem, which is common in the game industry. It's a way of looking back onto a game development process and analyze what went wrong or right. And how to improve upon it and how those who read this could prevent it happening to them.[/p][p][/p][p][/p][h2]The Data[/h2][p][/p][p]The data doesn't lie. Ravenous Horde (including the 'Support The Developer' DLC) has made $203 in gross revenue in the past 2 weeks. You'd have to shave off returns, chargebacks, taxes, Steam's 30% cut etc. to get the profit number, which would not be that great. This is what I would consider the dumpster fire.[/p][p][/p][p]As of now, the review score is 53% positive, which means it's 'Mixed'. From what I've heard having a mixed review score is not the end of the world and it shouldn't impact sales/visits, but it does feel bad.[/p][p][/p][p]About 5.7k players have opened the game at least for a minute. And a little over 50k Steam users has added the game to their library! Those are great numbers. However the average playtime is about 30 minutes, that's not great, but could be influenced a lot by people who just download and open the game due to being curious. The game is free and the entry barrier is low.[/p][p][/p][p]At launch, the game had about 17k wishlists. Which is a great number to have! Many games don't get as many and I'm very happy Ravenous Horde amassed such a large amount.[/p][p][/p][p][/p][h2]What went wrong[/h2][p][/p][p]There are a few things that went wrong, which led to this dumpster fire. These are bad decisions that were made by me, which should have had more thought to them. Let's go over the major things.[/p][p][/p][h3]An impossible genre for the indie space[/h3][p]The genre of your game is about 90% of the marketing, and will impact your sales by that much too. Some genres do really well on Steam and some don't (Looking at the median). Ravenous Horde falls into the 'Multiplayer Only' genre. Or well it used to before release. The 'Multiplayer Only' genre is pretty much only reserved for really big companies who can get an absolute ton of players interested at once and can keep the numbers high enough for a long time.[/p][p][/p][p]Ravenous Horde had a lot of wishlists as mentioned in the data. But for being a free game with microtransactions it would've needed magnitudes more, 10x, 100x more.[/p][p][/p][h3]A free game[/h3][p]When I decided to make this game (this is a game I wanted to make for a long time) it was envisioned as a PvP only game. Based on mods for various Call of Duty versions and other games that have 'infection'-like game modes modded in. [/p][p][/p][p]I figured, because you need a lot of players for a pure PvP game to exist, I could make the game free with microtransactions. You see that in other games too (look at Dota / Apex / Marvel Rivals). Not considering that other games usually have a few million ready for promoting the game to the audience. This is the worst decision that led to the dumpster fire.[/p][p][/p][h3]No dark patterns[/h3][p]For those who don't know what dark patterns are, here's a good video: [dynamiclink][/dynamiclink][/p][p]I should've included at least some in Ravenous Horde, using psychology tactics to increase sales. I didn't because ethical reasons. However, if you don't do it in your free game, you are still competing against other games who do use them, which is a losing strategy.[/p][p][/p][h3]No flashy microtransactions[/h3][p]I didn't want to go all out on crazy microtransactions, because they dilute the immersion of the game so much. Take a look at any of the latest Call of Duty's. There are so many out-of-place character skins it makes the game feel and look stupid. But it does sell and bring in the revenue.[/p][p][/p][h3]Weak servers on launch[/h3][p]This is partially the reason the game got many negative reviews at launch. And whilst the servers have been upgraded, the old reviews stay. I did test the servers with a lot more AI zombies than you'd normally see. But it wasn't enough, and then you'll have floating characters who are rubber-banding around.[/p][p][/p][p][/p][h2]What needed to be done[/h2][p]So with all the things listed that went wrong, what should I have done?[/p][p][/p][h3]A paid game[/h3][p]Making it free was the worst decision as I mentioned before. It's such a different path to take from a paid game, and I was not prepared for it. Making a free game with microtransactions is much much harder to pull off.[/p][p][/p][h3]A different genre[/h3][p]As mentioned before, some genres are just impossible for a small indie solo dev to break into. I should've stayed away from a 'Multiplayer Only' game. Ravenous Horde is very much balanced around playing solo, but not marketed as one. When you read about a 64-Player horde shooter you don't think of a singleplayer option. And seeing a 0/64 player lobby doesn't make it better either.[/p][p][/p][h3]No PvP[/h3][p]The design around PvP only was a mistake, where the PvE element that was added after launch was a much better thing to build around from the start. [/p][p][/p][p]Ravenous Horde should've been a horde shooter, akin to Killing Floor / CoD zombies, but it could also be played with up to 64-Players in a purely PvE setting. The unique selling point of the game should've been playing with a ton of other people and not also being a zombie, which was the second selling point.[/p][p][/p][h3]A Peer-to-peer structure[/h3][p]Currently Ravenous Horde uses dedicated servers, and on each server 64 vplayers can be present at the same time. This does not scale well if you get a huge influx of players. You then need to set up new servers and its just such a hassle.[/p][p][/p][p]With a peer-to-peer network structure players should've just hosted a lobby themselves (for up to 64 players) and then it would have been infinitely scalable.[/p][p][/p][p][/p][h2]The Future of Ravenous Horde (From Free to Paid)[/h2][p][/p][p]Ok so the game made $203 revenue. Now what do I do with this game? There's still like 15k outstanding wishlists, people on the forums and reviews that really want the game to happen. But realistically, I cannot work on a game that has no future. This is my full-time job and I can't just work for free.[/p][p][/p][p]That's why there's one last pivot I'd like to try, now it might not do anything, but it can't be worse than this. The game is going from free to play to a paid model starting December 6th. If the game starts making a bit more revenue, I can justify working on it a bit more. I'm skeptical, but this is the last thing I can do.[/p][p][/p][p]On December 6th the following will happen:[/p]
  • [p]The game will go from free to paid (about 10$)[/p]
  • [p]Existing reviews will not count towards the review score, but will remain where they are on the review section. It will start over fresh basically.[/p]
  • [p]All microtransactions will become free and available in-game through either achievements or some other gameplay related thing.[/p]
  • [p]If you own the game (have it in your library) before this date, you will keep your game, you do not need to pay.[/p]
[p][/p][p]Prior to December 6th, there will be a performance and bug-fix patch. (aiming for this upcoming Friday the 21th)[/p][p]And then a patch right before the 6th where the change to microtransaction items is being made.[/p][p][/p][p]I picked the 10$ price tag because it tells the user that the game is worth something and is not completely trash. And there's a few more things, but that's too much for this post.[/p][p][/p][p][/p][h2]Beyond Ravenous Horde[/h2][p][/p][p]The failure of this game does not mean the end of Vector Interactive. There are plans for a new game and I'll take everything I've learned of this game with me. [/p][p][/p][p][/p][p]Thank you to everyone who bought something, played the game, gave feedback / advice, left a review or helped in any way! I'll do better next time. [/p][p]- Rinke[/p][p][/p][p]If you have any questions, remarks etc. feel free to post them here.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]

PvE + Balance Update (Patch 1.0.1)

[p]Fellow Hunters,[/p][p][/p][p]I've read all your reviews, messages and forum topics. Patch 1.0.1 is here along with the first few balance changes.[/p][p][/p][h2]PvE Mode[/h2][p]I've set up an PvE server, which plays a bit differently from the PvP ones you have experienced so far.[/p][p]In PvE servers, the changes are as follows:[/p]
  • [p]Whenever you die as a Hunter during the active game round (so not during the intro) you'll leave behind a gravestone and will be able to spectate around you. You'll also show up on the minimap.[/p]
  • [p]Other players that are still alive can revive you at a cost of 1000 points.[/p]
  • [p]You can join mid-round and and spawn as a Hunter.[/p]
  • [p]There's no last hunter if everyone dies.[/p]
[p][/p][p]You can see the difference between PvE and PvP servers on the server browser menu.[/p][p][/p][p][/p][p]Example of a dead hunter that can be revived.[/p][p][/p][p]I've prioritised the PvE game mode as quite some people mentioned it. You can now blast those dumb AI zombies without having to get spooked by a player controlled one.[/p][p][/p][h2]Patch notes for 1.0.1:[/h2][p]This applies for both the PvE and PvP modes, where applicable.[/p][p][/p]
  • [p]Fixed a bug where puke/blood splatters would splat against the players themselves.[/p]
  • [p]Fixed a bug with setting the correct resolution when you had a save file from prior to the full release. Such as the demo.[/p]
  • [p]Fixed a bug where if you left as the last hunter before you spawned, the game would be locked until the time ran out.[/p]
  • [p]Fixed a bug where your rank would not be correctly displayed to others when having the 'Support The Dev' DLC enabled.[/p][p][/p]
  • [p]Killing a Hunter as a Zombie now grants you 500 points.[/p]
  • [p]NPC zombies now scale way less HP depending on hunter amount.[/p]
  • [p]NPC zombies now stagger a bit when being shot at. (There's a minimum damage of 40 needed for it)[/p]
  • [p]Player controlled zombies can also be staggered when being shot at. (Needs a bit higher minimum damage of 60 for it)[/p][p][/p]
  • [p]Improved the gore splatter and explosion smoke to be less GPU intensive.[/p][p][/p]
  • [p]Fixed several glitch spots on pretty much all maps.[/p]
  • [p]Rebalanced all door costs to way lower amounts.[/p]
  • [p]The doors on the edge at the starting area of Oil Rig are now always open.[/p]
  • [p]On the Factory map, zombies now only spawn outside of the factory.[/p]
  • [p]On the Tropicana map, zombies now only spawn at the outer edges of the map.[/p]
  • [p]On the Port map, I've added a door into the building and removed the ramp outside. This will create a funnel. Also a part of the container structure at the edge has been opened.[/p]
  • [p]On the Port map, the flame trap in the building has the flame ejection point flipped to be in front of the switch. So you can activate the trap whilst running into safety.[/p]
  • [p]On the Port map, zombies don't spawn inside the building anymore.[/p]
  • [p]On the Carnival map, the flame trap has been flipped around so you can activate it after opening the door and going through it.[/p][p][/p]
  • [p]Added Blue/Green/Purple flame effects for the flamethrower and the sentry addon in the store.[/p]
  • [p]Added the Lava Weaponskin Set to the store.[/p]
[p][/p][p][/p][p]Thanks for the support and feedback so far! There's more improvements on the horizon, but I wanted to address the biggest issues right away.[/p][p]- Rinke[/p]

Patch 1.0.0D

[p]Fellow Hunters,[/p][p][/p][p]Here are some notes on the new patch. It's 11PM, time to go to bed. If you update the client the new servers are ready to welcome you. Tomorrow morning the old servers will be turned off so its a smooth transition.[/p][p][/p][h2]1.0.0D Patch Notes:[/h2]
  • [p]Fixed glitch spots on Factory, Tropicana, Port, Metro, Oil Rig[/p]
  • [p]Fixed an issue with the leaderboard. (I presume this time)[/p]
  • [p]Player zombies melee damage is lowered. Keep in mind the extra damage perk still lets you hit harder.[/p]
  • [p]Slightly increased the minigun damage by about ~20% for the last hunter.[/p]
  • [p]Fixed a bug where the in-game store did not work.[/p]
[p][/p][p]Also I've seen a lot of people requesting a PvE only variant (where you only murder AI zombies). I've noted it down and will think about how to solve that problem (the problem being what do you do when you die as a hunter with 14mins left on the clock). Would love to add it as a variant.[/p][p][/p][p][/p][p]Thanks to everyone for the support![/p][p]- Rinke[/p]

Release + 1.0.0C

[p]Fellow Hunters,[/p][p][/p][p]Today is the day! Ravenous Horde has been released! Go tell your friends, family and pets. It's been a long journey and I'm not done yet![/p][p][/p][p]Also there was a bug present with the minigun that needed an immediate fix.[/p][p][/p][h2]Patch 1.0.0C[/h2]
  • [p]Fixed a bug where using the last hunter minigun would kick you off the server.[/p]
  • [p]Fixed 2 glitch spots in Factory and Oil Rig.[/p]
[p][/p][p][/p][p]Thanks to all who supported me so far :)[/p][p]- Rinke[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]