Haven't watched the vid yet, but from what i've heard it failed because the OG creator was basically forced to sell the game rights to some corporate money hungry dude who just ruined the whole vision for the game, made the devs release it raw and this is the result
Tbh, even if many more people had heard of this, I doubt it would ever have become anything. It seems too janky and ripoff in its world and mechanics to become anything more.
Imagine being the tech guys who spend YEARS developing a back-end system to support hundreds of thousands of concurent players in one shared universe, only to max out at 700 players.
@@semmert Not on Steam they didn't. 792 people is their ALL TIME PEAK. Meaning thats the most that have ever been online in the game at once through steam.
4 months after this video and this is my first time hearing of the game. Just creating a good game isn’t enough to make it successful. People need to know it exists.
Tbf marketing is expensive as heck. I've personally spent 100 hours at least trying to market my (incomplete) game, and, outside of my immediate family and friends, I think only two people know it exists...
@@Ebani Oh thanks man. You are too kind XD I want to see you try to be a one-man-band in both game development and marketing, at the same time. To be a good developer, you need to work on the foundation of the game design first and then graphics, but people judge a game by their graphics, so in the early stages of marketing you need "proof of concept" animations and videos, which can take quite a bit of time (animating is where a majority of my 100+ hours in marketing comes in). I'm also a cheapskate. When I feel my game is ready for the public, then I'm willing to pay $100s, if not $1000s, to spread awareness. That day is definitely not today though. My money would be well-squandered. (I'm working on a horror game. If that appeals to you, here's a shameless plug, "KnottsIntDev" on Twitter. Don't let the date of the last update scare you. I'm still working on it lol) I can sense that someone is about to give me suggestions on how to balance my time. To that I say I appreciate your concern but I'm not in the mood for that on this thread. I was just insulted after all, probably by someone who doesn't have any experience on the topic. To listen, and comply, to any scheduling idea right now would also mean time spent changing the game. Time I'd never get back. But again, I appreciate that person's concern.
I had been following for years now, however the game never really delivered on anything. I don't know why people pidgeon hole themselves into the MMO space. Had they de-scoped the game. Sold it as a survival-esque title with server tools and modding support. They could've at the very least re-couped their investments and delivered a solid experience. MMOs are a dead concept, almost no one wants to play one game for years. The average player will make on average less than 50 connections throughout their playtime and you'll never balance the game in a way to retain a large amount of people. Release a game where the players can host and tweak their own servers? Release tools so players can create their own content? You deliver a way more stable game and can monetize it through professionally made assets/content over time.
It's really strange that this game never once appeared on my Steam store or in a discovery queue, in spite of being similar to games I play. In fact, I'd never heard of it at all until now.
I don't know why the thought it would be smart not to release it on steam, well, they probably feared bad reviews in early stages, but rather that than nobodoy knowing about the game
You should have a follow-up video on this game titled "Why having a marketing team matters", because despite the ambitions of this game, no one has ever heard of it!
Most of the times the money gone into marketing and building hype often caused really high expectations that technology can't deliver. I heard of the game quite a while ago but I knew the technicalities of it would be extremely difficult. I.e its way ahead of its time and they won't have the hardware to be able to support everyone.
I’ve played it at least when I did it was not worth the monthly payment. It’s a great game. Would log in every once in a while if I didn’t have to pay monthly
Dual universe is straight up just Space Engineers with a different name (lmfao), and space engineers is way cheaper, so thats also another reason why it didnt do well.
@@AzillaKiami It's more like Starship EVO in terms of building and aesthetics, but you're right. There's so many similar games which can scratch the sci fi building itch without DU's awful pricing model, and they're all cheaper.
@@AzillaKiami I love space engineers... everyone get it, mods, ship designs you can share, online offline, scripting if you want, role play, sandbox, and the new updates are going to include water, so you'll be able to make a ship, aircraft, underwater bases, space bases, space ships, rovers, and floating, flying bases....also player v environment, PVP, factions, etc etc etc... love it... Also Chat GPT can write space engineer scripts
21 million is not that much for as ambitious as this game is. Star Citizen has made over 500 mill and is still early development if you look at the total roadmap
@@TheParaxore i have not heard a single word about this developer team ever releasing anything prior; that makes 21 million way too much for unproven team nonetheless
jup, that was the point where I even dared to call the failure of the game... Based on both the subscription model and the much too ambitous plans... Guess I wasn´t wrong.
I supported the game very early on, but I haven't touched or even thought of it in years. As neat of an idea as it is, the voxel building just felt too tedious, making any sort of construction project a bigger chore than it needed to be. This is the first I've even heard of the subscription model they went with, and yeah... It's turned me from 'maybe I'd give the game another try' to 'Maybe one day Star Citizen won't be so shit.'
Wait... what?! I thought people hated pay-to-win and that subscriptions were how a game showed it had integrity by not pushing an in-game store or microtransactions on people. Are you saying you prefer microtransactions to subscriptions?! Or are you saying the game makers shouldn't get paid? I'm super confused.
@@path1024 The issue is when these Kickstarter games take people's money promising them access to the game, only to add a subscription long after the fact. It's like buying a washer/dryer, but then finding out when you get it that it charges you laundromat services.
This video popped up out of nowhere on my youtube recommendations. Was instantly curious and thought this would be about space citizen, but no it's a game I've absolutely never heard about before. Incredibly that something this big could be developed, launched, and easily pass away without me ever knowing about it. Thanks for the very enlightening video!
Never heard of it, but the game concept and theory are exactly what I would love. It essentially takes 4X and add customization, building and bases. I dream of a day when a game manages to pull it off, I also dread the day, as I dont foresee ever leaving my computer again.
Game was incredible on beta launch, you could make your own ship entirely by yourself in a day or 2. The creativity in the community was amazing. There were even expos with hundreds of player made ships. Unfortunately my old computer was too crappy to keep up with it. Last time I played, they have changed it so it takes that long to make a factory capable of making 1 part out of the hundred or so you need to make a functioning ship. It feels like the devs got lost in extending the gameplay loop and forgot players first and foremost want to make and fly cool ships. I don't know if it has gotten better since then.
Sounds like Foxhole. Used to be if you wanted something, you had to mine the resources and make it, and that was something people could just do. They kept adding in more and more systems until you can only really make stuff at a clan level. Makes sense from a "we want each faction to work closely as a team to win the war", but they forget to make it fun for anyone trying out the game.
"The Grind". The problem with any game is how you get people to keep playing (especially subscription based). Because if you get to the "end game" too quickly, what is then left to do in the game?
@@57thorns allow me to clarify my previous statement: it took 2 days to make the ship once you already had a whole factory up and running and all the pieces ready, and the ship I made was only a small core ship with no advanced parts other than a warp drive and ore scanners rather than a medium large or xl core fully decked out ship with custom coded ui. Even at release the game had an incredible level of depth and did not need to be artificially extended. To just supply the ores to make an L ship would likely take weeks for a team of dedicated miners at that point.
I have literally never heard of this game in my life. This is a perfect example of why marketing is essential for any multiplayer game. I feel like lots of people, myself included, when they think of "marketing", get a bad taste in their mouth, but at the end of the day it really is just "making people aware of your product".
I miss the good ole days of finding out about a new game because of their kick ass commercial. Remember the Halo 3 commercial? Or the ones for any Playstation exclusive?
@@AlkaVirus That can be true, yes. Look at Among Us, it was out for like 2 years before it became huge, but it also only became huge because of the marketing that was "pay streamers to play it"
I remember completely disregarding the project after one of the Dev videos/announcement videos mentioning that it would be entirely subscription based. I think a lot of people felt the same.
Automatic deal-breaker for me, unless it's the most amazing sandbox game universe ever. I'd never know unless it has a free demo + rave reviews everywhere.
@@DarkDemonXR It's the people's fault for being dumb enough to fall for subscription models. Literally getting milked on a regular basis and in the end you pay WAY more than you would have in any somewhat reasonable one-time payment.
At that is the exact reason I won't play mmos anymore, months of work for items that become useless once the next content wave or level expansion hits. Ignore you real life or suck at the game, with nothing inbetween.
It is insane how i first heard about this right now. they should put some $$ into marketing... i usually catch up even on little indie titles, for a project this big its very strange that Dual Universe has completely went under my Radar. Thank you for hinting out this game bro keep up!
I played this for 6 months starting in September 2020. The game was enjoyable, I'll never forget that first flight to another planet with no hud scripts and bringing the ship in to land from space. However the tech vision had fundamental issues which were glaringly obvious when you played with other people. You couldn't mine near anyone because the back end tech was all cloud based it took a long time for the data to round trip to people near you so you'd mine an area and someone else couldn't the area would be locked until the transaction took place. This instantly broke the community mining system and they eventually changed it to automated miners that you placed down which instantly changed the game and made it less fun. This was done because they couldn't afford the AWS fees for the amount of transactions taking place. They couldn't have run the numbers on what all would cost down the line or they did but they needed to cut back on the costs when money was getting tight. People would ninja hexes and sit on the resource not doing anything with it, soon every planet has its resources mapped and allocated so they totally changed the system and just took a massive dump on peoples hard work who were actually using those hexes. They started off with builders having access to everything, then they slowly put things behind walls that only mega corps could work on. This totally broke the system as those that rushed to make the high end stuff had masses of it stockpiled so anyone coming up later couldn't possibly catch up. Then they wanted to attract the PVPers who just went around trolling haulers and killing them without even taking their haul. They would make hand crafted convoluted game wide puzzles for people to solve which the PVPers always griefed which left others who hadnt spent their entire life spreadsheeting armor and gun stats not able to take part. Some of the puzzle solutions were leaked by the actual creators because people either couldn't work out their sheer randomness (like working at that some random word meant something) or they couldnt get near where they needed to go or they just didn't care because the reward for the time involved was just not worth it. Their whole ethos was "the community will make the game", they had no clue what the game loop would be, they kept chipping away at the fun parts, there were no hooks and they let the main guy go who's "vision" it was and kept saying "the community will make the game" when clearly they had no idea what that would be. No matter how fancy the graphics or the building tools, if the game isn't fun, no one will play. All in all, a $21M example on how NOT to make a game and how to scam investors and players, imo of course. Sad
Alot of people don't understand this, but there's a trend that's started where people create companies to fail, many people cannot support nor know how to run a business and when they have the opportunities to make alot of money with no legal obligation and no backlash if they fail you tend to call these professional failures, because they fail professionally by coming out with more money, people hate it but legally there's no backlash if you follow the correct procedures and alot of people have figured this out, the power of declaring bankruptcy cannot be matched if you know what you're doing, personally I can do this and make a ton of money but morally I cannot, this is what happens with 90% of kickstarters
i played this game for a little while, i agree with the insane level of grinding being my biggest problem, i couldn't accomplish anything at all on my own, you could probably do things like design ship and build them if you had a large group of friends working together, but then you would lose your creative freedom to design and build stuff you wanted to.
That's sad. I did kind of fear that, seeing a team of people slowly extruding latticework on a building. Yuck, no thanks. With that said, this is the kind of game I think everyone with a powerful enough PC to run it, probably should try for themselves. I don't, so can't comment: but I might be satisfied with the life of a homeless nomad, or my expensive sleeping closet that I built myself.
I played in the Alpha, and it was actually really fun to build a huge base, try and build a good looking and actually flyable ship and get into the economy to try and make money. The only Problem was that my PC was too bad to run it smoothly... The community behind it was actually really nice and some of the buildings that were showcased by big player-corporations were just insane! Really sad to see such an interesting game idea with so little of a player base left...
I play Space Engineers. There has never been anything about this game that made me inclined to switch to it. The fails and subscriptions just made me realize my initial reaction of "meh, no thanks" was justified and accurate
It keeps getting better and better too. Space Engineers updates have only made the game much more amazing each time. It used to be fairly easy to build and create amazing things. Now... A fully functional AI Battleship with radar homing torpedos and AI bot assistance and defense. Being able to write scripts that actually work.... It's become so much more then it was.
I love space engineers and it's a game I keep coming back to. I have switched to Empyrion Galactic Survival though, because I feel space engineers is a bit lacking in survival content, and I found the community in empyrion to be fantastic. Still Space Engineers provides one of the best physics and amazing physics based ship building.
Space engineers with mods is beyond amazing . We have been playing full on world of warships with battleships and cruisers using water mod . Sometimes DCS with aerodynamic physics and radar guided aim 9 . Now it’s mecha vs mecha like war hammer .
Back in the day I’d have taken those promises and features as gospel and believed it to be true. Now as a cynical adult seeing all the failed overhyped projects I learned my lesson. I’m grateful for RUclipsrs like you warn the consumer of this stuff.
The sad truth is they did deliver on a lot of promises even I as a backer did not think they could deliver on. The problem I see is they Need players to build anything in the world as it's completely unpopulated by hardly any NPC assets. This leaves a lot of people who don't know how to start from scratch in a sandbox Destitute. Similarly character models were supposed to have more options than they do which a lot of people would be down for in a game where you build pretty much everything. Something that a lot of companies overlook is when they're creating a game like this it's essentially a social platform around a game that's what they're really doing. The basic problemthere is they have the chicken before the egg scenario. People are not willing to pay for a game that has no content but people will gladly play a free game to create content
But back then game developers made games to amuse the players, and went published mostly after beta stage, we who were young at those times just were being surprised all along the way.
I hope this game gets a saving grace because I was actually hyped for this. Had no idea it launched and I’ve been waiting on it like a kid waiting on Christmas
There's a demo version on steam if you wanna try it out before paying the monthly subscription. I'm about to try it myself, had no idea they finally dropped it
I actually played it for a few months. It was reslly enjoyable for the time I played, the ship and base building was super engaging and the community aspect was pretty decent. The main problem with the game though was their focus on player driven content. There wasn't anything to do other than mine, build ships, and build basic factories. My friends and I got burnt out on it because of this. Regardless of the outcome I still look fondly back on playing it, had a ton of fun mining to get my first decent ship and warp drive when it was super expensive to do so. It's really unfortunate it didn't end up being successful as I think the foundation of the game was actually really solid, and had a fun gameplay loop of looking for ore > mining > and building. It just never really evolved past that fast enough.
Never once had I heard of this before but it sounds really really cool and interesting.If they start to advertise and a playerbase starts coming to be I'd totally be down to play this game for hundreds of hours - right now I'm just worried about the thought of putting in a ton of time making my stuff and then having the servers go offline in a year
I went hard on DU in the beta. The concept of the game was so good, after playing a few weeks I purchased a whole year subscription. During the Beta, came the first change to crafting which drove tons of players away, then came the changes to mining which further drove players away, including me. Came back once the game was launched to see if anything had change for the better, just to find out they restarted the servers so the 1000+ hrs I put into it, poof gone. Still tried giving it a try but it was just a wasteland, progression felt so slow, I was lost trying to figure what to do, even though I had played the game in past. I can't imagine any new players enjoying this game. Watching this game die slowly has been tough. So much potential.
I often question how companies can make decisions like these that are so self-destructive. I wish I had more insight on why exactly they did these changes personally.
@@dudeguy8553take some Project Management courses and you'll see the constraints in getting an effective feedback loop so you can build the right product, not just build it right. They needed a Product Owner.
@@dudeguy8553 That's what happens when the bottom line is your top priority. You direct your focus too heavily, and you give yourself massive blindspots
It sucks to see that this was once someone's dream. As an aspiring game dev, thinking about all the hard work this team went through just for it to get fumbled by management really hurts.
@@allashama Exactly. Subscription just doesn't work today. The only games that still have it are over a decade old. No new game launches with them. Even the horror of battle passes is still cheaper for you than a subscription every month.
Scanning for comments to see if anyone thinks deeper on the human side of it like I do. I thought the same thing. Someone thought of this game and wanted the very best for his/hers playerbase. Heartbreaking that its flopping on them... Maybe it'll have a NoManSky-esque revival one day!
the render distance and delay was a big issue for me literally crash into building as they rendered in on the slowest of vehicles then the building vehicle mechanics led to everyone just stacking components like wings on a cube in the most unappealing way. the strong point was you could make a impressive voxel static environment and the listening to the lead director tell you how awesome it was going to be even if didn't meet any of the expectations
Never heard of it. The concept is interesting and I can understand why it received such large financial backing. Hopefully it manages to do what No Man's Sky did and turn their game into a diamond.
People are so focused on how much content they want to add that they don't stop and think about what content they *should* add. No Mans Sky has the Atlas quest line, and missions, things that keep you playing. Remove these things and you get bored after exploring your third planet. Many games are trying to be like Minecraft: huge world to explore, and only your imagination to limit your fun. The problem is that Minecraft is very unique in this. Minecraft has a certain style that really rewards this type of playstyle. But for the most part, games NEED a driving force for the players to stay focused. That's what a lot of these types of games lack. When you figure out how the base game works, you need something to keep you interested, or you lose that interest while trying to entertain yourself. It happened to me with Star Citizen. Beautiful game, but there just isn't anything to do to actually keep me playing. At least there wasn't last time I was playing.
@@xXDonTdODRugZXx and even NMS gets tedious. You can only traverse so many planets with mostly the same looking terrain, just in a different color scheme, before it becomes a boring grind. The lore isn't compelling enough to really hold interest either. NMS, and I think most of these sandbox like games, really need challenges, goals, something to reward the player. For most players, the creative side isn't where the reward lies.
Honestly, if the game matches its concept, the best thing for players will be that there's not a lot of them. Just imagine world with hundreds of thousands of players and each one of them can permanently edit it. Whatever could go wrong, will eventually go wrong.
I was an early supporter of Dual Universe, subscribed to their emails, and been part of their early tests only to drop it to wait for launch. I’m just now finding out from this video that it launched.
I was one of the first supporters of the game and I played in both the Alpha and Pre-Alpha. I was extremely active in the community at the time hosting and participating in various events, it was a lot of fun. Me and my guild were really hopeful for the game, but it fell short. The game is, fine I supposed, the issue is that unless you enjoy extremely complex systems and hard grind there's really not much you can do. You can't build a simple ship and fly around without hours upon hours of mining, refining, crafting, and designing. As such is lends itself to people who don't mind that, but most people just aren't that. Most people I know in the past community wanted a game that was accessible at a lower level, but still with a high ceiling. Something akin to EVE Online or Elite Dangerous, where you could get around on your own, but have massive guild wars and extremely grindy gameplay for the top tier ships and stations. But NQ really failed that entire section, it has essentially no casual gameplay to speak of.
Again, the main issue i keep seeing with indie games is this Massive scale of a game that tries to let you do everything but ends up just having no focus whatsoever.
This is why less is more. Skyrim for example, while not exactly a small game, focused much more on what to include rather than how much to include. There's always something for you to pursue, from main quests to side quests, to little chores like helping out at a smithy, to even just climbing the tallest mountain. Even No Man's Sky has things that push you forward. Quests and missions that require you to explore and craft. Then we have for example Star Citizen. Massive game, and quite beautiful if I may say, but uh... What do I do? After I figured out how the base game works, like controlling the ship and stuff, I was just lost trying to find out what to do. I could do some transport missions, I could hunt pirates, but there wasn't anything I really felt like I had to do. There was no Alduin for me to find and slay, there was no Atlas for me to discover the truth of the old world. I ended up doing like, 2 missions then got bored and clicked off, and haven't played since, even though I really want to because I love space games. There's just nothing to do.
@@xXDonTdODRugZXx you are right. MMOs totally lack enemy ai, a good story, cinematography; they are hollow shells of a game engine. A good game should have a beginning and an end. Imagine your favorite movie. Now imagine that when it ends, it doesn’t. It just keeps going. That’s what MMOs are.
Former Dual Universe player here, I've been there since Jan 2021 and left early Dec 2022, played both beta and release. The game is definitely promising and if you enjoy building or scripting things, it's definitely worth looking at. That being said, all other areas of the game keep going through a process of "dumbing down" in favor of server load or "balance". The flight mechanics are really good, too, you have very good atmospheric flight simulation coupled with seamless reentries and space flight. In that sense they did a great job. Combat is literally lock and fire, without much engagement by the parties (you should check DU pvp videos online), and 99% of it is basically players from large orgs camping and pirating other players, rarely seeing something like "big org vs big org political combat". There's no avatar combat yet, but it's also planned to follow the same mechanic as ship combat. Industry is sort of fun/rewarding, but after the initial setup all you do is queue schematics, wait, put schematics into every single machine, wait again, get product, sell, etc. Mining is okay, asteroid mining is a small minigame of going from A to B a few times and finding the asteroid before anyone else. The other kind of mining is automining, which relies on resource pools per territory, which you need to scan and find. Most high tier pools are already found and taken, but try your luck! Maybe the worse and most annoying part of Dual Universe is the progression. There are time gates literally everywhere, carefully designed to keep you subscribed as long as possible or to buy extra accounts. Solo play is possible, but very slow, don't expect grinding for hours will make you much further as anyone else, you will have way better results if you shell out a few extra subscriptions and run afk missions. Most players will keep saying you should join an org, and yes, while that's true and helps, you still need to find a good one first. Some orgs won't think twice before using you as an slave or just as their own alt. Dual Universe had a lot of potential, but sadly the company is slowly killing it, in part because of greed, in part because they behave in arrogant ways, refusing to listen to player feedback and sometimes even going as far as censoring players, by banning them from forums, Discord and other official media if they disagree or think things are going the wrong way.
This will guaranteed be exactly what will always happen with Star Citizen. It will never run good and they will have to dumb it down infinitely and Never get finished.
Not to mention the kickstarter backers that have been waiting for their backer rewards, so over 25 million, & in 6 years they couldn't ship out some figures, sounds a bit dodgy to me, & who marketed this game?, most gamers haven't heard of it.
@@Wolfsheim23 Mmm I'm a Star citizen player, the lag is immense in cities and stuff but outside of that theres not really anything that's "dumbed down" flight, combat, exploration, etc are super well made and will improve over time, the issue is there's not much diversity within those said mission types which doesn't make it dumb but simply repetitive
@@crim3290 Im not talking now. Im talking about before they could ever get anywhere near finishing it they would have to dumb down so much and streamline so much, just to make it play as a fully functioning game with all the systems in place. I don't think they can ever get it playing that way smoothly
@@Wolfsheim23 I mean, there have been bigger games with less lag, it isn't impossible. Star Citizen is probably my favourite game and even if it never gets finished or I can't run the finished version, I still think of all the money I've spent well spent. If by "dumb it down" you mean to make it easier to understand, do they have to. Take mining, it's not the easiest to do but when you research it for an hour or two it become a lot easier. You won't be amazing at it instantly too, which adds a learning curve. Sure, the game probably will be complicated but it's not like you're going to learn all of the systems, only the few you use the most/want to focus on. If you want to do trading, you're not going to learn mining, are you? You only need to learn basic defence and how and where to trade effectively. Overall, Star Citizen won't become like this game most likely because it's taking a different approach at things and won't be too difficult to understand or to catch up with others. However, Star Citizen is a very either you love it or you hate it game so your opinion is accepted.
I've never heard or even seen anything about this game. It reminds me a bit of Space Engineers, but perhaps a lot bigger and allows you to build cities. The premise sounds good, and I'm actually glad that the devs managed to pull it off and weren't actually lying. It was a shame that people seemed to lose faith about the gifts the devs promised them, but I'd honestly love to know more about this game.
Games like this demonstrate how hard it is to make a great game. Makes me thankful for those well made games that did make it and are in my collection.
It often comes down to developers overestimating their capabilities... massively. Instead of starting small and going from there, they want to make the big new gamechanger... and mostly fail. And that was exactly what I was saying when infos about Dual Universe got more detailed a few years ago.
@@RSProduxx All of you who write like this are fed up with your "start small". It's not a small matter here. How many high-budget projects from "experienced" and "professional" developers from huge companies came out completely empty and not interesting? Hundreds. And how many very good indie games were made by someone who wasn't a popular developer from a global company? Also hundreds. It doesn't depend on "starting small", it depends on a whole chain of factors - personal talent, competent mechanics, competent marketing, etc. The developers of M&B didn't try to create tetris, they immediately began to make the game they wanted and it turned out well. Stop spouting this pessimistic nonsense.
No. Reddit pessimists, go back to reddit. It's not hard to make a game. This is an indicator of the mediocrity of developers. Everyone follows the beaten track and makes banal games. If you have a unique idea, making a game is not difficult. Need a smart approach to this process. If, with sufficient funds, they could not build a normal marketing, this is already an indicator of their inability to make games and this does not depend on the complexity. How do you think the developers of the loner cope then? Stop spouting nonsense.
@@keleborn9151 Imo these are 2 different topics... one is due to "no experiments, play it save, put minimum ressources in for max profit" and the other, well, I wrote it. M&B, while a good game, was still nothing over ambitioned and well within the capabilities. they made good choises... there´s a difference between "lets make the best game we can make" and "make the best game ever..."
I have heard of Dual Universe, this game has been on my radar for a good long while, I haven't been keeping great tabs on it lately, but every once in a while, I check up on it because I love the idea of this game, and it seems to have a competent dev team, so I wasn't worried until now. I am a little saddened and worried about whether or not the game has the marketing ability to keep itself afloat.
I am actually surprised to see that this product was as close to their claimed goals as they are. The game doesn't look that bad. I am genuinely surprised. Hopefully your video will bring more attention to this game. I had never even heard of it until I saw this video. Looks like a pretty awesome game. One of the few games that I have seen from the kickstarter concept that actually captured my interest.
Played a few dozen hours in the game. Pros: - Ship Design (voxel, programming, etc..) - Base Design (voxel) - The universe was kinda big. Cons: - Subscription, if i want to play for an hour or so a weekend i'd have to buy a full month... - Ship design was tedious if you wanted something cool. - Nothing to do in the universe, no reputation, no missions, no pve - Insane grind, few ways to earn money. Also finding specific materials was sometimes impossible. - No ressource sink, so nobody bought any ressources and the economy was DOA. Exception, Fuel which was very expensive and sometimes hard to find. - The economy got so bad that as a new player you'd get most of your money with the daily login and not using too much fuel. - Skill system which took litteral years to complete. Like start researching, queue a few upgrades and come back to the game in a year... - Laggy To me, it feels like they were so proud of their sharding server tech that they forgot to make an actual game. How do you even start to develop an MMO without understanding how an MMO economy works is beyond me.
I remember seeing this game, probably from your old video. But I don't remember seeing it release. Another game that didn't advertise enough to build a playerbase I guess.
they worked on word of mouth. handing out beta keys like mad. so everyone who could ever be interested in this game has played for free at some point or another and then quit, waiting for release only for them to never find out it got released
I played dual universe for a while and was in love with it. My favorite part was the ability to write LUA code to automate various aspects of the game. For example I made systems that helped triangulate ore locations and another one that helped you design efficient manufacturing systems. With that said, what killed it for me is the developers constantly fighting against their player base because they were not playing they way the developers wanted them too. LUA scripters would find a really cool trick to make the game more fun and interesting and the next day that got patched. It really took the fun out of the game for me.
Oof, if the Devs don't understand that you can't force a game to be what you want, but rather that you discover what it can be, then it was doomed from the start
Many devs are like this. Difficult working conditions make it hard to be creative and when players, who a free to do as they choose in their own time, come up with a cool idea, mod or anything, devs get salty and try to fight them instead of letting them do it, if its not blatant hacking to gain unfair advantages over others in a pvp scenario.
Dual Universe: "This game give you freedom of personalizing the way you play!" Players: _personalize the way they play_ Dual Universe: "You too much imagination" _patches everything_
wasnt the entire goal of this game, that everyone can play it like he wants it and what he wants. didnt they say, that the playerbase has to set the rules?
I backed it. It was a great premise of EvE online with space engineer vibes. It was very ambitious but sadly it didn't really know what it needed to be in order to entice players in to the world. With the player skill training too it allowed for a lot of specialisation depending on what you were interested in/needed to have. Sadly the experience especially with the industrial stuff and the slow progress of ship building/exploration was a small heartbreak. I say small simply because I forgot about it for many years. Mining and planetary tech got changed, PvP got changed, industry got changed in some cases for the better, but still not fun. I couldn't believe it was actually released for a monthly sub too. That was tough. I believe I have to DAC tokens left. With the small population, advancement is slower, those player built cities are more scattered blocks and towers that pop up suddenly and your ship may or may not crash in to it.
Why do people, 'back' games? I will never, ever, understand why someone would flush money down the toilet like this. Even if the game is a massive hit, do you get a cut of the sales?
@@je25ff you back games to support the development of a game you might enjoy. think of it as advance funding to help get smaller, *newer* studios off the ground :) like all things though, it's a gamble. the game may not turn out great- or it may turn out great, just not at all what you anticipated or wanted! some fantastic games have been made via crowdfunded/backed companies, and it's an especially common practice for entry level devs in the indie game scene
@@valentine956 I get all that, but why on earth would someone waste their hard earned money by just giving it away without a return on your investment?
@@jtkiller911 not quite though.. F2P only if you like logging into the game gazing on your shineys that you can't fly free. It's free to play if you don't want to cross a certain skill barrier and don't want to fly anything bigger then a battlecruiser. You can't do PI at all free to play.. And I get it there has to be a difference.. but "extended demo" would be more accurate then "free to play" sure you can still interact with the world.. But there's just to much you can't do as a free player.. even if you build up those skill points through years and years of active subscription...
It was amazing in Alpha. Then they have changed it again and again, making it more and more grinding, while also admitting that some of their initial goals was unreachable. I still remember how amazing Alpha was, do travel the world, seeing all these player made constructions, seeing a ship in the horizon while knowing it was actually heading to a destination. Sadly the game has changed way too much in the wrong directions, and is still a lagfest, with way too few players to keep it alive. But this does give hope that we one day in the future will get a game that can give us all what Dual Universe promised us.
Ok when you never played games like Space engineers, empeyrion i can see why you think its so good. When it gets to the Planet there is star Citizen thats much better then Dual univers in that regard. You can not build stuff but the world and the Community are great and they realy try there best to make a game that is as complex as no other game thats why it takes so long. Oh and you only need to pay once 60$.
@@Schinken_ I'll be honest space engineers kinda lacks in MMO rpg side. Also who knows when Star Citizen is going to get it's full release because they have been working on it forever.
@@adeancousland2404 sure you dont get mmo side with space engineers. Star Citizen needs time because the Technologie is realy hard to make but i thing in 2-3 years it should get a Release 1.0 version.
That being said SC doesn't do what DU does, they're different games, and I think a Minecraft in space would be massively popular if they could be it work Such a shame really
I was a late alpha backer. I played during beta and launch, and then RE-launch. The game is a shell of what it was in alpha and beta. It is still a grind, even more so than previous launch. They added schematics, mining rigs of different tiers, and more time gated activities. It is so bad at this point I had 3 months free on launch I used one of my DAC coins for the 30days.. and didnt even make it a week into it before I was bored out of my mind and gave up.
I played this Game for 6 months when it released. In the first weeks it was a lot of fun, because the building mechanic was awsome, way better than for example space engineer, and you could really explore and build up new things, because the "society" of players hadnt developed yet. I also played with a guild whith which we went on mining adventures on a big L core carrier for lots of s core mining ships. I think that the main problem was, that the fighting mechanics were awful and there was no reason too fight, so soon everyone had plenty ressources and the only thing to do was build. The building mechanics were great, but after the third ship and a second building the fun ran out. Still glad to have expirienced it, even if it didnt last
For me what broke my experience with DU was the introduction of blueprints, and their DRM system which was counter-intuitive and incredibly complex. It became too much work to do simple things.
Dual Universe was really neat when you could set up manufacturing, search for those rare ore deposits, etc. That was the loop for me, searching for the 300k ore locations, setting up a base to produce whatever I felt like muling over to a neighboring planet for money, and building bases and ships. It had none of those, except ship building when I stopped playing about a year ago.
they should have invested in smaller more cpu intensive stuff like ai, interactivity , physics, general movement and of course structure and challenge.
I've never heard of it however I would play it. Having a universe created by players sounds fascinating. Making new friends by building and having fun . Setting up scenarios in a world that you can create . Building your own ship ect . This is what the gaming community needs . It would do well on consoles for sure and pc . A community that is so separated I think this game can bring it back
I was immediately interested as this was the first i heard of it and after looking im sure this will be the last i hear of it. I went and found it mid video before you mentioned subscription, the second I read it was subscription based for 14$ a month i was strongly apposed to this game. now if they had a base game and an eventual pay wall (like pirates online did back in the day at like lvl 30 or something) maybe id have at least tried it.
As a space engineer player and a fan of voxel building games, I followed the project even long before the kickstarter, just like I followed Starbase progress too (which ended up in an even worse state). Actually, I even had an interview for an internship at Novaquark studios to work on it, back in 2012. I thought it was as known as EvE. I'm suprised to see how few people knew about it in this comment section. Honestly it's not a bad game as long as we know what to expect. Novaquark was terrible at managing expectation with promises of "civilization building", "galactic wars" and all their delusion of grandeur. It's an mmo about mining, crafting and trading as well as piloting, trying to reach orbit then crashing because something burnt during atmospheric reentry. It's about creation and not destruction. The community makes ship contest, create race tracks, makes cool LUA programs and build huge collaborative space stations, and that's it. It is more a successor to "A tale in the desert" than anything else. If the developers acknowledged that and focused on their strengths instead of luring Eve's and PvP communities in, they'd have much more positive reviews and a growing intereset from their niche real target audience
It was headed in the right direction and had a very interesting concept and was super fun when it was being developed. I really enjoyed the LUA scripting you can do in game to make things function a certain way. There was a lot of poor decisions made from within that led to this games downfall. Really sucks to see it the way it is. I got bored of it because there didn't seem like there was a whole ton of stuff to do. Mining, building your base, building a ship. I don't know if they've added it now, but there weren't any creatures in the game to fight, which is always something I want to do in games.
They haven't, I played it again just for kicks a few months back. They changed the way you can build also, everything requires recipes to be put into the crafting machines, which also cost a fortune to buy. The grind is way worse than it was a year ago, before they decided in their infinite wisdom, "you know what we need?! recipes to make it even harder for players to make what they want!"
Id heard about it, and 'Space Engineers meets Elite Dangerous' is basically my dream game. I never heard about it again until now, sad but not surprised to hear how its turning out.
I've heard of dual universe before vut one thing that I think scared off a lot of players was the subscription model. Including me. I don't have a job. I go to high-school. I don't have the income to constantly have to pay for a game.
It was the same thing for me back in highschool. That's why I never was able to get WoW. And good luck justifying $15/month to play a single game to your parents.
MMOs are better when they are not pay to win. Subs are best and a sandbox game requires players to be active and not hogging real estate. You should stick to single player if you can't be active, or at least not play sandbox.
Same her. I had some French friends that introduced me to it. We all gave up two years ago when things started to go sideways and simple bad design decisions. Until then it was a wild three years, then fun waned
monthly sub route only works for games that have pre-existing core of massive fan base hype. If it was free, those numbers would most definitely be in the hundreds, maybe even thousands of concurrent players. Use Micro-Transactions for skins, or loot that doesn't affect the gameplay even. Something.. ANYTHING besides a monthly sub. for a game literally nobody has even heard of... "Hey I should really spend money on a game that nobody's heard of, has hardly any players active. That sounds like an amazing use of this money that I already barely have. Sign me up!"
My small clan started up b4 the subs went live. We were enjoying our small patch of the world and were even willing to pay to play more. Then they went live with a change that forced you to focus on certain areas of training up skills. Something that a large group could overcome very quickly, but felt out of reach for solo players or a smaller team. Too bad. I still remember being impressed by the manga ships.
I played the beta for a year it was amazing. I just started playing it after they did the wipe it has changed and is very hard now it takes 20 hours a day just to mine what you need. Its very time consuming often the talents take days and they are need to craft things. But the game I would say is cool once you get the talents up and you money up. I built a really sick two story ship and I love the scripting.
First I'm hearing of the game, but there are tons of stories like this out there. Game gets hyped from Kickstarter, studio releases a few teasers to keep them happy, eventually releasing 1/3 of what they said would be in the game and then being in early access or alpha/beta for the next 5 years until it gets to where it should have been at launch (if they don't just outright shutdown in the beta phase).
Yeah, I know what you mean. I've been a backer of one for just over 10 years now ( right after its Kickstarter ended ) and it's still basically in alpha, and still doesn't have a release date. It has $95 USD of mine and it isn't getting any more.
Never heard of it. As a gamer with limited time I have no interest in subscriptions. Subscription models are implemented for everything. I understand the model, but unless you feel like you are getting your money's worth you aren't going to pay.
I've only heard of the game through this channel. I am very interested in playing a game like this, I just have no idea if it's actually any good. Now sometimes I jump into a game to find out for myself if it's good, but it's in a catch 22 state of "well no one plays so why bother" kind of thing. Which is unfortunate. Maybe I'll jump in to check it out, but I don't know. It's a subscription so it'd 1) Have to be fun.. and 2) Have a solid plan to keep from shutting down
@Hit me up on telègram 👉@Bigfry_TV you didn't even spell Merry right ya filth of a human. Even my excrement has more worth than you and your entire family
Personally I think subscription based monetization is far better for consumers. In a game with an upfront cost the developers incentive to innovate the game and add more content ends at the initial purchase. With a subscription model the developers are constantly incentivized to create more content and innovate the game, because if they don't the player base drops and along with it the income being generated. Especially with MMo's where a high number of active players is essentially a core mechanic of the game. But thats just my personal 2 cents, i refuse to buy MMo's with an upfront cost and no recurring subscription, because I've yet to see an example of one that hasn't fizzled out content and player base wise. Take new world for example, 1 "major" update in the whole time the games been out, and even that hasnt kept the player base around, and amazon has very little incentive to add more content to the game because thats not what is generating them profit, microtransactions for cosmetics is the bread and butter of these types of games.
@@DeagleGamesTV Your logic applies more to sub-based MMOs than not. Outside of WoW and FFXIV how many sub-based MMOs are still around that lots of people actually play?
I've been a kickstarted backer. (Still waiting for my t-shirt lol). I played on the pre alpha and the game was really promising! The main thing blocking me from playing again is the grinding that is excessive. I tried the beta and shut down the game after 3h because it's not new player friendly. The fact that the game needs to be payed every month is also a big drawback.
Cue the Monty Python, "I'm not dead yet!". Currently playing, still enjoying and new players are welcome and supported by the community. Player numbers from Steam don't reflect players not using Steam to subscribe, which is significant even if we'll never know that real number. PVE combat was recently introduced in version 1.4, along with two more planets plus moons, and heavy rebalancing of weapons and honeycomb stats that have changed the ship building meta for PVP. If you want content handed to you by devs, this isn't the game for you. If you like building your world and working with other players, then the subscription is worth it.
I've heard about it here and there over the years. Wasn't really very excited about it and never got into it. I'm surprised they actually released it though. That game always felt to me like one of those "we won't actually make this game, because it's way too ambitious to make". So good job them.
I was extremely interested in this game. Being able to "farm" as a ship/vehicle designer would have been fantastic to me. However I couldn't get in because of the AVX recquirement back then, but now that I can, 2 of my friends that have been playing this game extensively have stoped, severely disapointed in the direction the project has taken, and are now just observing from afar what looks like a total collaps, which is quite sad : /
@@Jolis_Parsec No Man's Sky isn't an MMO, though. The challenges are far different in scope. The tech hurdles Novaquark had to overcome are the same ones CIG are dealing with, which is why people compare those two. No Man's Sky is a survival-crafting game, where as Dual Universe is more of a crafting MMO space sim, much more in line with Star Citizen (save it has crafting and Star Citizen doesn't at the moment).
I played this a ton in early 2020. I thought that it had a great concept, VERY grind oriented, but also pretty fun. Building your own ships with parts was a fun experience, although when starting the game, the odds of crashing onto the planet surface rather than landing was exceedingly high (the game physics was difficult to understand). However, the creative team made a HUGE change to the industry mechanics, making it impossible to be a solo player doing everything on your own. While this type of mechanic works for a game like Eve Online (that has a player base to support such game mechanics), Dual Universe had no such player base. I left the game at that point, very disappointed.
Dual universe seams like a really cool project but the biggest pull also seams like the biggest problem completely player driven is hard without a massive and dedicated player base like eve or Minecraft. Edit: iv been following this project since Kickstarter waiting for it to be more fleshed out to jump in I wish it the best.
I stumbled across it at the pre alpha stage and had a couple years watching it unfold. Sadly we all gave up after it bombed, too many changes and a change to the CEO killed it for our corp of 30 people
Empyrion Galactic Survival (a smaller version of this game) officially launched in 2020 with a peak near 10k players at launch and still hovers in the 3-5k peak range a few years later. I remember there was much hype for Dual back when the KS launched, but I read it started falling short of expectations and bad design choices were made. Infinity Battlesacape (previously known as 'The Quest for Earth') launched at a similar time and it just couldn't field the players as a smaller battleground pvp match type game, even though every thing it did do, it did really well, and most of all the multiplayer performance and frame rate was fantastic. It's sad no space survival game has really been able to break through the glass ceiling yet for some reason...and Star Citizen oof
Don't forget about Starbase. But i'll tell you one of the major reasons why these space games don't and won't do well for a long time. It's the physics engine. People want combat in spaceships and due to physics engine limitations you can't fly a spaceship fast in game and have it register shots correctly. To top that off you can't even fly the ships properly because they put a limit on the speed(because of the combat issue), which feels awful in space... Actually it just messes up the whole proper calculations for how a ship should act in space. Speed is one of the main things that separates space from flying here on earth, wind resistance, not having anything to slow you down or cap your speed in space. The flight mechanics will always be broken in space games due to the physics engine limitation, which won't be solved for quite some time.
I played this for several months. The building aspect was top notch; Never seen better in a game. The flight model was very interesting and fun. Never managed to get into combat as it is a convoluted and unsatisfying mess. Ultimately, what did it for me is the fact that there are no survival elements at all in the game; No air, no food, etc. In fact, the only thing that I found could kill you was running into a planet with your ship. The ambition was definitely there, and so was 70% of the execution.
I was all on board for this game when it was first announced, was so excited and kept tabs on it until they released a release window for it and said it was moving to a subscription service. That killed my desire to play it, I'm not about the subscription of games, especially if they can't even deliver any new content 😔
@@Iyoted_Murzim Yep, plus being a father and working full time, I can't see paying for a game once a month and maybe only play a couple days worth of the game out of that month lol
So you prefer pay-to-win and you don't like games to have the incentive to do regular upgrades to the game and care more about making it fun than profitable? Interesting.
@@PhantomPhoenix0 You shouldn't play sandbox MMOs. You should play single player. A sandbox MMO turns bad when there are too many inactive players taking up real estate.
@@path1024 No, not pay to win, I pay once for the game so that i can play it whenever I want or whenever I have the time. Also, I don't play MMO's anyways, I mostly play co-op games with just me and friends, sometimes single player. Lol
Never heard of this game before but I would love a game like this. They need to work on advertising their game to get the player base where it needs to be. This could be huge though
Never heard of this game. But, now that I have, I love the concept; at least the majority of it. It sounds a lot like an updated version of Space Engineers from the way you described it. If this were to be developed and advertised well, I'd be all over it. I don't particularly like hearing 'subscription based' when it comes to any game, but I see why it would be done. I see there's a demo version on Steam. Will definitely check that out to see what it's like.
I had not heard it released. I had been checking up on it now and again just to confirm it was still going. A shame to find out that the launch was full of technical issues, apparently severe enough to drive away players. It sounded like such a cool project.
I remembering being SOOOO excited for this game when i first heard of it back in 2017/2018. I would still like to play this game because it always peaked my interest, but im not sure im ready to shell out a monthly fee especially if i remember correctly you and your base could get raided and you lose everything and have to start over, which is only in the pvp zones but youre basically playing super hard mode by not going to the pvp zones for recsources.
I've never heard of it, and I watch a lot of Star Citizen news, so you'd think there would be some overlap. Thanks for the awesome video! Please do more like this
Most sandbox MMOs need a workshop, for example, arma, it's not exactly like the dual universe, but its fanbase relies heavily on modding. If the dual universe gave this to players, they could add more creativity, but as you said, this game runs on a persistent server with apparently no loading or etc., which kind of limits players to what assets they have been given to them. People could use this game for Star Wars, Warhammer, Dune, and most sci-fi roleplay. They kept focusing on what they wanted to bring instead of the player.
Sadly I've never heard of Dual Universe until now. This game sounds like an incredible amount of fun, though it depends how much the subscription would be for me to be remotely interested
I heard about DU when they announced their kickstarter back then. I didn't back it myself cuz of the huge scope of the game, i wasn't convinced devs could pull it off. I thought this was incredibly interesting, as it combined gameplay design from Eve Online (single shard universe, player-driven economy and territory), Space Engineers (voxel-based building) and Star Citizen (ship combat). This combination have huge potential. I haven't looked it up in a while, so i'm saddened, but not surprised how it's turning out.
Star Citizen is atleast a better game. It has a good grinding economy, yes it has bugs but has raised half a billion and are still in alpha after many years but it looks incredible promising, every 6-9 months a whole new thing is added and the game is mind blowing. I’d advise checking it out.
@@fr4me.01 I think because of the persistent universe thing -- Dual Universe achieved its persistence first, though, while CIG had to R&D a solution to scale persistence to handle Star Citizen. In that way, they're similar.
@@LawrenceReitan This is a common crowdfunding pitfall : people that are not used to releasing any material products (youtubers, game companies etc) often completely underestimate how hard it will be to handle the material production/sending process. So they are probably sincere, and it probably wouldn't be an issue if the game was successful... but of course like StarBase this was almost doomed from the start because Hardcore PvP MMOs are all dead on arrival, especially those that involve a complex building system. Hope Novaquark will realise that and turn it into a more casual-oriented game instead of just dropping it like StarBase did.
when i was at my base i had at least 60-70 FPS but as i got close to the hubs i just hat 15-20 and then had to land my ship, talking about a real challenge
I spent several hundred hours in this during the Alpha, loved the direction the game was going, & several aspects of the creative side of the game... Enter PVP (ish), & clear comms that PvE was not on their roadmap. As a builder/crafter/adventure player, this was the beginning of the downward trend for me. I joined a larger Corp, which was pretty cool the scale of things that could get done, but yeah, as it got towards the end of the Beta or Alpha, there was no real reason for me to keep playing. :) The PvP held zero interest, & there was no PvE that myself & friends could go throw ourselves against & challenge our ship builds. The only way I see this game recovering, is to drop the Subscription Model, or do something very dramatic - of all the games I hear friends speak about - this is not amongst them, except as missed potential.
Never heard of it, seems like a cool idea, doubtful I'd buy a subscription with mixed reviews on steam (depending on their content). Usually need to have generally positive reviews if I would consider buying a subscription.
I actually backed it. I really like it, the building in game is really detailed. You can literally design your own airplanes and spaceships. Not just in appearance but how it functions too. Unfortunately I don't know anyone else who plays it, and it's really not a game you can play solo. Or, I guess you could, but I think it's much better playing in a group.
As a new, never played alpha/beta, this game is pretty awesome. It does have issues that need to be worked through, but the creativity possibilities are almost endless. It also has PVP, which does need improvement ngl, and it's a single shard so no having to try to mix and match which servers you're all going to play on. All it needs are people to support it. I think their marketing team really dropped the ball, but it can still succeed if they try. Needs a hype train and some momentum.
I was an early backer of DU. But after dealing with Star Citizen for several years, I decided to wait on trying to play the game until it was a bit further along in it's development cycle. Then after a few years down the road, along came the beta. I figured that was a better time than ever to hop in and give it a go. Long story short, I was so pissed off at the state of the game at the time I promptly uninstalled it and swore it off forever. Say what you will about Star Citizen, but they have never left me with that feeling despite being in a perpetual alpha state. DU was shockingly bad. Enough to make me never again touch the steaming pile of garbage they sold me on.
I agree, SC is fun in waves... Suddenly they get a load of content, then its quiet for a while untill next batch. But DU has no communication, never any info or anything. Its run by investors now , not gamers.
star citizen has left me in that state many many times. i have never played a wipe start to end because i get tired of the bullshit after a couple weeks.
Have you heard of Dual Universe before? If not, is this something that interests you? Let me know below either way!
Haven't watched the vid yet, but from what i've heard it failed because the OG creator was basically forced to sell the game rights to some corporate money hungry dude who just ruined the whole vision for the game, made the devs release it raw and this is the result
I would play this type of game, until the deva orchestrated a way to rip off their player base with pay to play
No, their PR Team screwed up, subscription model will kill this game pre birth, it will get sold and relaunch as Earth2
I haven't heard of this game, but this game on paper sounds pretty cool.
Ive played. Had a terrible experience
$21 million and I've never even heard of it. Pitiful marketing. Sad.
Well someone had heard of. $21 million isn’t unheard of by everyone. Maybe targeted marketing and you weren’t their considered market
@@MrDiggityaus I'm just being facetious.
Tbh, even if many more people had heard of this, I doubt it would ever have become anything.
It seems too janky and ripoff in its world and mechanics to become anything more.
Same I've never heard of this game. How do you spend that much on a game and not have any marketing.🤷♂️
Same
Imagine being the tech guys who spend YEARS developing a back-end system to support hundreds of thousands of concurent players in one shared universe, only to max out at 700 players.
@@semmert Not on Steam they didn't. 792 people is their ALL TIME PEAK. Meaning thats the most that have ever been online in the game at once through steam.
Steam user count doesn't account for the non-steam launcher numbers. There's several that I play with that don't have the game on steam.
The game was nothing more than a test bed for the technology and they will make money selling it now.
I played it a bit but meh it wasnt very good and ran poorly
As a tech guy, I really hate it when sales and marketing over promises while spending development dollars on more marketing.
Having a marketing team really makes a difference. I haven't heard of this game till today.
this and i play most of these kinds of games
Same here. Game dying two months after launch. Today is the first I've ever even heard of it.
You know it's funny that the game is now marketed... though in a not so good way 😂
The game looks interesting tbh.
Same 😂
Its a double-edged difference, though. Look at No Man Sky's marketing blunder.
4 months after this video and this is my first time hearing of the game. Just creating a good game isn’t enough to make it successful. People need to know it exists.
I would love a well executed game like this. But all my hope in the gaming industry died a long time ago
Tbf marketing is expensive as heck. I've personally spent 100 hours at least trying to market my (incomplete) game, and, outside of my immediate family and friends, I think only two people know it exists...
@@HandleDisliker Marketing is all about oportunity, 100 hours says nothing other than you suck at it.
@@Ebani Oh thanks man. You are too kind XD
I want to see you try to be a one-man-band in both game development and marketing, at the same time. To be a good developer, you need to work on the foundation of the game design first and then graphics, but people judge a game by their graphics, so in the early stages of marketing you need "proof of concept" animations and videos, which can take quite a bit of time (animating is where a majority of my 100+ hours in marketing comes in). I'm also a cheapskate. When I feel my game is ready for the public, then I'm willing to pay $100s, if not $1000s, to spread awareness. That day is definitely not today though. My money would be well-squandered.
(I'm working on a horror game. If that appeals to you, here's a shameless plug, "KnottsIntDev" on Twitter. Don't let the date of the last update scare you. I'm still working on it lol)
I can sense that someone is about to give me suggestions on how to balance my time. To that I say I appreciate your concern but I'm not in the mood for that on this thread. I was just insulted after all, probably by someone who doesn't have any experience on the topic. To listen, and comply, to any scheduling idea right now would also mean time spent changing the game. Time I'd never get back. But again, I appreciate that person's concern.
@@HandleDisliker He's right. If you've spent all this time trying to advertise and "only 2 people" know about it, then you aren't doing well at it.
This is the first I've heard of Dual Universe. Probably a sign that the marketing department dropped the ball on this one.
Same and I actually look for new games like this type 😂
Same and would have played it i guess
I had been following for years now, however the game never really delivered on anything. I don't know why people pidgeon hole themselves into the MMO space. Had they de-scoped the game. Sold it as a survival-esque title with server tools and modding support. They could've at the very least re-couped their investments and delivered a solid experience. MMOs are a dead concept, almost no one wants to play one game for years. The average player will make on average less than 50 connections throughout their playtime and you'll never balance the game in a way to retain a large amount of people.
Release a game where the players can host and tweak their own servers? Release tools so players can create their own content? You deliver a way more stable game and can monetize it through professionally made assets/content over time.
@@thew1ngman well tbh i do enjoy mmos but your right its not that many ppl nowdays
heard of it years ago, but it wasnt marketed well yea
It's really strange that this game never once appeared on my Steam store or in a discovery queue, in spite of being similar to games I play. In fact, I'd never heard of it at all until now.
Heartbreaking for the devs. You gotta wonder why they thought the same thing if they played video games
same, i literally have multiple games related to space and i've just now noticed it
To be fair the weren't going to launch on steam
Someone recommended this game on x3 and x4 forums, but when i found out that its gon be an mmo, i was like, "yea this game is gon flunk"
I don't know why the thought it would be smart not to release it on steam, well, they probably feared bad reviews in early stages, but rather that than nobodoy knowing about the game
You should have a follow-up video on this game titled "Why having a marketing team matters", because despite the ambitions of this game, no one has ever heard of it!
Most of the times the money gone into marketing and building hype often caused really high expectations that technology can't deliver.
I heard of the game quite a while ago but I knew the technicalities of it would be extremely difficult. I.e its way ahead of its time and they won't have the hardware to be able to support everyone.
Yooo
I heard of it, and was really looking forward to it, but had no idea it was released.
I’ve played it at least when I did it was not worth the monthly payment. It’s a great game. Would log in every once in a while if I didn’t have to pay monthly
On the point
I was insanely excited for this right up until the point they announced the pricing model, after that I promptly forgot about it until now
Dual universe is straight up just Space Engineers with a different name (lmfao), and space engineers is way cheaper, so thats also another reason why it didnt do well.
@@AzillaKiami It's more like Starship EVO in terms of building and aesthetics, but you're right. There's so many similar games which can scratch the sci fi building itch without DU's awful pricing model, and they're all cheaper.
me too
@@AzillaKiami I love space engineers... everyone get it, mods, ship designs you can share, online offline, scripting if you want, role play, sandbox, and the new updates are going to include water, so you'll be able to make a ship, aircraft, underwater bases, space bases, space ships, rovers, and floating, flying bases....also player v environment, PVP, factions, etc etc etc... love it... Also Chat GPT can write space engineer scripts
This just goes to show that having all the money and resources don't matter. If you don't have a flawless marketing team, you don't have shit.
Flawless marketing team? More like existing marketing team
I don't think marketing can turn turd into gold. This just looks super unattractive
21 million is not that much for as ambitious as this game is. Star Citizen has made over 500 mill and is still early development if you look at the total roadmap
@@TheParaxore i have not heard a single word about this developer team ever releasing anything prior; that makes 21 million way too much for unproven team nonetheless
2042 had great marketing... just sayin'
The announcement of the subscription model instantly killed my excitement for this game
jup, that was the point where I even dared to call the failure of the game... Based on both the subscription model and the much too ambitous plans...
Guess I wasn´t wrong.
I supported the game very early on, but I haven't touched or even thought of it in years. As neat of an idea as it is, the voxel building just felt too tedious, making any sort of construction project a bigger chore than it needed to be.
This is the first I've even heard of the subscription model they went with, and yeah... It's turned me from 'maybe I'd give the game another try' to 'Maybe one day Star Citizen won't be so shit.'
Wait... what?! I thought people hated pay-to-win and that subscriptions were how a game showed it had integrity by not pushing an in-game store or microtransactions on people. Are you saying you prefer microtransactions to subscriptions?! Or are you saying the game makers shouldn't get paid? I'm super confused.
@@path1024 The issue is when these Kickstarter games take people's money promising them access to the game, only to add a subscription long after the fact.
It's like buying a washer/dryer, but then finding out when you get it that it charges you laundromat services.
@@YodaIzChaos Don't give them ideas 😅 BMW heated seat subscription, anyone?
This video popped up out of nowhere on my youtube recommendations. Was instantly curious and thought this would be about space citizen, but no it's a game I've absolutely never heard about before. Incredibly that something this big could be developed, launched, and easily pass away without me ever knowing about it. Thanks for the very enlightening video!
You probably thought about "Star Citizen".
@@FireballYT Or Space Engineers?
@@lunchbox1553 that's not an MMO with a (high-value) Kickstarter background.
another cartoon mmo cash grab failed. color me surprised
@@cagneybillingsley2165 to be fair, they did develop the game and put a big effort into it - a mere "cash grab" looks different.
Never heard of it, but the game concept and theory are exactly what I would love. It essentially takes 4X and add customization, building and bases. I dream of a day when a game manages to pull it off, I also dread the day, as I dont foresee ever leaving my computer again.
not even taking a bath or exercise bro. Take care of yourself man you don't want to die before seeing your dream game.
Play the game space engineers if you haven’t heard of it before
As someone that has 3000 hours in X4, and more 700 in Empyrion, i kinda understand the feeling...
I recommend playing no man's sky it's super underrated because of it flopping at release but got updated over several years
you should come play with us man!
Game was incredible on beta launch, you could make your own ship entirely by yourself in a day or 2. The creativity in the community was amazing. There were even expos with hundreds of player made ships. Unfortunately my old computer was too crappy to keep up with it. Last time I played, they have changed it so it takes that long to make a factory capable of making 1 part out of the hundred or so you need to make a functioning ship. It feels like the devs got lost in extending the gameplay loop and forgot players first and foremost want to make and fly cool ships. I don't know if it has gotten better since then.
Sounds like Foxhole. Used to be if you wanted something, you had to mine the resources and make it, and that was something people could just do.
They kept adding in more and more systems until you can only really make stuff at a clan level. Makes sense from a "we want each faction to work closely as a team to win the war", but they forget to make it fun for anyone trying out the game.
"The Grind". The problem with any game is how you get people to keep playing (especially subscription based).
Because if you get to the "end game" too quickly, what is then left to do in the game?
@@57thorns allow me to clarify my previous statement: it took 2 days to make the ship once you already had a whole factory up and running and all the pieces ready, and the ship I made was only a small core ship with no advanced parts other than a warp drive and ore scanners rather than a medium large or xl core fully decked out ship with custom coded ui. Even at release the game had an incredible level of depth and did not need to be artificially extended. To just supply the ores to make an L ship would likely take weeks for a team of dedicated miners at that point.
Been wanting to play this for a long time. My cpu doesn't support it or else I would check it out
@@57thorns Did Dual Universe even had a game play ? I mean it was clearly not a story driven theme park game, but a sandbox.
I have literally never heard of this game in my life. This is a perfect example of why marketing is essential for any multiplayer game. I feel like lots of people, myself included, when they think of "marketing", get a bad taste in their mouth, but at the end of the day it really is just "making people aware of your product".
whether or not marketing is good doesn't matter. products require marketing. No discussions.
I miss the good ole days of finding out about a new game because of their kick ass commercial. Remember the Halo 3 commercial? Or the ones for any Playstation exclusive?
you have not heard of it because it is a superscription based game
you don't need marketing, if a game is good it will spread like wildfire. This game is NOT good.
@@AlkaVirus That can be true, yes. Look at Among Us, it was out for like 2 years before it became huge, but it also only became huge because of the marketing that was "pay streamers to play it"
I remember completely disregarding the project after one of the Dev videos/announcement videos mentioning that it would be entirely subscription based. I think a lot of people felt the same.
Automatic deal-breaker for me, unless it's the most amazing sandbox game universe ever. I'd never know unless it has a free demo + rave reviews everywhere.
Sub fee so 2000s
@@xTheToolx On gaming? yes, by today standars? not so much, sadly we have f subs for everything it seems, more over on the movies/tvshows side XD
@@DarkDemonXR It's the people's fault for being dumb enough to fall for subscription models. Literally getting milked on a regular basis and in the end you pay WAY more than you would have in any somewhat reasonable one-time payment.
@@Chretze I want to agree with you, but look at the most successful MMO's. They're subscription based.
Honestly this doesn't feel like a game it feels like a job
Exactly, I played eve online for 10 years and this seems like more of a grind than that was. 😂
@@zibafuah eve, I love and hate that game with a passion.
At that is the exact reason I won't play mmos anymore, months of work for items that become useless once the next content wave or level expansion hits. Ignore you real life or suck at the game, with nothing inbetween.
@@Divadtube I still hop on MMOs now and then, but I cease to care about being the best, makes it much more enjoyable
@@zibafu Yes, I agree. Much more fun to see the sights instead of the grind, play for as long as its fun, then ditch like you would any non mmo.
It is insane how i first heard about this right now. they should put some $$ into marketing... i usually catch up even on little indie titles, for a project this big its very strange that Dual Universe has completely went under my Radar. Thank you for hinting out this game bro keep up!
This looks cool, but I too never heard of it till now & I'm really interested in games & development.
Ive herd of it, then forgot it ever existed.
I played this for 6 months starting in September 2020. The game was enjoyable, I'll never forget that first flight to another planet with no hud scripts and bringing the ship in to land from space.
However the tech vision had fundamental issues which were glaringly obvious when you played with other people. You couldn't mine near anyone because the back end tech was all cloud based it took a long time for the data to round trip to people near you so you'd mine an area and someone else couldn't the area would be locked until the transaction took place. This instantly broke the community mining system and they eventually changed it to automated miners that you placed down which instantly changed the game and made it less fun. This was done because they couldn't afford the AWS fees for the amount of transactions taking place. They couldn't have run the numbers on what all would cost down the line or they did but they needed to cut back on the costs when money was getting tight. People would ninja hexes and sit on the resource not doing anything with it, soon every planet has its resources mapped and allocated so they totally changed the system and just took a massive dump on peoples hard work who were actually using those hexes. They started off with builders having access to everything, then they slowly put things behind walls that only mega corps could work on. This totally broke the system as those that rushed to make the high end stuff had masses of it stockpiled so anyone coming up later couldn't possibly catch up.
Then they wanted to attract the PVPers who just went around trolling haulers and killing them without even taking their haul. They would make hand crafted convoluted game wide puzzles for people to solve which the PVPers always griefed which left others who hadnt spent their entire life spreadsheeting armor and gun stats not able to take part. Some of the puzzle solutions were leaked by the actual creators because people either couldn't work out their sheer randomness (like working at that some random word meant something) or they couldnt get near where they needed to go or they just didn't care because the reward for the time involved was just not worth it.
Their whole ethos was "the community will make the game", they had no clue what the game loop would be, they kept chipping away at the fun parts, there were no hooks and they let the main guy go who's "vision" it was and kept saying "the community will make the game" when clearly they had no idea what that would be. No matter how fancy the graphics or the building tools, if the game isn't fun, no one will play.
All in all, a $21M example on how NOT to make a game and how to scam investors and players, imo of course.
Sad
This needs pinning, you can save a lot of people's time with info.
Never even heard about it until today.
Alot of people don't understand this, but there's a trend that's started where people create companies to fail, many people cannot support nor know how to run a business and when they have the opportunities to make alot of money with no legal obligation and no backlash if they fail you tend to call these professional failures, because they fail professionally by coming out with more money, people hate it but legally there's no backlash if you follow the correct procedures and alot of people have figured this out, the power of declaring bankruptcy cannot be matched if you know what you're doing, personally I can do this and make a ton of money but morally I cannot, this is what happens with 90% of kickstarters
Great rundown thank you
Thanks for sharing this. Broken concept
i played this game for a little while, i agree with the insane level of grinding being my biggest problem, i couldn't accomplish anything at all on my own, you could probably do things like design ship and build them if you had a large group of friends working together, but then you would lose your creative freedom to design and build stuff you wanted to.
That's sad. I did kind of fear that, seeing a team of people slowly extruding latticework on a building. Yuck, no thanks. With that said, this is the kind of game I think everyone with a powerful enough PC to run it, probably should try for themselves. I don't, so can't comment: but I might be satisfied with the life of a homeless nomad, or my expensive sleeping closet that I built myself.
I played in the Alpha, and it was actually really fun to build a huge base, try and build a good looking and actually flyable ship and get into the economy to try and make money. The only Problem was that my PC was too bad to run it smoothly... The community behind it was actually really nice and some of the buildings that were showcased by big player-corporations were just insane! Really sad to see such an interesting game idea with so little of a player base left...
I play Space Engineers. There has never been anything about this game that made me inclined to switch to it. The fails and subscriptions just made me realize my initial reaction of "meh, no thanks" was justified and accurate
Same.
It keeps getting better and better too. Space Engineers updates have only made the game much more amazing each time. It used to be fairly easy to build and create amazing things. Now... A fully functional AI Battleship with radar homing torpedos and AI bot assistance and defense. Being able to write scripts that actually work.... It's become so much more then it was.
I love space engineers and it's a game I keep coming back to. I have switched to Empyrion Galactic Survival though, because I feel space engineers is a bit lacking in survival content, and I found the community in empyrion to be fantastic.
Still Space Engineers provides one of the best physics and amazing physics based ship building.
Starting with is "meh, no thanks" is a very good idea. Initial scepticism is a very healthy thing.
Space engineers with mods is beyond amazing . We have been playing full on world of warships with battleships and cruisers using water mod . Sometimes DCS with aerodynamic physics and radar guided aim 9 . Now it’s mecha vs mecha like war hammer .
Back in the day I’d have taken those promises and features as gospel and believed it to be true. Now as a cynical adult seeing all the failed overhyped projects I learned my lesson. I’m grateful for RUclipsrs like you warn the consumer of this stuff.
The sad truth is they did deliver on a lot of promises even I as a backer did not think they could deliver on. The problem I see is they Need players to build anything in the world as it's completely unpopulated by hardly any NPC assets. This leaves a lot of people who don't know how to start from scratch in a sandbox Destitute. Similarly character models were supposed to have more options than they do which a lot of people would be down for in a game where you build pretty much everything. Something that a lot of companies overlook is when they're creating a game like this it's essentially a social platform around a game that's what they're really doing.
The basic problemthere is they have the chicken before the egg scenario. People are not willing to pay for a game that has no content but people will gladly play a free game to create content
I do not buy games without watching post release gameplay anymore
Same fallout 76 was the last game I pre-ordered. Now I just wait a few months after launch to see how it does.
But back then game developers made games to amuse the players, and went published mostly after beta stage, we who were young at those times just were being surprised all along the way.
Where exactly did this game overhype? If you watched the video the biggest, and really only complaint, is lack of people playing
I hope this game gets a saving grace because I was actually hyped for this. Had no idea it launched and I’ve been waiting on it like a kid waiting on Christmas
There's a demo version on steam if you wanna try it out before paying the monthly subscription. I'm about to try it myself, had no idea they finally dropped it
@@NivJake I just commented in wanting a demo X3 I'll go look it up when I get home! ~~ seems promising.
@@WuffyWufferson I hope it's good!🤣
lol derp
Same!! I had no idea it has launched already!! Gonna give them my support!!
I actually played it for a few months. It was reslly enjoyable for the time I played, the ship and base building was super engaging and the community aspect was pretty decent.
The main problem with the game though was their focus on player driven content. There wasn't anything to do other than mine, build ships, and build basic factories. My friends and I got burnt out on it because of this. Regardless of the outcome I still look fondly back on playing it, had a ton of fun mining to get my first decent ship and warp drive when it was super expensive to do so.
It's really unfortunate it didn't end up being successful as I think the foundation of the game was actually really solid, and had a fun gameplay loop of looking for ore > mining > and building. It just never really evolved past that fast enough.
sounds like it would have been better off as multiplayer retail like ARK or something with some changes it could have worked
Never once had I heard of this before but it sounds really really cool and interesting.If they start to advertise and a playerbase starts coming to be I'd totally be down to play this game for hundreds of hours - right now I'm just worried about the thought of putting in a ton of time making my stuff and then having the servers go offline in a year
You can spend a lot of time building something basic that can go into space lol
Just play. Stop being a hive mind
@@angrycrypto465 they don't have to if they don't want to. Stop getting mad over strangers' decisions.
I went hard on DU in the beta. The concept of the game was so good, after playing a few weeks I purchased a whole year subscription. During the Beta, came the first change to crafting which drove tons of players away, then came the changes to mining which further drove players away, including me. Came back once the game was launched to see if anything had change for the better, just to find out they restarted the servers so the 1000+ hrs I put into it, poof gone. Still tried giving it a try but it was just a wasteland, progression felt so slow, I was lost trying to figure what to do, even though I had played the game in past. I can't imagine any new players enjoying this game. Watching this game die slowly has been tough. So much potential.
I often question how companies can make decisions like these that are so self-destructive. I wish I had more insight on why exactly they did these changes personally.
@@PeanutJaxs Because they said they were not going to.
@@dudeguy8553take some Project Management courses and you'll see the constraints in getting an effective feedback loop so you can build the right product, not just build it right. They needed a Product Owner.
@@novuscatalyst4578 I know my dad has a lot of knowledge about this field, so I think I'll ask him a few questions and see what he thinks too.
@@dudeguy8553 That's what happens when the bottom line is your top priority. You direct your focus too heavily, and you give yourself massive blindspots
It sucks to see that this was once someone's dream. As an aspiring game dev, thinking about all the hard work this team went through just for it to get fumbled by management really hurts.
this game could revive easely if the Team decide to push it Free to Play with a Funding Donation. they decided to go with the Subscription
A space exploration game with a subscription and grind, they were dead before it launched lol.
@@allashama Exactly. Subscription just doesn't work today. The only games that still have it are over a decade old. No new game launches with them. Even the horror of battle passes is still cheaper for you than a subscription every month.
Scanning for comments to see if anyone thinks deeper on the human side of it like I do. I thought the same thing. Someone thought of this game and wanted the very best for his/hers playerbase. Heartbreaking that its flopping on them... Maybe it'll have a NoManSky-esque revival one day!
@@Druark you cant have a subscription game onmly that is crazy to me no one will play it
the render distance and delay was a big issue for me literally crash into building as they rendered in on the slowest of vehicles
then the building vehicle mechanics led to everyone just stacking components like wings on a cube in the most unappealing way.
the strong point was you could make a impressive voxel static environment and the listening to the lead director tell you how awesome it was going to be even if didn't meet any of the expectations
Get a better computer and adjust your graphics settings properly. Runs fine on my not super good laptop
Never heard of it. The concept is interesting and I can understand why it received such large financial backing. Hopefully it manages to do what No Man's Sky did and turn their game into a diamond.
People are so focused on how much content they want to add that they don't stop and think about what content they *should* add.
No Mans Sky has the Atlas quest line, and missions, things that keep you playing. Remove these things and you get bored after exploring your third planet.
Many games are trying to be like Minecraft: huge world to explore, and only your imagination to limit your fun. The problem is that Minecraft is very unique in this. Minecraft has a certain style that really rewards this type of playstyle. But for the most part, games NEED a driving force for the players to stay focused. That's what a lot of these types of games lack. When you figure out how the base game works, you need something to keep you interested, or you lose that interest while trying to entertain yourself. It happened to me with Star Citizen. Beautiful game, but there just isn't anything to do to actually keep me playing. At least there wasn't last time I was playing.
@@xXDonTdODRugZXx and even NMS gets tedious. You can only traverse so many planets with mostly the same looking terrain, just in a different color scheme, before it becomes a boring grind. The lore isn't compelling enough to really hold interest either. NMS, and I think most of these sandbox like games, really need challenges, goals, something to reward the player. For most players, the creative side isn't where the reward lies.
This is the first time I have heard of it. I hope they can gain an audience, it looks like a lot of work went into it.
Same, the fact that its 18 cad in steam kinda makes sense.
@@maimaibiri9045 a month*
It’s really bad, they made a good concept but a truly horrific game
Honestly, if the game matches its concept, the best thing for players will be that there's not a lot of them. Just imagine world with hundreds of thousands of players and each one of them can permanently edit it. Whatever could go wrong, will eventually go wrong.
I was an early supporter of Dual Universe, subscribed to their emails, and been part of their early tests only to drop it to wait for launch. I’m just now finding out from this video that it launched.
it shows you don't really care.....
@@ihatecabbage7270 6 years in a long time lol easy to forget.
I was one of the first supporters of the game and I played in both the Alpha and Pre-Alpha. I was extremely active in the community at the time hosting and participating in various events, it was a lot of fun. Me and my guild were really hopeful for the game, but it fell short. The game is, fine I supposed, the issue is that unless you enjoy extremely complex systems and hard grind there's really not much you can do. You can't build a simple ship and fly around without hours upon hours of mining, refining, crafting, and designing. As such is lends itself to people who don't mind that, but most people just aren't that. Most people I know in the past community wanted a game that was accessible at a lower level, but still with a high ceiling. Something akin to EVE Online or Elite Dangerous, where you could get around on your own, but have massive guild wars and extremely grindy gameplay for the top tier ships and stations. But NQ really failed that entire section, it has essentially no casual gameplay to speak of.
Again, the main issue i keep seeing with indie games is this Massive scale of a game that tries to let you do everything but ends up just having no focus whatsoever.
This is why less is more. Skyrim for example, while not exactly a small game, focused much more on what to include rather than how much to include. There's always something for you to pursue, from main quests to side quests, to little chores like helping out at a smithy, to even just climbing the tallest mountain.
Even No Man's Sky has things that push you forward. Quests and missions that require you to explore and craft.
Then we have for example Star Citizen. Massive game, and quite beautiful if I may say, but uh... What do I do? After I figured out how the base game works, like controlling the ship and stuff, I was just lost trying to find out what to do. I could do some transport missions, I could hunt pirates, but there wasn't anything I really felt like I had to do. There was no Alduin for me to find and slay, there was no Atlas for me to discover the truth of the old world. I ended up doing like, 2 missions then got bored and clicked off, and haven't played since, even though I really want to because I love space games. There's just nothing to do.
@Sven I get star citizen but it's in alpha still and they're planning on doing story drivin missions with the Squadron 42 they're working on
@@supremeniij2784 Star Citizen has been in alpha for so long now, I wouldn't count on them ever leaving their comfort zone
@@xXDonTdODRugZXx you are right. MMOs totally lack enemy ai, a good story, cinematography; they are hollow shells of a game engine. A good game should have a beginning and an end.
Imagine your favorite movie. Now imagine that when it ends, it doesn’t. It just keeps going. That’s what MMOs are.
@@mrb2349 I'd get so sick of my favorite movie if it didn't end. The endings are what makes them memorable.
$21 million game and they only spent $21 on marketing
Games no longer matter if you dont make them right
Easy money 💰💰💰😀😀😀
@@dzambolea yeah, dirty money
Games will market themselves when done right
@@kylemilford8758 it's not that easy it's pretty much random there is a lot of good game that never got outside the shadow (yeah i invent expression)
Former Dual Universe player here, I've been there since Jan 2021 and left early Dec 2022, played both beta and release. The game is definitely promising and if you enjoy building or scripting things, it's definitely worth looking at. That being said, all other areas of the game keep going through a process of "dumbing down" in favor of server load or "balance". The flight mechanics are really good, too, you have very good atmospheric flight simulation coupled with seamless reentries and space flight. In that sense they did a great job.
Combat is literally lock and fire, without much engagement by the parties (you should check DU pvp videos online), and 99% of it is basically players from large orgs camping and pirating other players, rarely seeing something like "big org vs big org political combat". There's no avatar combat yet, but it's also planned to follow the same mechanic as ship combat.
Industry is sort of fun/rewarding, but after the initial setup all you do is queue schematics, wait, put schematics into every single machine, wait again, get product, sell, etc.
Mining is okay, asteroid mining is a small minigame of going from A to B a few times and finding the asteroid before anyone else. The other kind of mining is automining, which relies on resource pools per territory, which you need to scan and find. Most high tier pools are already found and taken, but try your luck!
Maybe the worse and most annoying part of Dual Universe is the progression. There are time gates literally everywhere, carefully designed to keep you subscribed as long as possible or to buy extra accounts. Solo play is possible, but very slow, don't expect grinding for hours will make you much further as anyone else, you will have way better results if you shell out a few extra subscriptions and run afk missions. Most players will keep saying you should join an org, and yes, while that's true and helps, you still need to find a good one first. Some orgs won't think twice before using you as an slave or just as their own alt.
Dual Universe had a lot of potential, but sadly the company is slowly killing it, in part because of greed, in part because they behave in arrogant ways, refusing to listen to player feedback and sometimes even going as far as censoring players, by banning them from forums, Discord and other official media if they disagree or think things are going the wrong way.
This will guaranteed be exactly what will always happen with Star Citizen. It will never run good and they will have to dumb it down infinitely and Never get finished.
Not to mention the kickstarter backers that have been waiting for their backer rewards, so over 25 million, & in 6 years they couldn't ship out some figures, sounds a bit dodgy to me, & who marketed this game?, most gamers haven't heard of it.
@@Wolfsheim23 Mmm I'm a Star citizen player, the lag is immense in cities and stuff but outside of that theres not really anything that's "dumbed down" flight, combat, exploration, etc are super well made and will improve over time, the issue is there's not much diversity within those said mission types which doesn't make it dumb but simply repetitive
@@crim3290 Im not talking now. Im talking about before they could ever get anywhere near finishing it they would have to dumb down so much and streamline so much, just to make it play as a fully functioning game with all the systems in place. I don't think they can ever get it playing that way smoothly
@@Wolfsheim23 I mean, there have been bigger games with less lag, it isn't impossible. Star Citizen is probably my favourite game and even if it never gets finished or I can't run the finished version, I still think of all the money I've spent well spent. If by "dumb it down" you mean to make it easier to understand, do they have to. Take mining, it's not the easiest to do but when you research it for an hour or two it become a lot easier. You won't be amazing at it instantly too, which adds a learning curve. Sure, the game probably will be complicated but it's not like you're going to learn all of the systems, only the few you use the most/want to focus on. If you want to do trading, you're not going to learn mining, are you? You only need to learn basic defence and how and where to trade effectively.
Overall, Star Citizen won't become like this game most likely because it's taking a different approach at things and won't be too difficult to understand or to catch up with others. However, Star Citizen is a very either you love it or you hate it game so your opinion is accepted.
I've never heard or even seen anything about this game. It reminds me a bit of Space Engineers, but perhaps a lot bigger and allows you to build cities. The premise sounds good, and I'm actually glad that the devs managed to pull it off and weren't actually lying. It was a shame that people seemed to lose faith about the gifts the devs promised them, but I'd honestly love to know more about this game.
Yup. Sometimes this kind of video is just what a game needs.
Games like this demonstrate how hard it is to make a great game. Makes me thankful for those well made games that did make it and are in my collection.
It often comes down to developers overestimating their capabilities... massively.
Instead of starting small and going from there, they want to make the big new gamechanger... and mostly fail.
And that was exactly what I was saying when infos about Dual Universe got more detailed a few years ago.
@@RSProduxx All of you who write like this are fed up with your "start small". It's not a small matter here. How many high-budget projects from "experienced" and "professional" developers from huge companies came out completely empty and not interesting? Hundreds. And how many very good indie games were made by someone who wasn't a popular developer from a global company? Also hundreds. It doesn't depend on "starting small", it depends on a whole chain of factors - personal talent, competent mechanics, competent marketing, etc. The developers of M&B didn't try to create tetris, they immediately began to make the game they wanted and it turned out well. Stop spouting this pessimistic nonsense.
No. Reddit pessimists, go back to reddit. It's not hard to make a game. This is an indicator of the mediocrity of developers. Everyone follows the beaten track and makes banal games. If you have a unique idea, making a game is not difficult. Need a smart approach to this process. If, with sufficient funds, they could not build a normal marketing, this is already an indicator of their inability to make games and this does not depend on the complexity. How do you think the developers of the loner cope then? Stop spouting nonsense.
@@keleborn9151 Imo these are 2 different topics... one is due to "no experiments, play it save, put minimum ressources in for max profit" and the other, well, I wrote it. M&B, while a good game, was still nothing over ambitioned and well within the capabilities.
they made good choises... there´s a difference between "lets make the best game we can make" and "make the best game ever..."
I have heard of Dual Universe, this game has been on my radar for a good long while, I haven't been keeping great tabs on it lately, but every once in a while, I check up on it because I love the idea of this game, and it seems to have a competent dev team, so I wasn't worried until now. I am a little saddened and worried about whether or not the game has the marketing ability to keep itself afloat.
I am actually surprised to see that this product was as close to their claimed goals as they are. The game doesn't look that bad. I am genuinely surprised. Hopefully your video will bring more attention to this game. I had never even heard of it until I saw this video. Looks like a pretty awesome game. One of the few games that I have seen from the kickstarter concept that actually captured my interest.
@@semmert Wow. That just killed all my interest in the game.
@@semmert I'd say the main draw back is the subscription price. But yeah content is lacking past a certain point unless you're a ship builder
I been playing since alpha let me know if u want to come to my planet and mine some ore
Played a few dozen hours in the game.
Pros:
- Ship Design (voxel, programming, etc..)
- Base Design (voxel)
- The universe was kinda big.
Cons:
- Subscription, if i want to play for an hour or so a weekend i'd have to buy a full month...
- Ship design was tedious if you wanted something cool.
- Nothing to do in the universe, no reputation, no missions, no pve
- Insane grind, few ways to earn money. Also finding specific materials was sometimes impossible.
- No ressource sink, so nobody bought any ressources and the economy was DOA. Exception, Fuel which was very expensive and sometimes hard to find.
- The economy got so bad that as a new player you'd get most of your money with the daily login and not using too much fuel.
- Skill system which took litteral years to complete. Like start researching, queue a few upgrades and come back to the game in a year...
- Laggy
To me, it feels like they were so proud of their sharding server tech that they forgot to make an actual game.
How do you even start to develop an MMO without understanding how an MMO economy works is beyond me.
I remember seeing this game, probably from your old video. But I don't remember seeing it release. Another game that didn't advertise enough to build a playerbase I guess.
they worked on word of mouth. handing out beta keys like mad. so everyone who could ever be interested in this game has played for free at some point or another and then quit, waiting for release only for them to never find out it got released
I played dual universe for a while and was in love with it. My favorite part was the ability to write LUA code to automate various aspects of the game. For example I made systems that helped triangulate ore locations and another one that helped you design efficient manufacturing systems.
With that said, what killed it for me is the developers constantly fighting against their player base because they were not playing they way the developers wanted them too. LUA scripters would find a really cool trick to make the game more fun and interesting and the next day that got patched. It really took the fun out of the game for me.
It always feels like the biggest issues against a game is a community and dev battle that really shouldn't happen. Cool to hear your story, guy.
Oof, if the Devs don't understand that you can't force a game to be what you want, but rather that you discover what it can be, then it was doomed from the start
Many devs are like this. Difficult working conditions make it hard to be creative and when players, who a free to do as they choose in their own time, come up with a cool idea, mod or anything, devs get salty and try to fight them instead of letting them do it, if its not blatant hacking to gain unfair advantages over others in a pvp scenario.
Dual Universe: "This game give you freedom of personalizing the way you play!"
Players: _personalize the way they play_
Dual Universe: "You too much imagination" _patches everything_
wasnt the entire goal of this game, that everyone can play it like he wants it and what he wants. didnt they say, that the playerbase has to set the rules?
9 months later and I’m just learning about this now
I backed it. It was a great premise of EvE online with space engineer vibes. It was very ambitious but sadly it didn't really know what it needed to be in order to entice players in to the world. With the player skill training too it allowed for a lot of specialisation depending on what you were interested in/needed to have.
Sadly the experience especially with the industrial stuff and the slow progress of ship building/exploration was a small heartbreak. I say small simply because I forgot about it for many years. Mining and planetary tech got changed, PvP got changed, industry got changed in some cases for the better, but still not fun.
I couldn't believe it was actually released for a monthly sub too. That was tough. I believe I have to DAC tokens left. With the small population, advancement is slower, those player built cities are more scattered blocks and towers that pop up suddenly and your ship may or may not crash in to it.
Even EvE Online Went Free To Play
Why do people, 'back' games? I will never, ever, understand why someone would flush money down the toilet like this. Even if the game is a massive hit, do you get a cut of the sales?
@@je25ff you back games to support the development of a game you might enjoy. think of it as advance funding to help get smaller, *newer* studios off the ground :) like all things though, it's a gamble. the game may not turn out great- or it may turn out great, just not at all what you anticipated or wanted! some fantastic games have been made via crowdfunded/backed companies, and it's an especially common practice for entry level devs in the indie game scene
@@valentine956 I get all that, but why on earth would someone waste their hard earned money by just giving it away without a return on your investment?
@@jtkiller911 not quite though.. F2P only if you like logging into the game gazing on your shineys that you can't fly free. It's free to play if you don't want to cross a certain skill barrier and don't want to fly anything bigger then a battlecruiser. You can't do PI at all free to play.. And I get it there has to be a difference.. but "extended demo" would be more accurate then "free to play" sure you can still interact with the world.. But there's just to much you can't do as a free player.. even if you build up those skill points through years and years of active subscription...
It was amazing in Alpha. Then they have changed it again and again, making it more and more grinding, while also admitting that some of their initial goals was unreachable.
I still remember how amazing Alpha was, do travel the world, seeing all these player made constructions, seeing a ship in the horizon while knowing it was actually heading to a destination. Sadly the game has changed way too much in the wrong directions, and is still a lagfest, with way too few players to keep it alive.
But this does give hope that we one day in the future will get a game that can give us all what Dual Universe promised us.
Ok when you never played games like Space engineers, empeyrion i can see why you think its so good. When it gets to the Planet there is star Citizen thats much better then Dual univers in that regard. You can not build stuff but the world and the Community are great and they realy try there best to make a game that is as complex as no other game thats why it takes so long. Oh and you only need to pay once 60$.
@@Schinken_ I'll be honest space engineers kinda lacks in MMO rpg side. Also who knows when Star Citizen is going to get it's full release because they have been working on it forever.
@@adeancousland2404 sure you dont get mmo side with space engineers. Star Citizen needs time because the Technologie is realy hard to make but i thing in 2-3 years it should get a Release 1.0 version.
@@adeancousland2404 forever ?
7 years, CyberPunk took 10
That being said SC doesn't do what DU does, they're different games, and I think a Minecraft in space would be massively popular if they could be it work
Such a shame really
I was a late alpha backer. I played during beta and launch, and then RE-launch. The game is a shell of what it was in alpha and beta. It is still a grind, even more so than previous launch. They added schematics, mining rigs of different tiers, and more time gated activities. It is so bad at this point I had 3 months free on launch I used one of my DAC coins for the 30days.. and didnt even make it a week into it before I was bored out of my mind and gave up.
I played this Game for 6 months when it released. In the first weeks it was a lot of fun, because the building mechanic was awsome, way better than for example space engineer, and you could really explore and build up new things, because the "society" of players hadnt developed yet. I also played with a guild whith which we went on mining adventures on a big L core carrier for lots of s core mining ships. I think that the main problem was, that the fighting mechanics were awful and there was no reason too fight, so soon everyone had plenty ressources and the only thing to do was build. The building mechanics were great, but after the third ship and a second building the fun ran out. Still glad to have expirienced it, even if it didnt last
For me what broke my experience with DU was the introduction of blueprints, and their DRM system which was counter-intuitive and incredibly complex. It became too much work to do simple things.
^^^ Exactly this.
@@urzapolariz Sooooo TRUE !!
Dual Universe was really neat when you could set up manufacturing, search for those rare ore deposits, etc. That was the loop for me, searching for the 300k ore locations, setting up a base to produce whatever I felt like muling over to a neighboring planet for money, and building bases and ships. It had none of those, except ship building when I stopped playing about a year ago.
they should have invested in smaller more cpu intensive stuff like ai, interactivity , physics, general movement and of course structure and challenge.
I've never heard of it however I would play it. Having a universe created by players sounds fascinating. Making new friends by building and having fun . Setting up scenarios in a world that you can create . Building your own ship ect . This is what the gaming community needs . It would do well on consoles for sure and pc . A community that is so separated I think this game can bring it back
Starbase tried to do something similar.
I was immediately interested as this was the first i heard of it and after looking im sure this will be the last i hear of it. I went and found it mid video before you mentioned subscription, the second I read it was subscription based for 14$ a month i was strongly apposed to this game. now if they had a base game and an eventual pay wall (like pirates online did back in the day at like lvl 30 or something) maybe id have at least tried it.
As a space engineer player and a fan of voxel building games, I followed the project even long before the kickstarter, just like I followed Starbase progress too (which ended up in an even worse state). Actually, I even had an interview for an internship at Novaquark studios to work on it, back in 2012.
I thought it was as known as EvE. I'm suprised to see how few people knew about it in this comment section.
Honestly it's not a bad game as long as we know what to expect. Novaquark was terrible at managing expectation with promises of "civilization building", "galactic wars" and all their delusion of grandeur. It's an mmo about mining, crafting and trading as well as piloting, trying to reach orbit then crashing because something burnt during atmospheric reentry. It's about creation and not destruction.
The community makes ship contest, create race tracks, makes cool LUA programs and build huge collaborative space stations, and that's it. It is more a successor to "A tale in the desert" than anything else. If the developers acknowledged that and focused on their strengths instead of luring Eve's and PvP communities in, they'd have much more positive reviews and a growing intereset from their niche real target audience
It was headed in the right direction and had a very interesting concept and was super fun when it was being developed. I really enjoyed the LUA scripting you can do in game to make things function a certain way. There was a lot of poor decisions made from within that led to this games downfall. Really sucks to see it the way it is. I got bored of it because there didn't seem like there was a whole ton of stuff to do. Mining, building your base, building a ship. I don't know if they've added it now, but there weren't any creatures in the game to fight, which is always something I want to do in games.
They haven't, I played it again just for kicks a few months back. They changed the way you can build also, everything requires recipes to be put into the crafting machines, which also cost a fortune to buy. The grind is way worse than it was a year ago, before they decided in their infinite wisdom, "you know what we need?! recipes to make it even harder for players to make what they want!"
This is the very first time I hear about this project and I'm a Star Citizen backer so I would expect to at least know that something like this exists
Id heard about it, and 'Space Engineers meets Elite Dangerous' is basically my dream game. I never heard about it again until now, sad but not surprised to hear how its turning out.
I've heard of dual universe before vut one thing that I think scared off a lot of players was the subscription model. Including me. I don't have a job. I go to high-school. I don't have the income to constantly have to pay for a game.
It was the same thing for me back in highschool. That's why I never was able to get WoW. And good luck justifying $15/month to play a single game to your parents.
that's exactly why the game has a subscription. to keep the game clear of kids.
@@darkracer1252 And that's why it's dying.
MMOs are better when they are not pay to win. Subs are best and a sandbox game requires players to be active and not hogging real estate. You should stick to single player if you can't be active, or at least not play sandbox.
I actually heard about it 5 years ago and I think it's a shame it had to end like this
Yeah same, I didn't even know it was playable.
Same her. I had some French friends that introduced me to it.
We all gave up two years ago when things started to go sideways and simple bad design decisions. Until then it was a wild three years, then fun waned
Oh, and $10 million of that $21 million, was the previous CEO's own money
I really liked the idea of dual universe and I think if they hadn't gone with the monthly sub route they'd have done a lot better.
Maybe they figured people are tired of micro transactions.
or at least not as much as they were asking for - something like 20 a month?
monthly sub route only works for games that have pre-existing core of massive fan base hype.
If it was free, those numbers would most definitely be in the hundreds, maybe even thousands of concurrent players. Use Micro-Transactions for skins, or loot that doesn't affect the gameplay even. Something.. ANYTHING besides a monthly sub. for a game literally nobody has even heard of...
"Hey I should really spend money on a game that nobody's heard of, has hardly any players active. That sounds like an amazing use of this money that I already barely have. Sign me up!"
All my friends and I hear just walk out at the word of "Monthly sub" would be a lot better if it was free with microtransactions
I do think the monthly sub definitely hurt the game.
Defiantly doesn't help that you can get basically the same thing for a one time price of £15, its called space engineers
My small clan started up b4 the subs went live. We were enjoying our small patch of the world and were even willing to pay to play more. Then they went live with a change that forced you to focus on certain areas of training up skills. Something that a large group could overcome very quickly, but felt out of reach for solo players or a smaller team. Too bad. I still remember being impressed by the manga ships.
I played the beta for a year it was amazing. I just started playing it after they did the wipe it has changed and is very hard now it takes 20 hours a day just to mine what you need. Its very time consuming often the talents take days and they are need to craft things. But the game I would say is cool once you get the talents up and you money up. I built a really sick two story ship and I love the scripting.
First I'm hearing of the game, but there are tons of stories like this out there. Game gets hyped from Kickstarter, studio releases a few teasers to keep them happy, eventually releasing 1/3 of what they said would be in the game and then being in early access or alpha/beta for the next 5 years until it gets to where it should have been at launch (if they don't just outright shutdown in the beta phase).
Yeah, I know what you mean. I've been a backer of one for just over 10 years now ( right after its Kickstarter ended ) and it's still basically in alpha, and still doesn't have a release date. It has $95 USD of mine and it isn't getting any more.
@@daveg7970 are we talking about star citizen? XD
Never heard of it. As a gamer with limited time I have no interest in subscriptions.
Subscription models are implemented for everything. I understand the model, but unless you feel like you are getting your money's worth you aren't going to pay.
This is exactly my kind of game, I really hope it doesn't die out.
In my opinion star citizen solos
Just play Eve Online.
I've only heard of the game through this channel. I am very interested in playing a game like this, I just have no idea if it's actually any good. Now sometimes I jump into a game to find out for myself if it's good, but it's in a catch 22 state of "well no one plays so why bother" kind of thing. Which is unfortunate. Maybe I'll jump in to check it out, but I don't know. It's a subscription so it'd 1) Have to be fun.. and 2) Have a solid plan to keep from shutting down
@Hit me up on telègram 👉@Bigfry_TV you didn't even spell Merry right ya filth of a human. Even my excrement has more worth than you and your entire family
Personally I think subscription based monetization is far better for consumers. In a game with an upfront cost the developers incentive to innovate the game and add more content ends at the initial purchase. With a subscription model the developers are constantly incentivized to create more content and innovate the game, because if they don't the player base drops and along with it the income being generated. Especially with MMo's where a high number of active players is essentially a core mechanic of the game. But thats just my personal 2 cents, i refuse to buy MMo's with an upfront cost and no recurring subscription, because I've yet to see an example of one that hasn't fizzled out content and player base wise. Take new world for example, 1 "major" update in the whole time the games been out, and even that hasnt kept the player base around, and amazon has very little incentive to add more content to the game because thats not what is generating them profit, microtransactions for cosmetics is the bread and butter of these types of games.
@@DeagleGamesTV Your logic applies more to sub-based MMOs than not. Outside of WoW and FFXIV how many sub-based MMOs are still around that lots of people actually play?
I've been a kickstarted backer. (Still waiting for my t-shirt lol). I played on the pre alpha and the game was really promising! The main thing blocking me from playing again is the grinding that is excessive. I tried the beta and shut down the game after 3h because it's not new player friendly. The fact that the game needs to be payed every month is also a big drawback.
Cue the Monty Python, "I'm not dead yet!". Currently playing, still enjoying and new players are welcome and supported by the community. Player numbers from Steam don't reflect players not using Steam to subscribe, which is significant even if we'll never know that real number. PVE combat was recently introduced in version 1.4, along with two more planets plus moons, and heavy rebalancing of weapons and honeycomb stats that have changed the ship building meta for PVP. If you want content handed to you by devs, this isn't the game for you. If you like building your world and working with other players, then the subscription is worth it.
I've heard about it here and there over the years. Wasn't really very excited about it and never got into it. I'm surprised they actually released it though. That game always felt to me like one of those "we won't actually make this game, because it's way too ambitious to make". So good job them.
I was extremely interested in this game. Being able to "farm" as a ship/vehicle designer would have been fantastic to me.
However I couldn't get in because of the AVX recquirement back then, but now that I can, 2 of my friends that have been playing this game extensively have stoped, severely disapointed in the direction the project has taken, and are now just observing from afar what looks like a total collaps, which is quite sad : /
Empyrion: galactic survival. may help mend the wounds. but it is server based, and the servers have around 60-70 players limit.
This kind of games make me appreciate Star Citizen more, because despite all of their flaws they still continue to improve it and not run away
@@Jolis_Parsec No Man's Sky isn't an MMO, though. The challenges are far different in scope. The tech hurdles Novaquark had to overcome are the same ones CIG are dealing with, which is why people compare those two. No Man's Sky is a survival-crafting game, where as Dual Universe is more of a crafting MMO space sim, much more in line with Star Citizen (save it has crafting and Star Citizen doesn't at the moment).
A: I thought it was a little low dollar for Star Citizen.
B: Star Citizen will launch around 2055.
I played this a ton in early 2020. I thought that it had a great concept, VERY grind oriented, but also pretty fun. Building your own ships with parts was a fun experience, although when starting the game, the odds of crashing onto the planet surface rather than landing was exceedingly high (the game physics was difficult to understand). However, the creative team made a HUGE change to the industry mechanics, making it impossible to be a solo player doing everything on your own. While this type of mechanic works for a game like Eve Online (that has a player base to support such game mechanics), Dual Universe had no such player base. I left the game at that point, very disappointed.
Dual universe seams like a really cool project but the biggest pull also seams like the biggest problem completely player driven is hard without a massive and dedicated player base like eve or Minecraft.
Edit: iv been following this project since Kickstarter waiting for it to be more fleshed out to jump in I wish it the best.
This looks incredible, and what I've been looking for. I had no idea it existed.
I stumbled across it at the pre alpha stage and had a couple years watching it unfold. Sadly we all gave up after it bombed, too many changes and a change to the CEO killed it for our corp of 30 people
there's already a game like this that has been out for years and its called Space engineers
@@mymicrosoftaccount890 No, space engineers is NOTHING like DU, very different games
Empyrion Galactic Survival (a smaller version of this game) officially launched in 2020 with a peak near 10k players at launch and still hovers in the 3-5k peak range a few years later. I remember there was much hype for Dual back when the KS launched, but I read it started falling short of expectations and bad design choices were made.
Infinity Battlesacape (previously known as 'The Quest for Earth') launched at a similar time and it just couldn't field the players as a smaller battleground pvp match type game, even though every thing it did do, it did really well, and most of all the multiplayer performance and frame rate was fantastic.
It's sad no space survival game has really been able to break through the glass ceiling yet for some reason...and Star Citizen oof
Don't forget about Starbase.
But i'll tell you one of the major reasons why these space games don't and won't do well for a long time. It's the physics engine. People want combat in spaceships and due to physics engine limitations you can't fly a spaceship fast in game and have it register shots correctly. To top that off you can't even fly the ships properly because they put a limit on the speed(because of the combat issue), which feels awful in space... Actually it just messes up the whole proper calculations for how a ship should act in space.
Speed is one of the main things that separates space from flying here on earth, wind resistance, not having anything to slow you down or cap your speed in space. The flight mechanics will always be broken in space games due to the physics engine limitation, which won't be solved for quite some time.
I played this for several months. The building aspect was top notch; Never seen better in a game. The flight model was very interesting and fun. Never managed to get into combat as it is a convoluted and unsatisfying mess. Ultimately, what did it for me is the fact that there are no survival elements at all in the game; No air, no food, etc. In fact, the only thing that I found could kill you was running into a planet with your ship. The ambition was definitely there, and so was 70% of the execution.
I was all on board for this game when it was first announced, was so excited and kept tabs on it until they released a release window for it and said it was moving to a subscription service. That killed my desire to play it, I'm not about the subscription of games, especially if they can't even deliver any new content 😔
Me too actually!
@@Iyoted_Murzim Yep, plus being a father and working full time, I can't see paying for a game once a month and maybe only play a couple days worth of the game out of that month lol
So you prefer pay-to-win and you don't like games to have the incentive to do regular upgrades to the game and care more about making it fun than profitable? Interesting.
@@PhantomPhoenix0 You shouldn't play sandbox MMOs. You should play single player. A sandbox MMO turns bad when there are too many inactive players taking up real estate.
@@path1024 No, not pay to win, I pay once for the game so that i can play it whenever I want or whenever I have the time. Also, I don't play MMO's anyways, I mostly play co-op games with just me and friends, sometimes single player. Lol
did they forget to spend any of that 21 million on advertising?
Never heard of this game before but I would love a game like this. They need to work on advertising their game to get the player base where it needs to be. This could be huge though
Never heard of this game. But, now that I have, I love the concept; at least the majority of it. It sounds a lot like an updated version of Space Engineers from the way you described it. If this were to be developed and advertised well, I'd be all over it. I don't particularly like hearing 'subscription based' when it comes to any game, but I see why it would be done. I see there's a demo version on Steam. Will definitely check that out to see what it's like.
I had not heard it released. I had been checking up on it now and again just to confirm it was still going. A shame to find out that the launch was full of technical issues, apparently severe enough to drive away players. It sounded like such a cool project.
Love SciFi, have more than a thousands hours in NMS as part of the Galactic Hub, I've never heard about this game until now.
I remembering being SOOOO excited for this game when i first heard of it back in 2017/2018. I would still like to play this game because it always peaked my interest, but im not sure im ready to shell out a monthly fee especially if i remember correctly you and your base could get raided and you lose everything and have to start over, which is only in the pvp zones but youre basically playing super hard mode by not going to the pvp zones for recsources.
After they changed crafting, which was a long time ago, it was no longer worth playing
I've never heard of it, and I watch a lot of Star Citizen news, so you'd think there would be some overlap.
Thanks for the awesome video! Please do more like this
Most sandbox MMOs need a workshop, for example, arma, it's not exactly like the dual universe, but its fanbase relies heavily on modding. If the dual universe gave this to players, they could add more creativity, but as you said, this game runs on a persistent server with apparently no loading or etc., which kind of limits players to what assets they have been given to them. People could use this game for Star Wars, Warhammer, Dune, and most sci-fi roleplay. They kept focusing on what they wanted to bring instead of the player.
👆
Congrat man🎅
You won, send a Dm to claim your prize ✅
This games method for blueprints etc sucked 😭
Sadly I've never heard of Dual Universe until now. This game sounds like an incredible amount of fun, though it depends how much the subscription would be for me to be remotely interested
Can you tell me the name of that game that appeared in 4:17
@@streamy27
Looks like World of Warcraft
I heard about DU when they announced their kickstarter back then. I didn't back it myself cuz of the huge scope of the game, i wasn't convinced devs could pull it off.
I thought this was incredibly interesting, as it combined gameplay design from Eve Online (single shard universe, player-driven economy and territory), Space Engineers (voxel-based building) and Star Citizen (ship combat). This combination have huge potential.
I haven't looked it up in a while, so i'm saddened, but not surprised how it's turning out.
You can watch the gameplay videos on RUclips and see what you think of it.
Star Citizen is atleast a better game. It has a good grinding economy, yes it has bugs but has raised half a billion and are still in alpha after many years but it looks incredible promising, every 6-9 months a whole new thing is added and the game is mind blowing. I’d advise checking it out.
I remember seeing many comments on Dual Universe videos about how it would be a Star Citizen killer. Another one bites the dust.
They are pretty much completely different games. Not sure why the comparison lol.
@@fr4me.01 I think because of the persistent universe thing -- Dual Universe achieved its persistence first, though, while CIG had to R&D a solution to scale persistence to handle Star Citizen. In that way, they're similar.
It sounds like a very ambitious project by a sincere team. I wish it all the best.
@@LawrenceReitan sounds like game hurt your feelings game concept sounds cool just bad marketing and pandemic
@@groboggan9535 the game looks absolutely scuffed
@@LawrenceReitan This is a common crowdfunding pitfall : people that are not used to releasing any material products (youtubers, game companies etc) often completely underestimate how hard it will be to handle the material production/sending process.
So they are probably sincere, and it probably wouldn't be an issue if the game was successful... but of course like StarBase this was almost doomed from the start because Hardcore PvP MMOs are all dead on arrival, especially those that involve a complex building system.
Hope Novaquark will realise that and turn it into a more casual-oriented game instead of just dropping it like StarBase did.
This game already existed. It’s called empyrion galactic survival.
Sincere is not a $14 monthly subscription. That's pure greed
This is the first I've heard of Dual Universe. As described, it sounds right up my alley... you know, except for the "buggy, empty, and dying" part.
I'll always remember this game for the massive numbers of small ships players left around every hub that remained for months at a time.
Persistent entity streaming before Star Citizen
@@londonspade5896 yeah, but at least its here now :D
Yup. One of those was mine. With the terrible lag and lack of instructions, I couldn't, for the life of me, figure out how to fly the damned thing.
when i was at my base i had at least 60-70 FPS but as i got close to the hubs i just hat 15-20 and then had to land my ship, talking about a real challenge
@@jonikapf1633 Never played but the irony is all those piles of ships left behind were probably what was causing lag in the first place
I spent several hundred hours in this during the Alpha, loved the direction the game was going, & several aspects of the creative side of the game... Enter PVP (ish), & clear comms that PvE was not on their roadmap. As a builder/crafter/adventure player, this was the beginning of the downward trend for me.
I joined a larger Corp, which was pretty cool the scale of things that could get done, but yeah, as it got towards the end of the Beta or Alpha, there was no real reason for me to keep playing. :) The PvP held zero interest, & there was no PvE that myself & friends could go throw ourselves against & challenge our ship builds.
The only way I see this game recovering, is to drop the Subscription Model, or do something very dramatic - of all the games I hear friends speak about - this is not amongst them, except as missed potential.
It's a very ambitious project for sure, they need work on the marketing side cause I never heard of it but it is a game that I would like to play
If they just marketed the game they could see a spike in player base because they are reaching more people
Never heard of it, seems like a cool idea, doubtful I'd buy a subscription with mixed reviews on steam (depending on their content). Usually need to have generally positive reviews if I would consider buying a subscription.
all subbed games gets mixed reviews lol, cuz people that refuses subs want pay 2 win and therefore downvote!
I actually backed it. I really like it, the building in game is really detailed. You can literally design your own airplanes and spaceships. Not just in appearance but how it functions too.
Unfortunately I don't know anyone else who plays it, and it's really not a game you can play solo. Or, I guess you could, but I think it's much better playing in a group.
like in empyrion galactic survival?
@@alinapostol97 not sure since I haven't tried that game yet
@@alinapostol97 the building is more like Planet explorers.
As a new, never played alpha/beta, this game is pretty awesome. It does have issues that need to be worked through, but the creativity possibilities are almost endless. It also has PVP, which does need improvement ngl, and it's a single shard so no having to try to mix and match which servers you're all going to play on. All it needs are people to support it. I think their marketing team really dropped the ball, but it can still succeed if they try. Needs a hype train and some momentum.
they should have made the game like gta where instead of space themed its more like real life. that would be sick
I was an early backer of DU. But after dealing with Star Citizen for several years, I decided to wait on trying to play the game until it was a bit further along in it's development cycle. Then after a few years down the road, along came the beta. I figured that was a better time than ever to hop in and give it a go. Long story short, I was so pissed off at the state of the game at the time I promptly uninstalled it and swore it off forever. Say what you will about Star Citizen, but they have never left me with that feeling despite being in a perpetual alpha state. DU was shockingly bad. Enough to make me never again touch the steaming pile of garbage they sold me on.
I agree, SC is fun in waves... Suddenly they get a load of content, then its quiet for a while untill next batch. But DU has no communication, never any info or anything. Its run by investors now , not gamers.
star citizen has left me in that state many many times. i have never played a wipe start to end because i get tired of the bullshit after a couple weeks.
@@darkracer1252 But you keep coming back to SC. I will not with DU. Not Ever.
@@JustNice980 right. keep telling yourself that
@@darkracer1252 it's held true so far.