Hey Everyone, QL was our first game and although it was a big milestone for us, it was created at a time before we understood version control software. We do not have access to the source code anymore and cannot make any fixes or changes to the game. Because of this, we have decided to disable the a...
QL was our first game and although it was a big milestone for us, it was created at a time before we understood version control software. We do not have access to the source code anymore and cannot make any fixes or changes to the game. Because of this, we have decided to disable the ability for anyone to buy copies of the game. Thank you for your time and feel free to reach out to us.
The trailer looks like an awesome vaporwave freeze tag indie game.
To be fair to the developers, they do elaborate a little further in the comments:
Hey everyone, We appreciate the sudden enthusiasm for our game. When we launched it in 2015 into early access and 2016 into full, we were at the vanguard of asymmetrical games. It was exciting, but it was also our first step down the Dunning Kruger curve. QL has bugs that we cannot fix, shaky net code and overall sloppy design. We left the game up for this long so that players who had friends that wanted to play, could still get a copy. However it has been 9 years with minimal to no activity. So we felt it was right to remove it now.
I don't know enough about this game or it's community to comment much, but the devs don't seem to be bad guys - seems like a story of naive developers making a mistake, but doing their best for their community with what they had. For a niche online game with no DLCs, 9 years is hardly a bad run.
Probably depends on the background as well. They could have hardware running (multiplayer server) that gets so little activity that there is no benefit and only loses them money.
It also doesn't look like the game has steam integration.
Then why not release the binaries for running such server? I'm sure a group of people could figure out how to decompile and make a change so the game attempts to connect to a different master host
QL was our first game and although it was a big disappointment losing the source code it was lost at a time before we understood decompiler and auto-formatter software.
The time at which the source code was lost is irrelevant for decompilation, decompilation uses the binary files. Those are the files that are out there being played right now.
Until recently decompilers tended to produce rough and useless code for the most part, but I'm looking forward to seeing what modern LLMs will bring to decompilation. They could be trained specifically for the task.
So they were developing the game by sharing zips of their versions? OMG. There should be a tutorial of minimum Dev knowledge for wanna be new developers. They have very cool ideas, but the way they program...
For example Shadows of Doubt. Was running super bad last time I checked out. I think that too much accessibility to game Dev tools is lowering the quality of a lot of games (in resource hungry sense).
It is still in early access and optimising the game is their current goal according to the road map, though as the whole concept of the game is about simulating every NPC properly at all times it's always going to be really heavy game to run.
And you are right about accessibility making resource hungry games more common - they allow indies to make projects and use concepts that would have been scrapped as technically non-viable by a publisher before. Shadows of Doubt started development back in 2015, which would have meant reducing the scope of the game until it ran on a PS4. Being indie, they could just do whatever instead, and now it's going to be enough if they can make it run acceptably on a PS5.
I think you're reading more into the statement than is there. Their studio was founded the same year this game released, with only one of the two founders described as a programmer. I'm pretty sure they mean "we" as in "the two guys that founded the studio".