
Since this is the continuation of our previous newsletter, let’s dive right in!
Following an update from our COO Stirling regarding the progression of Ready or Not and the various modes previously available on the maps, we’ll delve into some more survey insights and address some of the frequently asked questions from our Newsletter discussions.
Ready or Not was launched into early access featuring a wealth of experimental content—some of you might recall the maps that were purely structural with no artwork, some partially realized, and others that were eventually removed (I’m looking at you, Fast Food).
Bringing Ready or Not into early access was a challenging journey. However, once we developed something entertaining, we aimed to offer ample content that would keep players engaged while we continued to create new features. That’s how this concept evolved, as it offered a simple way to provide additional gameplay experiences without necessitating entirely new map creations. Yet, at that time, it was introduced without fully considering the implications for future content development. While several maps featured multiple modes, others offered only a singular addition (such as Valley of the Dolls, which I believe exclusively had Raid), primarily altering engagement rules rather than adding substantial new elements.
As our team expanded and both internal and external calls for novel content grew, it became evident that simultaneously developing multiple modes with the maps wasn’t feasible for a smaller team, particularly given the extensive testing required to ensure their functionality. Some modes even utilized distinct map sections, requiring not just focused design efforts for each mode but also involvement from our art team to ensure each mode was presentation-ready.
Therefore, envisioning a release with roughly 19 missions, each encompassing 5 modes, with some inconsistently containing different “levels,” alongside crafting entirely new briefings for each mode variation, posed significant challenges with this experimental early access feature.
It’s disappointing to see elements like these phased out, and I empathize with the community’s feelings about their removal. However, I also sense some nostalgia at play. Many missions didn’t contribute significant variety, and our analytics indicated that several modes were seldom explored by players (e.g., Bomb threat on Dealer). Could we have divided the workload amongst 20 designers for each map? Not realistically. While resources equate to a capable workforce, managing such a large team necessitates scaling up all facets of development accordingly.
Our team has indeed expanded, but in a manner that allows us to progress with new content aligned with a more cohesive narrative and gameplay synergy (e.g., teenagers robbing a gas station aren’t planting C4 across the place). We are continually refining our approach, and several measures implemented last year have paved the way for creating content that aligns with our vision, without the stress of missed deadlines or time constraints.
With that aspect clarified, let me express that I’ve taken it upon myself to review many posts similar to this and ensure that we launch a feature enabling players to customize experiences. I cannot specify when this will be available, but I am committed to a reasonable timeline.
This should also confirm that there are no intentions of halting development on RoN, and we aim to infuse it with more affection, expanded content, and new features.
Next up, here are some statistics from our Sentiment Survey.
- Average Playtime: 183 hours
- Top 3 favorite maps [excluding Gas]:
- 23 Megabytes A Second – Streamer
- A Lethal Obsession – Ridgeline
- Sins of the Father – Penthouse
- Most requested weapons: More DMR-type rifles [which we believe are fulfilled in Dark Waters], AK-style rifles, and Bolt Action rifles.
Note: There was also a significant demand for maker-specific AR parts, but since they are functionally similar, they weren’t included in the list.
The DLC wishlist question garnered such a diverse range of responses that compiling a ‘Top X’ list wasn’t feasible within this space, although many unexpected suggestions were made. However, numerous ideas are already in progress, so keep a close watch on our upcoming releases.
Q. Why don’t you discuss [AI, performance, optimization, etc.] more often?
A. In my gaming days, it was frustrating to see companies repeatedly address the same issues, so I try to avoid discussing the same topics too frequently. There are only so many ways to say ‘We’re aware and addressing it’ before it becomes repetitive or insincere.
Q. What’s the status of Steam Workshop/Why choose Mod.io?
A. We selected mod.io due to specific features it offers with Unreal Engine, which were unavailable with the workshop. Workshop may still be considered in the future as we continue developing Ready or Not, per Stirling’s message.
Q. When will PvP be available?
A. We’re not ready to discuss this just yet, as PvE co-op remains the cornerstone of this project, but rest assured, it’s not forgotten.
Q. Why haven’t you resolved [X] instead of releasing DLC?
A. Our team has grown significantly and consists of diverse specialists. Our mappers, artists, and modelers are diligently working on new content for the forthcoming free content drop and DLCs, while our programmers, designers, and even some affiliated studios are rigorously enhancing and fixing Ready or Not.
—
In our next newsletter, anticipate more insights about the past year and previews of what’s in store for next year!
Beyond our updates, explore more exciting content here:
https://discord.gg/TjyfbXTU28 or https://www.nexusmods.com/readyornot/
Follow Ready or Not on Steam here.
Our other platforms: Spotify, Discord, X, YouTube, Instagram, Facebook.
Stay grounded,
VOID Interactive