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Thoughts on Alpha 2 and in General

Published 6 Months Ago News & Updates Artificial Core

The following is an official news post, originally available here.


Hello everyone!

Today we want to share our thoughts about the ongoing test and a little bit about everything in general.

Warning! Lots of text ahead.

Technical Issues

We have already gathered a vast amount of important feedback and continue to collect more. We've identified critical bugs and see the areas that need our focus. Our technical team has been working diligently these days, analyzing a large amount of real-time data from the test. We want to highlight the exemplary resilience of the Artificial Core technical department in improving gameplay experience during the test with quick and effective solutions. We also want to thank you, our players, for continuing to play despite constant disconnects and shard bugs, as well as game balance issues. Your persistence in logging back into the game and playing helps us tremendously. This means everything will certainly be fixed, and that's great news.

The Game

Note: Chests should not drop like this; we mixed up the chances :). Epic items in the game will be rare, just like the chests. But we've left it this way for the test; let it be so in this iteration. Besides, we'll still be tweaking the balance settings, so don't pay attention to it for now.

You can already see the main direction and fundamental principles of the game. Overall, the gameplay is built around the progression of your character (what a surprise). You level up your character, unlock all available systems, and in the endgame, you work on improving or finding your builds.

As we mentioned earlier, our goal was never to tell you how to play. Our goal has always been to provide you with good tools. To achieve this, we tried to make character progression systems versatile, giving players as many opportunities as possible for creativity.

The game starts slowly, that's a fact. This is a design necessity. We're not saying we are right; we're saying this is how we envision the game. From a slow start comes the motivation to progress, and you start to advance further. It's important that at this stage, the game can captivate you with its style, atmosphere, and basic gameplay, making you want to stay in the world for a while. This is not a long time, and considering the feedback and advice from our community, we have significantly improved the smoothness of the experience from levels 1-5. Ask the testers from the first test about what they had to go through 🙂. Now, we think it's acceptable in terms of speed and time spent, considering that the game now has 20 levels.

The game requires you to put in a small amount of effort, and if you do, once you start succeeding in playing the game, you will begin to feel good. Corepunk is one of those games where you need to really play to start understanding what it's about. The more you know about the game, the more interesting and deeper it will become, and this will pay off because the further you go, the more enjoyment you will get. In Corepunk, to get enjoyment, you need to put in a bit of effort. This is how motivation systems in the game are designed. With each artifact, each level, each talent, you will feel your character becoming stronger, subconsciously sensing this progression. Your brain starts to be motivated to seek more information about the game, to learn more, to unlock more, to progress further because you feel this progression. This is our goal. This is how we see our progression. The initial effort is necessary to achieve a contrast in sensations and boost motivation at the first significant improvement (e.g., an artifact, or better yet, two).

To ease the pain of the initial stages, we use various techniques. For example, we create pleasant visuals, graphics, and an atmosphere that can captivate you, allowing you to enjoy being in and exploring the new world of a new game. We create NPCs with well-thought-out stories and backgrounds, work on more thoughtful dialogues, choose jokes, and constantly improve the experience in the world.

Let's note right away that this does not negate the fact that we need to polish the initial game from levels 1-5 (to be honest, everything needs to be polished) and make it more user-friendly through QoL features, improved quest systems, rewards, etc., including many tutorials. We know where we need to work.

In our opinion, you start playing the game when you begin to learn it, when you are motivated to progress by learning more about the game, its world, and its community. The game begins at that very moment. The game in Corepunk started from the moment it was announced. When the first community members began to show interest. When discussions started on Discord and the forum.

AI Voiceover

Of course, we want to have all our dialogues voiced by professional actors; we'll tell you more, it's our dream! But we are an independent mid-sized studio, and we simply must choose very carefully where we can and cannot direct our limited resources—it's a matter of survival. In this case, using AI to do the work and show players how it can look and feel greatly helps in the development and promotion of the game. So, don't view it only negatively. Look at the possibilities. This opportunity allows us to present our product to the public faster and show some things at least in a draft version, which means survival in the modern market conditions and, in turn, means that we will be another studio able to hire many voice actors because we will have the opportunity to provide our players with a higher quality game. We don't know of any independent studio on the market that wouldn't want to include professional voice acting in their games.

Game Monetization

Since the announcement date, we have openly talked about this topic. We have always envisioned Corepunk as a no pay-to-win model. Our marketing plan was clear: we wanted the game to sell itself with its visuals, idea, concept, and execution. We always believed that people would play a good game. A good game will always find its player if it is made with love, attention, and an understanding of what we want.

The game will be sold on a Buy to Play model with an in-game store that will not have items capable of enhancing your character, no boosters, or any other gameplay elements for sale. Previously, we had an idea to introduce battle passes, but we have since abandoned that idea, and there will be no battle passes.

Let's clarify right away: we are not against other monetization models or games with such models (never say never). Any model that can bring income to developers and feed their families is deeply respected by us because we know what a titanic effort it is. We simply believe that Corepunk, in its base, is built so that it will not survive and earn enough for long-term existence with such a model. Most of the systems embedded in the game from the project's early stages are exclusively related to gameplay and not focused on monetization. If we wanted to monetize it through P2W, we would have to redesign the project almost entirely.

Our only way to exist as a studio is to release a game that will be very interesting to play.

Early Access

The main thing we want to say is that the core principle of our game launch ideas has always been that we can start monetizing the game only when players have seen it, tried it, and made their own conclusions about whether they find it interesting to play. Players should understand what they are paying for. And we need to understand if we are selling a product ready for fun, where people can spend their time and enjoy it. We are confident that Corepunk in early access will fully meet this.

You already see and understand what the game will be like and how it will be played. For early access, as we previously reported, we will add two new major settlements and two new biomes with their own NPCs, quests, and monsters. One biome will be entirely PvP, and the other will be entirely PvE-oriented. Two instances and two battlegrounds. Several world bosses to kill. Tier 3 itemization. The synthesis machine and its full functionality. And a lot of other content that can't all be listed in an article, and a lot of polishing in all areas. All this, combined with all the game systems being designed for full replayability, will give players many months of enjoyable gameplay.

We want to enter early access as soon as possible for two reasons. First, we have been working on the game for 10 years, and we need to pay our bills. Second, but no less important, the last test, and especially this one, showed us how great it is to have constantly online servers with real players and receive real-time technical and gameplay feedback. The accuracy and speed of iterations increase many times over, which is invaluable. With such a production pipeline, where we have a constantly playing player base, Corepunk will reach the highest level of gameplay quality. Calibration will be insanely effective. And early access sales will give us the opportunity to significantly increase the speed and quality of content production.

General Thoughts

Corepunk was not just made as a business, although it certainly was, but it was also created as a project of passion and love for games. This is our contribution to the world of games. Every team member currently working on the game has put a piece of themselves into it, a part of their soul. We never doubted that when people see the game and play it, they will love it because they will feel how the game was created, every pixel, every step. We found our unique style, our unique game design.

The game has evolved significantly over the years, our community has grown (over 100,000 registrations in the last 6 months alone), and we have developed, all of which have influenced Corepunk. You can't imagine how many of your ideas over the years have been incorporated into the game from Discord, the forum, comments on various YouTube videos, and all the content you create. Corepunk is a product of the collective efforts of developers and the community. This is its strength.

Many people think that there is no point in focusing on players having to discover everything themselves, that over time there will be tons of guides about the game, and everything will be explained, and people will have to search through various video channels and websites created by players to learn everything, and that it's pointless. But we see the point in this. When players have the opportunity to create various content about the game, share something they found or learned, or share their secrets with the public, it's a huge plus for everyone the content creator, the player seeking answers, and us, the developers.

The game looks beautiful on streams, attracts attention with its appearance, and people enjoy watching what happens on the screen because there is a lot of exploration and unexpected situations.

This is how you showcase the game to the public, how the community grows, creating an ecosystem around the game from which not only developers but also the entire community can benefit, whether they are readers or content creators. This is our goal. The game is more than just the game; it's the community and the ecosystem growing around it, and we understand this perfectly.

Thank you, friends, for playing, streaming, and creating content about Corepunk. You provide invaluable support in promoting and growing the game, especially in these challenging times with fierce competition and many excellent teams and games. We greatly appreciate your contribution, and all we can do from our side is to release a game where you, the players, your viewers, readers, and everyone interested in Corepunk and its content will have fun and find it profitable for many, many years.

Thank you to everyone who read this long message! Thank you to everyone testing the game, watching streams, and showing interest in the game. You are part of this universe, and we are grateful to you for it!

Your Corepunk team.


How Bind on Pickup (BoP) Items Could Shape Corepunk

Published 6 Months Ago Feedback & Suggestions Ryan
How Bind on Pickup (BoP) Items Could Shape Corepunk

The discussion surrounding Bind on Pickup (BoP) items in Corepunk has sparked a significant debate within the gaming community. Many players are concerned about how BoP items might affect the overall experience and economy of the game. This article delves into the primary concerns raised by the community and explores the potential implications of implementing BoP items in Corepunk.

What Are Bind on Pickup Items?

Bind on Pickup (BoP) items are those that become bound to a player's character as soon as they are picked up. This means they cannot be traded, sold, or given to other players. BoP items are commonly used in many MMORPGs to create a sense of achievement and personal progress, as these items can only be obtained through specific actions or accomplishments in the game.

Community Concerns About BoP Items

  1. Limiting Trade and Player Economy: One of the most significant concerns is that BoP items could limit the player-driven economy. In games with robust trading systems, the ability to buy, sell, and trade items adds a dynamic layer to the gameplay. BoP items, however, remove these items from the market, potentially leading to a less vibrant economy.

  2. Impact on Guild Dynamics and Social Play: For many players, the social aspect of MMORPGs is a critical component of the experience. BoP items might affect how guilds and groups function, as the inability to share key items could hinder collaborative efforts. For example, if a guild member acquires a crucial item that cannot be shared, it may create frustration and reduce the incentive for group activities.

  3. Sense of Progression and Achievement: While BoP items can serve as a personal achievement, they can also create disparities among players. Those who are unable to acquire these items due to time constraints or differing skill levels may feel left out or disadvantaged. This can lead to a fragmented player base, where only a select few have access to top-tier items.

  4. Game Balance and Fairness: Balancing BoP items within the game is another significant concern. If not carefully implemented, these items could either become too powerful, giving an unfair advantage to those who possess them, or too weak, making the effort to obtain them feel unrewarding. Achieving the right balance is crucial to ensure fairness and maintain player interest.

Potential Benefits of BoP Items

Despite the concerns, there are potential benefits to implementing BoP items in Corepunk:

  1. Encouraging Personal Achievement: BoP items can motivate players to engage with challenging content and strive for personal milestones. This can enhance the sense of accomplishment and add depth to the gameplay experience.

  2. Reducing Market Inflation: By limiting the circulation of high-tier items, BoP mechanics can help control inflation within the in-game economy. This ensures that powerful items retain their value and are not easily accessible through trading alone.

  3. Creating Unique Player Identities: BoP items can contribute to character uniqueness and identity. Players can showcase their achievements through exclusive items, distinguishing themselves within the community.

Striking a Balance

The key to successfully integrating BoP items in Corepunk lies in finding a balance that addresses both player concerns and the potential benefits. Developers need to consider the impact on the in-game economy, social dynamics, and overall game balance. Transparent communication with the player base and being receptive to feedback will be crucial in achieving this balance.

Conclusion

The implementation of Bind on Pickup items in Corepunk is a topic that warrants careful consideration. While there are valid concerns about the potential negative impacts, there are also benefits that could enhance the gameplay experience. Striking the right balance will be essential to ensure that BoP items contribute positively to the game without undermining the vibrant community and economy that players cherish.


How to Play Corepunk on Steam Deck with Windows 11

Published 6 Months Ago Technical Tips Ryan
How to Play Corepunk on Steam Deck with Windows 11

Corepunk, a new MMORPG currently in alpha, has garnered interest from many gamers. A recent YouTube video explored the possibility of playing Corepunk on the Steam Deck, offering insights into the setup and performance of this ambitious attempt. Here, we break down the key points from the video and discuss whether this approach is practical for Steam Deck owners.

Running Corepunk on Steam Deck

The first crucial aspect is the operating system. The standard Steam Deck runs on SteamOS, a Linux-based platform. However, Corepunk currently does not support this OS. The YouTuber in the video, Dvalin, managed to run Corepunk by installing Windows 11 on the Steam Deck. This workaround is necessary for those looking to play Corepunk on this portable device, as the game isn't optimized for SteamOS.

Performance Insights

The performance of Corepunk on the Steam Deck was tested extensively in the video. The settings were initially set to the lowest possible to ensure smooth gameplay. Here are some key observations:

  • Fan Noise: The Steam Deck's fans were notably active, indicating the device was under significant load.
  • Control Scheme: Without controller support, the game was played using the Steam Deck's touchpad as a mouse. While functional, this setup was less than ideal, especially for complex in-game actions like casting spells.
  • Graphics Settings: On low settings, the game was playable, though not without its challenges. Dvalin noted that everything was set to low to maintain performance.

When the settings were increased to high, the game displayed impressive graphics and maintained a decent 30 frames per second (FPS). However, this setup is only practical if the Steam Deck is plugged into a charger, as high settings drain the battery quickly.

Practicality for Steam Deck Users

Playing Corepunk on a Steam Deck running Windows 11 is feasible but comes with several caveats:

  1. Windows Installation: Users must be comfortable with installing and maintaining Windows on their Steam Deck.
  2. Performance Trade-offs: While the game can run on low settings, high settings significantly reduce battery life, making it impractical for long gaming sessions unless plugged in.
  3. Control Limitations: The lack of controller support means relying on the touchpad, which can be cumbersome for extended play.

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Conclusion

For dedicated fans of Corepunk who own a Steam Deck, playing the game is possible with some adjustments. Installing Windows 11 is essential, and while the performance is acceptable on low settings, the experience can be enhanced by plugging in the device and boosting the graphics settings. This setup provides a unique way to enjoy Corepunk on the go, albeit with some limitations.


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Corepunk News #7: May 2023 Update

Published 6 Months Ago News & Updates Artificial Core

The following is an official news post, originally available here.


Hey there, everyone!

Hope everything is going well.
We just want to share some news and tell you what we are working on at the moment.

Bots

The back end and front end of the game are still not optimized, so that's the main reason why we have not conducted Beta yet. But we are working in this direction. We improved our environment for faster feedback with the help of Bots. Their behavior is very similar to that of a player; they can do practically everything the real player can - kill monsters, do quests, craft and gather resources and then craft, etc. And we will continue expanding their abilities even further. But right now we are using this for our load testing of server-infrastructure and automatic testing of the game.

Itemization

We are continuously working on refining the items and their balance. Here are a few new items that we have recently implemented and are currently conducting playtests with. Meanwhile, we continue to create new artifacts to combine different sets of characteristics in them. So, we finished this part of the job.

To achieve maximum effectiveness you can use some consumables. They have a short-term impact and give an increase in characteristics. We have finished with these ones as well.

Camps

Well, we have been focusing on camps as a key aspect of our work. In our latest video, you might have noticed that the camps of the encountered mobs were quite simple. So, at this moment we are working on designing more vibrant and integrated camps that truly reflect the essence of these creatures and their lives within their environment.

Here is the finished concept of a camp for the leafy monsters. These dangerous monsters are the result of chemical experiments that went wrong. So, now they feel more natural and more integrated into the world.

Next is the finalized concept of the construction set for the imp camp. The camp is a self-sufficient community that can support a large number of imps. The creatures are mean and swear a lot.

Deep in the forest, we have massive camps for Dendroids. They are big in size, so you won't miss them. They guard their camps, maintain eco-balance and order. This project will give you a glimpse of what the camps look like and what kind of environment the creatures live in.

Creatures

On Kwalat, there are many places to explore, but today we'll be focusing on the forest area. You might have already seen one of them in our latest video. They vary in size and have different abilities. Let's take a look at them.

 This Dendroid Guard causes an explosion with his fists.

This mid-sized Dendroid puts its hand on the ground in the direction of the chosen target and roots begin to creep.

This small one throws seeds at the player, the seed germinates and explodes.

Next three wooden predators are emitting wasps from their body that bite the nearest enemy, making a scream that deals damage periodically, doing a tail strike in a semicircle in front of itself which causes heavy physical damage.

This wooden deer is dashing into a lane in front of him, dealing physical damage.

We do hope that you have enjoyed our updates. Give us some feedback whether you're interested in posts like this, what things you wanna know more about and we will dive into that in our next posts.

Please stay tuned and thank you very much for being with us!


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New Weapon Specializations and Specialization Talents

Published 7 Months Ago News & Updates Artificial Core

The following is an official news post, originally available here.


Hello everyone!

Today we want to introduce you to three new weapon specializations and talents for six specializations. Weapon talents enhance a hero's abilities, activate additional effects, change mechanics, or add new skills.

Weapon talents become available automatically at level 6. From level 6, players can use consumables and accumulate energy. Talents can be reset at an NPC. In the test, there will be simplified functionality for teachers, including passive talent teachers, who will be limited to selling consumables for resetting talents. In early access, this functionality will be expanded, and the cost of resetting talents will increase each time. Our goal is to strike a balance, making talent resets accessible but thoughtful actions.

To upgrade weapon talents, players need to accumulate energy in the specialization. With each level increase, players can choose one talent and progress further along the branch. Consumables providing energy can be obtained as quest rewards and as loot in world drops. Consumables can be used directly from the inventory by right-clicking, and the energy will replenish the specialization's experience. Players can simultaneously upgrade 26 talents. There are no restrictions on how much to upgrade each skill branch. Players can upgrade any talents while following the upgrade sequence within the branch.

Weapon specialization talents are another progression system designed to give players the ability to customize their character more flexibly and accurately to their playstyle. Along with passive talent and itemization systems, players have extensive options for build creation. It's also important to note that in Corepunk, almost all systems have a set of unique stats they are designed to enhance. There are a few exceptions to the general rule, but overall, the progression structure is built to ensure players don't feel repetition when increasing their character's power.

We have also reworked the heroes, and they are slightly different from what was previously presented on the website. Today, we present to you three new specializations—Archer, Shaman, and Infiltrator. We hope you like their set of outplay possibilities, and we look forward to your comments and suggestions.

We are still tweaking the numbers and balance for the test these very days, so keep that in mind when theorycrafting with the numbers. However, all the mechanics are already in place for the test, so you can start playing around with them.

Thank you for your attention and warmth. We hope you are waiting to try everything out for yourselves, and we look forward to seeing you in the game soon!

Your Corepunk team!

Corepunk Shaman Talents

Corepunk Destroyer Talents

Corepunk Ranger Talents

Corepunk Blast Medic Talents

Corepunk Infiltrator Talents

Corepunk Legionary Talents


Corepunk Alpha 2 Test: Invitations Sent for May 27th to June 2nd

Published 7 Months Ago News & Updates Ryan
Corepunk Alpha 2 Test: Invitations Sent for May 27th to June 2nd

Exciting news for the gaming community! The developers of Corepunk have officially announced that invitations for the Alpha 2 test phase are being sent out. This eagerly anticipated event is set to take place from May 27th to June 2nd, offering players a fresh look at the game's latest developments.

Event Details

  • Start Date: May 27th
  • End Date: June 2nd

Invited participants will receive a key and the game launcher before the servers go live, ensuring they are ready to jump into the action as soon as the test begins.

What to Expect

The Alpha 2 test is a crucial phase for the developers to gather feedback and insights from players. Since the last test, Corepunk has undergone significant changes and improvements, and this test will allow players to experience these updates firsthand.

Non-NDA Test

One of the standout features of this Alpha 2 test is that it's a non-NDA event. Participants are free to stream their gameplay, share their thoughts, and engage with the community openly. This is a fantastic opportunity for content creators and players alike to showcase Corepunk and its evolving gameplay to a wider audience.

Message from the Corepunk Team

The Corepunk team has emphasized that this Alpha 2 test does not represent the final quality of the game. Corepunk is still in a deep stage of development and polishing, and the team is working hard to enhance the game. They ask participants to have appropriate expectations and provide valuable feedback during this phase.

Join the Adventure!

This is a great opportunity for fans and new players to explore the evolving world of Corepunk. Mark your calendars, prepare your gear, and get ready to embark on this exciting journey. Stay tuned for more updates and information as the test phase approaches.

For those invited, happy adventuring in Corepunk's Alpha 2 test! And for everyone else, keep an eye out for streams and updates from participants to see the latest from Corepunk.


The following is the email that was sent out to alpha participants:

Hello Adventurer,

We are happy to invite you to Corepunk alpha two test. It will take place from May 27th to June 2nd.

We will send you a key and the game launcher before the servers start.

We'd love for you to join us to check out Corepunk and share your feedback on the game. It is a non-NDA test, so you can freely stream it if you'd like. The game has evolved since the last test, and it would be great if you have time to join and see the updates.

Please note that this is the alpha two test of the game and does not represent the final quality of the product. The game is in a deep stage of development and polishing simultaneously, so we ask you to have appropriate expectations :)

Best regards,

The Corepunk Team

And if you haven't received an invite yet, the team recently posted the following on their Discord:

Hello everyone!

As you know, we are approaching the Alpha 2 test. This time, we're hosting it for 10,000 players.

Everyone who participated in the last test will be invited again. As of today, 500,000 players have registered for the Corepunk beta, so the majority of invitations will be distributed among them.

However, we also want to ensure that all active members of our community have the opportunity to play the game. If you would like to participate in the Alpha 2 test, please leave a comment under passive talents news post on the forum.

Have a great evening!

Classes / Heroes

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