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Stormgate/Frost Giant Megathread - Page 302

Forum Index > General Games
6072 CommentsPost a Reply
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Gorsameth
Profile Joined April 2010
Netherlands22083 Posts
December 18 2025 21:22 GMT
#6021
I'll admit, that is a lot more then I was expecting (which was basically nothing) Bravo to Gobsmack.

(still it will do nothing, this game is dead as a doorknob)
It ignores such insignificant forces as time, entropy, and death
Jeremy Reimer
Profile Blog Joined August 2010
Canada1112 Posts
December 18 2025 21:35 GMT
#6022
Some confirmation that the patch, which was ongoing for over four months, was entirely a volunteer project:


These changes were developed alongside the community. Unit design changes and balance ideas were implemented by an incredible team of JSON wizards using the map editor for playtesting. A crack team of map makers designed dozens of new maps for inclusion in the ladder, and over 100 playtesters tried the changes and provided feedback over four months.

Meanwhile, a small group of us from Frost Giant volunteered our time to bring these ideas into the game, adding polish, new quality-of-life improvements, and new features such as the 2v2 ladder.


Gobsmack was the lead, coordinating everything, and a couple of former Frost Giant engineers helped out with things he couldn't do from the engineering side. The full list:


Frost Giant Contributors

Austin Hudelson - Engineer
Chris Culp - Implementation Architect/Designer
Eleazar Fernando - Engineer
Eric Tse - Engineer
Harrison King - Project Lead/Designer
Huijie Bao - System Designer
James Farris - Engineer
Ryan Schutter - UI Engineer
Tim Campbell - Project Support and Consultation


Interesting that there are no artists listed here. The new units and textures must have been entirely fan-made.
"Imagination will often carry us to worlds that never were. But without it we go nowhere." -- Carl Sagan
Miragee
Profile Joined December 2009
8629 Posts
Last Edited: 2025-12-18 21:55:55
December 18 2025 21:55 GMT
#6023
That's not a small patch by any stretch of the imagination. o.O

On December 19 2025 06:35 Jeremy Reimer wrote:
Show nested quote +

Frost Giant Contributors

Austin Hudelson - Engineer
Chris Culp - Implementation Architect/Designer
Eleazar Fernando - Engineer
Eric Tse - Engineer
Harrison King - Project Lead/Designer
Huijie Bao - System Designer
James Farris - Engineer
Ryan Schutter - UI Engineer
Tim Campbell - Project Support and Consultation


Interesting that there are no artists listed here. The new units and textures must have been entirely fan-made.


AI
CicadaSC
Profile Joined January 2018
United States1856 Posts
December 18 2025 22:20 GMT
#6024
Team Mayhem when?
Remember that we all come from a place of passion!!
Manit0u
Profile Blog Joined August 2004
Poland17650 Posts
December 18 2025 22:34 GMT
#6025
To access: open the editor, look to the top left and control+click the Yeti 10 times. That's really how you unlock it.


Really?
Time is precious. Waste it wisely.
crablogic
Profile Joined July 2025
13 Posts
December 18 2025 22:54 GMT
#6026
Kudos to Gobsmack et al. for finishing it. Didn't even take the 5 months that I said.
Here's to fresh Stormgate content! Here's to more SteamCharts posts from the peanut gallery (incl. me)!
WombaT
Profile Blog Joined May 2010
Northern Ireland26236 Posts
December 18 2025 23:22 GMT
#6027
It’s a shame the game is dead anyway, but fair fucks, that’s not an insubstantial patch! Kudos to those folks
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Jeremy Reimer
Profile Blog Joined August 2010
Canada1112 Posts
December 18 2025 23:25 GMT
#6028
On December 19 2025 07:54 crablogic wrote:
Kudos to Gobsmack et al. for finishing it. Didn't even take the 5 months that I said.
Here's to fresh Stormgate content! Here's to more SteamCharts posts from the peanut gallery (incl. me)!


Yay to Steam charts becoming relevant again!

Here's the patch bump from today:

[image loading]


Of course the big bump will be on the weekend, no doubt.
"Imagination will often carry us to worlds that never were. But without it we go nowhere." -- Carl Sagan
ChillFlame
Profile Joined August 2024
239 Posts
December 18 2025 23:33 GMT
#6029
On December 19 2025 08:25 Jeremy Reimer wrote:
Show nested quote +
On December 19 2025 07:54 crablogic wrote:
Kudos to Gobsmack et al. for finishing it. Didn't even take the 5 months that I said.
Here's to fresh Stormgate content! Here's to more SteamCharts posts from the peanut gallery (incl. me)!


Yay to Steam charts becoming relevant again!

Here's the patch bump from today:

[image loading]


Of course the big bump will be on the weekend, no doubt.

Isn't that PTR?
On the second thought ~80% of people left would most likely check PTR.
SoleSteeler
Profile Joined April 2003
Canada5457 Posts
December 19 2025 01:01 GMT
#6030
I've played a few games - I had fun before, I still have fun. I had a nice 2v2 comeback which was fun. Nice to see new maps in general.

All the changes and new units are overwhelming to read, and it feels like a waste assuming no one will still play anyway. >_<
Agh
Profile Blog Joined July 2010
United States1035 Posts
December 19 2025 02:59 GMT
#6031
Have made it through the majority of the patch notes and the level of disconnect is insane.

I'll give it a shot over the weekend (assuming I can actually find a game) but my kneejerk is that the gameplay is just going to be objectively worse. I sincerely hope I glossed over something.


Sadly the only thing that jumps out as a positive is the shifting around of some units in the tech tree & requirements. (eg. medtechs being tier 1.5 instead of tier 2)

Looks like we'll (yet again) highlight how the economy doesn't really function when a race is able to have multiple charges of instant units available. (Literal risk free greed option)

Also segmenting and putting emphasis on 2v2 when the base layer needs so much work is a choice.


Hopefully I'll be pleasantly surprised but doubtful.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
CicadaSC
Profile Joined January 2018
United States1856 Posts
December 19 2025 08:01 GMT
#6032
How do you make that big ultralisk looking thing? I had every tech building and tier 3 and couldnt figure it out. I made the Pandora guys though...
Remember that we all come from a place of passion!!
Harris1st
Profile Blog Joined May 2010
Germany7055 Posts
December 19 2025 09:09 GMT
#6033
Holy cow that is some big wall of text and huge updates and changes.
I liked and hyped (is that some new YT feature?) the trailer and will look into the game on the weekend. If only just to show game devs and publishers that RTS is not dead.
Go Serral! GG EZ for Ence. Flashbang dance FTW
Agh
Profile Blog Joined July 2010
United States1035 Posts
Last Edited: 2025-12-19 12:52:51
December 19 2025 12:41 GMT
#6034
On December 19 2025 17:01 CicadaSC wrote:
How do you make that big ultralisk looking thing? I had every tech building and tier 3 and couldnt figure it out. I made the Pandora guys though...


Pretty sure it's just on your Town Hall (T3) next to the dragon.



Project got put on hold so I ended up playing a handful.

Got worried because I searched for about 9 minutes but then started to find games.
Played every matchup except for Celestial mirror.
Everything played out about how I expected. Ignoring cheeses/turbo 1 base builds, Infernal too strong and Celestial>Human.

Human & Celestial Town Hall being 400 minerals (+90sec) feels pretty bad. Just make it 350 to match Inf and call it a day.

The good:
-Celestial pylon morphing for free lets you make early walls and chokes (would probably take 5-10 sec off transformation time though).
-Argent base move speed finally where it should have been.

The bad:
-Maps leave a lot to be desired. Step up from the 2* we had before but a couple of them are extremely low effort. Also not having a baseline map for balance tuning is crazy.
-Still a lot of tooltip and icon errors. (Hexen upgrade still references miasma, New Celestial caster has old Scythe icon during production, spell values not listed or showing)
-Not sure who asked or thought the first Stormgate spawning 30seconds faster was a good idea. Makes early game very scripted and boring and limits options.
-Snowballing. Playing from behind is pretty much non existent so the decision to nerf defense made no sense. (Imp range, bunker time, servo charge movespeed, etc.) It's very clear the intention to make offensive bunkers and depots less viable but that needs to be done in a way without neutering their intended purpose.
-Player count still abysmal

Balance standouts:
Infernal having not only the most streamlined economy opening, but also the best harassment/scouting via fiends/phantoms/whatever they're called now.
Anti air options/cost efficiency severely lacking. Hu and Inf(outside of shadowflyers) can both find themselves in awkward game states vs heavy hornets and seraphim.
No meaningful base defense options. Old top bar things that would fall into this category have been phased out. Maps with multiple entrances into your base make it more apparent.
Prisms too frail/Fiends too good. Too easy for inf to get efficient trades against them later even with pew pew pylons.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
JimmyJRaynor
Profile Blog Joined April 2010
Canada17246 Posts
Last Edited: 2025-12-19 15:58:51
December 19 2025 15:55 GMT
#6035
wow, who could've predicted a super small team could take it over and crank out plenty of content.
what an unbelievable turn of events!

like i've been saying for years... in this thread and elsewhere...

making video games gets easier and easier every year as the software tools get better and better and more and more simplified.

And like I've been saying for years... these game companies act like they're landing a man on the moon to justify sky high prices for something that can be done quickly by a small crew.

anyhow, hopefully, the game is good now.

It is way more satisfying//rewarding//fun building software within a small team. HOpefully, these guys are having some fun while they are "taking care of business".
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Jeremy Reimer
Profile Blog Joined August 2010
Canada1112 Posts
Last Edited: 2025-12-19 20:32:39
December 19 2025 20:32 GMT
#6036
On December 20 2025 00:55 JimmyJRaynor wrote:
wow, who could've predicted a super small team could take it over and crank out plenty of content.
what an unbelievable turn of events!

like i've been saying for years... in this thread and elsewhere...

making video games gets easier and easier every year as the software tools get better and better and more and more simplified.

And like I've been saying for years... these game companies act like they're landing a man on the moon to justify sky high prices for something that can be done quickly by a small crew.

anyhow, hopefully, the game is good now.

It is way more satisfying//rewarding//fun building software within a small team. HOpefully, these guys are having some fun while they are "taking care of business".


At first glance it does seem like the sheer number of updates (even after waiting four months) is strangely higher now that Frost Giant is no more, compared to the update level they had when they were still a functioning company.

But relying on volunteer community support has some downsides as well. Even though they had "over 100 testers", when you use volunteer testing you're not really going to get a lot of effort out of the majority of them. People will poke around and try stuff briefly and then bounce out. So you're going to get more bugs and rough edges than if you had a paid QA team.

Some stuff just gets forgotten because there's nobody to do it. Like localization. The update is only in English, and so everyone else gets left out. Oh well.

But don't get me wrong: it's very cool to have a community-based effort like this, rather than just letting the game die on the vine. I hope the people working on it are having fun.

I do wonder about having community volunteers putting in all this time and effort for something that is still, technically, proprietary and owned by Frost Giant. Previous dead games (like Freespace 2, among many others) have seen revivals and have bloomed after being open-sourced. But all the Stormgate code is still locked up and all the servers are still being paid for by Tim. It's something to consider.
"Imagination will often carry us to worlds that never were. But without it we go nowhere." -- Carl Sagan
ChillFlame
Profile Joined August 2024
239 Posts
Last Edited: 2025-12-19 21:38:00
December 19 2025 21:36 GMT
#6037
Community-driven projects can only be good when they are designed as community-driven.
When you have content made by the community in the game owned by a company (that's owned by investors), you have all the downsides of open source projects, like the lack of direction, poor quality control, etc. And all the downsides of the copro world. They can shut down the game at any moment, and all the work will vanish. They don't even have the source code or the capability to run their own servers.

That's not community-driven or community-made. That's working for free for corpos. I'd never spend my time doing the work for free for a company's IP I don't have any control over.

CicadaSC
Profile Joined January 2018
United States1856 Posts
Last Edited: 2025-12-20 11:48:28
December 20 2025 11:40 GMT
#6038
The Incarnate is so much fun, please do not nerf it into the ground if it turns out to be too strong. If it needs to be nerfed make it cost more, i dont care if it is 1500/1500 and almost never gets made like the Kraken in Battle Aces, just the fact that a final boss type unit exists; an army destroyer is such a cool concept when you get it out it feels like absolute cinema. Seeing a colossal unit just march toward an infantry army and they cant stop it, and they run and kite back, and at the same time the Incarnate is shooting capital ships out of the sky, fucking awesome.

I dont know if anyone here has played the old sc2 arcade game Battlecraft but it feels like that when you finally get a Leviathan out. Really hard to replicate that feeling in most rts games these days. Tons of light tiny units skirmishing is fun, but god do i love getting out a giga tier unit.
Remember that we all come from a place of passion!!
Jeremy Reimer
Profile Blog Joined August 2010
Canada1112 Posts
Last Edited: 2025-12-20 22:28:49
December 20 2025 22:14 GMT
#6039
Okay, so I watched the Beomulf tournament on the community patch. It was okay.

Mostly, I didn't see any visible difference in the game between the 0.6 "launch" and the community patch. Sure, a whole boatload of things were changed, but from a viewer's perspective, it didn't seem to change the way the game played all that much. I never saw any of the new Tier 3 units.

Although maybe some of them were there and I just missed them? Because damn, it's so hard to see anything that's happening in this game. There are so many spell effects now, all layered on top of each other, and it just all ends up in a big visual muddle. At a glance, it's not even easy to figure out if someone's army is Vanguard, Infernal, or Celestial. I sometimes have to go look down at the faction icons at the bottom to check, and even then it's hard because the icons all look similar.

The 2v2 mode seemed fun, though. Maybe because in 2v2 you sort of accept that it's hard to tell what's going on, so you just look for the player colors and look at the supply count a lot. There was more back and forth here, although in the end the one guy who made more units won for his team.

Ultimately, I don't see this patch turning around Stormgate's fortunes. At the end of the day, it's still a worse version of Starcraft, and I don't see how that can change in any meaningful way. But if the tiny remaining community wants to keep updating it as a hobby for no money, I think it will at least survive as long as Tim is willing to pay the server costs out of pocket.
"Imagination will often carry us to worlds that never were. But without it we go nowhere." -- Carl Sagan
crablogic
Profile Joined July 2025
13 Posts
December 21 2025 00:41 GMT
#6040
I'm thinking a lot of this was already done, or nearly so, by the time of the "full"/Necrolyte/0.6 release. If your game was doomed you'd take everything cool that didn't make it into the release branch, get it presentable, and put it out there.
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