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GGGs new video is out on missions 7 to 8, massive spoilers below.
+ Show Spoiler +my opinions almost perfectly mirror grants. after mission 8 the transition to just the lazer being fired was jarring, it was a very rough transition, but it has potential. I almost feel like it would have been so much cooler if when they transition to the shot from space they went full interstellar and cut the background music, all sounds completely, and you just see this massive laser striking through space in complete silence. Anyway, as for the cutscene after that though? Awesome. Loved that a lot. I understand some people in comments ive read dont like the humor being thrown in there between warz and maloc, or unseriousness of the dialogue but i dont super mind it as long as it doesnt become too common. I think the characters are cool. I liked the tone, but as GGG said, I dont like how we are only just NOW getting to know more about the villains and understand them. its been hours and hours into the story. Maybe 5 to 10 hours up to this point why do we not know more about our enemy? Most people will probably quit by this point because the entire story thus far has been about finding the key and we dont even know more about our enemies lore. i could certainly see the average gamer getting bored and feeling uninspired playing it. I would love if we got more of that sprinkled in earlier. "That came out of nowhere!" This describes the whole story so far. They do very little worldbuilding, and the worldbuilding they do is more of the "tell, dont show" variety.
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Where is the advertising and marketing btw? Leaving early access is a big deal no? I feel like it you weren't following closely you wouldn't even know.
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Northern Ireland26225 Posts
On August 05 2025 01:35 CicadaSC wrote: Where is the advertising and marketing btw? Leaving early access is a big deal no? I feel like it you weren't following closely you wouldn't even know. With what money?
In general I myself find very few games advertised to me that I haven’t already been aware of.
Hey it always helps, but realistically if Stormgate can’t at least pull back the most hardcore fans who’ve been actively following it and getting them to stick around, what’s a marketing blitz going to do?
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On August 05 2025 02:12 WombaT wrote:Show nested quote +On August 05 2025 01:35 CicadaSC wrote: Where is the advertising and marketing btw? Leaving early access is a big deal no? I feel like it you weren't following closely you wouldn't even know. With what money? In general I myself find very few games advertised to me that I haven’t already been aware of. Hey it always helps, but realistically if Stormgate can’t at least pull back the most hardcore fans who’ve been actively following it and getting them to stick around, what’s a marketing blitz going to do? I would like to see a launch trailer at least but yeah that does cost money. I guess I just hoped they would have had reserves for promo. Run twitch ads or something.
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I do think a lot* (not enough to save the project, but a good few people) are just waiting in the wings for an excuse to try Stormgate for themselves. That said, I don't think an ad campaign does that, especially if they expect the game to be in a better state 6 months from now than now. Most of the things I see advertised with a budget are things I wouldn't touch because they're predatory garbage (Hero Wars, some fucking mobile Game of Thrones Game, or other bait-and-switch game advertisements). The effective advertisement for me is more organic, thru shit like Day9 taking a sponsored stream for something, or someone putting money into a tournament that organically attracts viewers -because the game is good-.
If there were proper traditional ads for Stormgate 1.0, at BEST it would pique my interest, which would lead me here or other places I mostly trust to see if the product is actually good. It could be better for them to 'let the game speak for itself' and have the advertising spread organically, because if that doesn't work a huge ad campaign wouldn't have saved it anyways.
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Welp, I came out of that ama pretty bummed. Don't think I learned anything new.
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I will be giving a chance to the campaign. The 1v1 updates that they have done didnt really bring to me any new interest to play it. I was expecting heavily changes to all the tiers and more units but as of right now they are not going to update it this time. I mean they are calling this 1.0 but is only for the Campaign right ? So im still expecting those big changes for 1v1 later on. I dont even know if it is fair for them but when you are coming from Blizzard and u claim to follow the Blizzard RTS type i cant help but have high expectations for the campaign. We will see. Lets not forget is free aswell.
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On August 05 2025 05:42 Fleetfeet wrote: I do think a lot* (not enough to save the project, but a good few people) are just waiting in the wings for an excuse to try Stormgate for themselves. That said, I don't think an ad campaign does that, especially if they expect the game to be in a better state 6 months from now than now. Most of the things I see advertised with a budget are things I wouldn't touch because they're predatory garbage (Hero Wars, some fucking mobile Game of Thrones Game, or other bait-and-switch game advertisements). The effective advertisement for me is more organic, thru shit like Day9 taking a sponsored stream for something, or someone putting money into a tournament that organically attracts viewers -because the game is good-.
If there were proper traditional ads for Stormgate 1.0, at BEST it would pique my interest, which would lead me here or other places I mostly trust to see if the product is actually good. It could be better for them to 'let the game speak for itself' and have the advertising spread organically, because if that doesn't work a huge ad campaign wouldn't have saved it anyways. They need ads to get the game out as much as possible, it's not like they can afford to wait and see what happens with their running cost. Ironically those non RTS players are probably ones that maybe willing to give it a fresh try, and spending a few bucks.
What a butchered launch. Remember the KS and beta launch with them hyping it and got those decent numbers? They need that again.
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Northern Ireland26225 Posts
On August 05 2025 11:28 ETisME wrote:Show nested quote +On August 05 2025 05:42 Fleetfeet wrote: I do think a lot* (not enough to save the project, but a good few people) are just waiting in the wings for an excuse to try Stormgate for themselves. That said, I don't think an ad campaign does that, especially if they expect the game to be in a better state 6 months from now than now. Most of the things I see advertised with a budget are things I wouldn't touch because they're predatory garbage (Hero Wars, some fucking mobile Game of Thrones Game, or other bait-and-switch game advertisements). The effective advertisement for me is more organic, thru shit like Day9 taking a sponsored stream for something, or someone putting money into a tournament that organically attracts viewers -because the game is good-.
If there were proper traditional ads for Stormgate 1.0, at BEST it would pique my interest, which would lead me here or other places I mostly trust to see if the product is actually good. It could be better for them to 'let the game speak for itself' and have the advertising spread organically, because if that doesn't work a huge ad campaign wouldn't have saved it anyways. They need ads to get the game out as much as possible, it's not like they can afford to wait and see what happens with their running cost. Ironically those non RTS players are probably ones that maybe willing to give it a fresh try, and spending a few bucks. What a butchered launch. Remember the KS and beta launch with them hyping it and got those decent numbers? They need that again. It got decent numbers because of places like this forum, and people desperate for a similar, but new game. Or targeted stuff like tournaments with figures from SC casting. Then the organic hype
Even their external marketing pushes, I’d be super surprised if the conversion rate was that high, I’d wager the majority of people watching the various reveals, were people specifically tuning in for that reveal because they were already interested.
There’s a time for a marketing push, if they can pull enough of the audience who already know about the game back, and have them stick around and keep the lights on, then you can afford to try to drag ‘outsiders’ in
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On August 05 2025 12:00 WombaT wrote:Show nested quote +On August 05 2025 11:28 ETisME wrote:On August 05 2025 05:42 Fleetfeet wrote: I do think a lot* (not enough to save the project, but a good few people) are just waiting in the wings for an excuse to try Stormgate for themselves. That said, I don't think an ad campaign does that, especially if they expect the game to be in a better state 6 months from now than now. Most of the things I see advertised with a budget are things I wouldn't touch because they're predatory garbage (Hero Wars, some fucking mobile Game of Thrones Game, or other bait-and-switch game advertisements). The effective advertisement for me is more organic, thru shit like Day9 taking a sponsored stream for something, or someone putting money into a tournament that organically attracts viewers -because the game is good-.
If there were proper traditional ads for Stormgate 1.0, at BEST it would pique my interest, which would lead me here or other places I mostly trust to see if the product is actually good. It could be better for them to 'let the game speak for itself' and have the advertising spread organically, because if that doesn't work a huge ad campaign wouldn't have saved it anyways. They need ads to get the game out as much as possible, it's not like they can afford to wait and see what happens with their running cost. Ironically those non RTS players are probably ones that maybe willing to give it a fresh try, and spending a few bucks. What a butchered launch. Remember the KS and beta launch with them hyping it and got those decent numbers? They need that again. It got decent numbers because of places like this forum, and people desperate for a similar, but new game. Or targeted stuff like tournaments with figures from SC casting. Then the organic hype Even their external marketing pushes, I’d be super surprised if the conversion rate was that high, I’d wager the majority of people watching the various reveals, were people specifically tuning in for that reveal because they were already interested. There’s a time for a marketing push, if they can pull enough of the audience who already know about the game back, and have them stick around and keep the lights on, then you can afford to try to drag ‘outsiders’ in If it's a do or die time then they need to push it out to the public as much as possible.
The KS hype and the community wanting new thing weren't two seperate thing, they are all compounding. The KS numbers helped them reached front page of KS, and with that, I am very confident majority of the backers aren't from TL forums.
Can the peak beta launched player count even last them a few months? Do we really think SG is a state or fun enough to go viral?
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Didn't see it posted here so Full patch notes & Celestial revamp: (Wall of text warning, jk I formatted it) Original: https://playstormgate.com/news/launch-patch-necrolyte + Show Spoiler + Balance Updates: Vanguard
Command Post/Central Command/High Command Servo Overcharge is now a targeted ability. Servo Overcharge movement speed bonus decreased from 50% to 30%. Servo Overcharge armor bonus increased from 25 to 50.
Rampart Reinforce no longer autocast for 2 seconds after the Rampart has finished transforming. Reinforce will now only autocast on targets that have less than 75% health.
Sentry Posts Variants Right-click to load will now have a higher priority than right-click to Rally. Rally commands will no longer bet set from the Quick Macro Panel.
Flak Cannon Anti-ground range decreased from 12 to 10.
Hedgehog Outer radius (How much units bump into other units) decreased from 0.8 to 0.6. Inner radius (How much units bump into structures and terrain) decreased from 0.8 to 0.375.
Sentinel Fixed an issue where Sentinels were doing slightly more damage than expected.
Infernals
Shrine/Greater Shrine/Elder Shrine Imp recharge time increased from 17 seconds to 18 seconds. Summon Effigy cooldown increased from 5 seconds to 25 seconds. Summon Effigy cooldown is now decreased by 20 seconds if summoned within Shroud. Hellspawn Resurgence cost decreased from 75 energy to 50 energy.
Tribute Pyre Supply granted increased from 10 to 15.
Shroudstone Weapon period decreased from 1.8 to 1.3
Effigy Vision range increased from 11 to 15.
Imp Weapon missile speed increased from 15 to 20.
Gremlin Supply granted decreased from 2 to 0. Health increased from 45 to 65. Weapon damage increased from 6 to 8. Weapon missile speed increased from 10 to 20. Fixed a bug that allowed them to be Cursed.
Brute Health increased from 195 to 200. Attack period increased from 1.2 to 1.6. Infernal Fury stun duration decreased from 0.5 seconds to 0.25 seconds. Now spawns 1 Fiend on-death by default, down from 2. If a Brute has >90% of its health remaining, it will spawn an additional Fiend. Fiendsplosion now adds +1 Fiends, down from +2.
Fiend Health increased from 50 to 60. Damage increased from 7 to 12.
Gaunt Gains a new upgrade on the Ritual Chamber: Soulbound Chakrams: Grants Gaunts: On-Hit: If this unit is in Shroud, targets are Cursed. Cost: 25/25. Research Time: 30 seconds Reaper’s Rush now requires the Soulbound Chakrams upgrade.
Spriggan Cost decreased from 100/50 to 75/50.
Flayed Dragon Build time increased from 0 seconds to 120 seconds. Cooldown decreased from 300 seconds to 0 seconds. Blighted Breath cast range decreased from 13 to 4. Blighted Breath cooldown increased from 10 seconds to 15 seconds.
Celestials General
Cascade Field range increased to 15. Most structures were previously around 10 range.
Non-Arcship structure vision range increased from 11 to 13.
Power no longer has any hidden buffs or debuffs depending on what Power state you’re in. Sufficient Power is now required to build structures.
Arcship/Arcstation/Arcfortress Reworked to be the clear Command Structure of the Celestial faction. Starts off grounded and immobile. Arcships, Arcstations, and Arcfortress no longer have the Skyward Salvation ability. Gains the Power Surge ability that used to be on Collection Arrays. Energy cost increased from 25 to 50. Power Surge can now target Collection Arrays but can no longer target Command Structures. Power Surge no longer increases the movement speed of structures. Power Surge production speed bonus increased from 100 to 150%. Power Surge health regeneration bonus increased from 10 health per second to 30 health per second. Power Surge Overload penalty removed. Gains the Zenith Scan ability that used to be on Collection Arrays. Zenith Scan initial large revealer duration increased from 2 seconds to 5 seconds. Zenith Scan small revealer duration increased from 8 seconds to 10 seconds. Can now Lift Off, giving it the ability to move around. Can now Relocate. This allows Arcships to lift, move, and land at a designated location with a single button/ability. Can now construct Collection Arrays and will automatically do so if it’s next to a Luminite Mine without a Collection Array. This ability has a cooldown of 60 seconds. Flying movement speed increased from 1 to 2. Build time decreased from 60 seconds to 30 seconds. Arcship health increased from 800 to 1200. Flying Arcfortresses now have the Purify and Fate’s End abilities.
Collection Array Reworked to be primarily a mining structure rather than a hybrid of a Command Structure and a mining structure. Built from Arcships instead of from the Quick Macro Panel or through Morph Cores. Can no longer build Prisms. No longer has any abilities, including Sovereign’s Watch, Power Surge, or Zenith Scan. Supply cost decreased from 4 to 0. Health decreased from 800 to 600. Build cost decreased from 450/0 to 0/0. Build time decreased from 110 seconds to 25 seconds. No longer auto-harvests. Can no longer Lift Off.
Morph Core Can no longer be built from a structure. Can no longer attack. All Celestial structures, with the exception of Arcship variants and the Collection Array, gain a new ability: Matter Reallocation: Transforms this structure into a Morph Core. This transformation takes 5 seconds. Players will be refunded the cost of the structure minus 50 Luminite. Morph Cores can now morph into any structure with the exception of Arcship variants and the Collection Array. The cost to do so is the original cost of the structure minus 50 Luminite. The time it takes to Morph into a structure is now the same as the normal build time of the structure. Morph Cores can now only morph within Cascade Fields, with the exception of building Arcships. Supply cost decreased from 2 to 0.
Power Bank, Link Node, Strike Node, Warp Node These structures have been removed from the game and replaced with the following: Gracelight Node, Judicator Node, Energizer Node
All three structures have the following stats: 280 health, 50 starting energy, 100 max energy. Gracelight Node is a buildable structure, costing 100/0 and taking 10 seconds to build. Judicator and Energizer Nodes are not buildable naturally. However, all three Nodes can morph into one another at no cost. Morphing into other Nodes requires a Creation Chamber Morphing to a Judicator Node from either of the other two Nodes takes 30 seconds. Morphing to a Gracelight or Energizer Node from another Node takes 10 seconds. Each of the three Nodes has a unique ability: Gracelight Node: Gracelight Endowment: Heals a target friendly unit for 600 health over 30 seconds. Healing is canceled if the target unit is damaged. Cost: 25 energy This is a buffed version of Skyward Salvation ability that used to be on the Arcship. Judicator Node: Attacks enemy units. Attacking costs 10 energy per shot. Energizer Node: Energize: Transfers energy to a friendly unit. This is the ability that used to be on the Power Bank.
Therium Purifier Removed from the game. The Sovereign’s Fury upgrade has been removed from the game, and the Celestial Hyperdrive upgrade has been moved to the Guardian Nexus.
Guardian Nexus Gains the following upgrade from the Therium Purifier: Celestial Hyperdrive: Increases the movement speed of Arcships, Arcstations, Arcfortresses, and Morph Cores by 50%.
Aeon Gate Cost increased from 50/50 to 100/50. Footprint size decreased from 4x4 to 3x3. Now buildable as a structure instead of through the Arcfortress. Now requires an Arcstation to build. Right-click to load will now have a higher priority than right-click to Rally. Sentry Post rally commands will no longer be set from the Quick Macro Panel.
Prism Cost decreased from 150/0 to 40/0. Supply decreased from 3 to 1. Health decreased from 180 to 65. Vision decreased from 11 to 10. Movement speed increased from 2 to 5. Max charges increased from 3 to 5. Starting charges increased from 1 to 3. Build recharge time decreased from 75 seconds to 14 seconds. Up to 12 Prisms may enhance a Collection Array. No longer has to return to base to mine Therium. Outer radius decreased from 0.8 to 0.45. No longer has the Prismatic Accelerator trait. Now a ground unit. Can now attack ground units and trees.
Argent Damage decreased from 12 (+3 vs Heavy) to 11 (+3 vs Heavy). High Energy bonus increased from 300% increased damage to 400% increased damage.
Kri Roll Out research cost decreased from 100/100 to 50/50.
Scanner Cost changed from 25/25 to 50/0. Health increased from 40 to 50. No longer has a flying mode. Always starts off grounded. Requirement changed from Guardian Nexus to Creation Chamber. It is now a Tier 1 unit, down from Tier 1.5. Grounded movement speed increased from 4.5 to 7.
Cabal Cost decreased from 125/100 to 100/100. Debilitate movement speed debuff increased from -25% to -35%.
Vector Cost decreased from 150/50 to 125/50. Inner radius decreased from 0.6 to 0.375. Outer radius decreased from 0.8 to 0.6.
Scythe Cost decreased from 200/75 to 150/75.
Seraphim Bonus damage against Stormgates increased from 300% to 400%.
Animancer Inner radius decreased from 0.6 to 0.375. Outer radius decreased from 0.8 to 0.6.
Stormgates General
Stormgate will now function in free-for-all custom games.
Feyren Infuse Life energy cost increased from 0.5 to 1 per second. Heal amount decreased from 40 health per second to 30 health per second.
Dark Throne (Command Structure Builder) Is now a Tier 3 reward, up from Tier 2.
Powerstone (Buffer) Avatar Buff can no longer stack with itself.
Soulforge (Duplicator) Removed from Tier 2 rewards. Tier 3 version now grants 2 Soulforges, down from 3.
Celestial part (Already reflected in patch notes above): + Show Spoiler + Celestials Revamp: The Celestial Armada has begun its long-awaited revamp, aiming to reduce complexity while preserving the faction's hallmark versatility and mobility. In this patch, we’re focusing on foundational mechanics, with deeper iteration on unit interactions planned for future updates.
Patch Highlights:
Arcships now function more like traditional command structures found in other factions. They produce workers, relocate, and cast faction-support abilities.
Collection Arrays have been significantly streamlined. They no longer act as pseudo-command structures, and all of their abilities have been removed.
Prisms are now aligned with standard worker behavior across factions. Up to 12 can mine from each Luminite mine.
The Therium Purifier has been removed. Prisms now harvest Therium directly, without needing to return it anywhere.
Morph Cores are no longer produced by Arcships. Instead, most Celestial structures now have an ability called Matter Reallocation, allowing them to refund most of their cost and transform into a Morph Core. This enables flexible repositioning or conversion into other structures.
Power Banks and Link Nodes have been merged into a single structure that can freely morph between three key modes: Gracelight Node (healing) Energizer Node (energy restoration) Judicator Node (defensive turret)
Aeon Gates are now tier-2 structures built directly from the command panel.
The Power system has been simplified and no longer includes hidden benefits or effects.
For a complete breakdown of changes, see the balance updates below. We have even more changes for the Celestial Armada planned for future patches. Let us know what you think—and enjoy exploring the new Celestials!
Overall best looking meaningful changes. Actually somewhat impressed. Imagine if they did like this before the game flirted with single digit players.
Surprised they went full homogenization route with Celestial but I think it's healthier overall. Although I don't really like the war3 wisp-like resource return for therium idea.
Brutes finally look decent numbers wise.
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Attracting new players before retention is improved is the wrong order of operations. Improve retention, then attract players. Bringing new players is a straight forward marketing exercise [...] User acquisition at the scale we're talking about here is well understood. - voidlegacy (Tim Morten's not-so-secret reddit account)
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On August 05 2025 14:04 SHODAN wrote:Show nested quote +Attracting new players before retention is improved is the wrong order of operations. Improve retention, then attract players. Bringing new players is a straight forward marketing exercise [...] User acquisition at the scale we're talking about here is well understood. - voidlegacy (Tim Morten's not-so-secret reddit account) Shouldn't leaving EA with a good game 'solve' player retention?
If they still need to figure out player retention they didn't make a good game and they are fucked.
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We'll know after we actually play, but things are unsure or worried about are:
Hedgehog collision buff being too good in a vacuum. It absolutely needed the change as it was the clunkiest unit, but it just makes it even better at kiting which isn't an area it needs help in.
Insistence of the cursed mechanic being forced. It just becomes a balancing headache if it involves something as strong as spawning fiends (which also just got buffed substantially.) It just lends itself to both unpredictable and snowballed outcomes, both resulting in player frustration which should be avoided at all costs. Whatever happened to the simpler idea for shroud where units passively heal and get a minor amount of white health (shield) from it. Instead we're playing this silly upgrade gating gaunt game that has plagued the game since launch.
Don't really think collection arrays needed to be any more fragile than they already were, Even if they're free and build a lot faster. I'm not sure why they went for 40 over 50 for prism cost but now that their economy should be streamlined we'll see how everything functions. I'm not really a fan of the war3 wisp resource return for therium.
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On August 05 2025 14:54 Gorsameth wrote:Show nested quote +On August 05 2025 14:04 SHODAN wrote:Attracting new players before retention is improved is the wrong order of operations. Improve retention, then attract players. Bringing new players is a straight forward marketing exercise [...] User acquisition at the scale we're talking about here is well understood. - voidlegacy (Tim Morten's not-so-secret reddit account) Shouldn't leaving EA with a good game 'solve' player retention? If they still need to figure out player retention they didn't make a good game and they are fucked.
you'd think right?
I look forward to the documentary about this studio, to help put the failures into perspective. I'm also curious to see the Steam player numbers over the coming days. my prediction is that Stormgate will reach a peak of 6,000-ish and then dip back down into triple figures after a few weeks
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Is the celestial rework going to hit the same time as the launch? Sounds really risky. All it takes is some sort of broken combination/glitch and the whole ladder is going to be a one-note thingy.
I guess it'll bring some curious players back. Maybe the think it's a worth a gamble or they're really confident in the rework, but I think there's always some inherent risk in anything more complex than number tweaking.
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On August 05 2025 15:27 Bacillus wrote: Is the celestial rework going to hit the same time as the launch? Sounds really risky. All it takes is some sort of broken combination/glitch and the whole ladder is going to be a one-note thingy. Part of the rework is going in with the patch, but will be finished reworked at a later date.
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~7 hours until release. hoping for the best.
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On July 31 2025 20:29 CicadaSC wrote:Curios what people are predicting Poll: Concurrent player peak on release?501 to 1000 (5) 26% 251 to 500 (5) 26% 1001 to 2500 (4) 21% 1 to 250 (3) 16% 2501 to inf (2) 11% 19 total votes Your vote: Concurrent player peak on release? (Vote): 1 to 250 (Vote): 251 to 500 (Vote): 501 to 1000 (Vote): 1001 to 2500 (Vote): 2501 to inf
My gut prediction is expecting ~700 concurrents.I think most are waiting for CO-OP and Team Mayhem.
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