Purple War – Devs Shared Playtest Wrap-Up

Purple War - Playtest Wrap-Up

It has been two weeks since online multiplayer RTS Purple War held its playtest, allowing the developer Warlogics Ltd. to collect the feedback from participants and learn what should be next for the development of the game. The team has taken to Steam to share some of their conclusions:

“During the test we learn many of things that were never been in our mind yet, we experienced things that are even worse than our worries, and players guided us what the they want. And now, our development agenda is filled much more than what it was before the test.”

The team decided that through each phase of development they’re going to provide improvements in the following criteria:

  • Network issues – Warlogics is aiming to add feature to select preferred regional server to connect, beside current auto select state.
  • Game optimization – Apply various tactics to reduce the CPU loading to improve overall responses of the game.
  • Core gameplay – Add/mod in game units and buildings to improve the uniqueness of the game and make possible to play wider range of strategies.
  • AI difficulties – Difficulty select option will satisfy across both RTS gamers and fresh new to this classic and ancient RTS excitement.
  • Spectator & Replay “Yes, our ancestors who enjoy playing games in arcade game center they’ve watch other people playing over the shoulder. We’re not leaving this heritage left behind.”
  • QoL improvements – Omitted audio alerts and bugged voices of units will be placed as what it is supposed to be.
  • Much more – Death animation, too dark in the fog of war and many more stuffs are in our agenda toward upcoming release.
Written by
A lover of all things RPG and TBS, Catherine is always looking for a new fantasy world to get lost in.

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