So far, only people who already paid extra for access to the earlier demos have access to this.
Those who got pre-alpha access as part of their original pledge can't get the codes yet (they are not up on BackerKit, I checked.)
Released to eligible backers today.
So far, only people who already paid extra for access to the earlier demos have access to this.
Those who got pre-alpha access as part of their original pledge can't get the codes yet (they are not up on BackerKit, I checked.)
I got pre-alpha access as part of my original pledge and I got it. Well, I guess I don't know if I got a code. The old prototype in Steam just updated to the current pre-alpha. I haven't done anything other than load it and walk a few feet to make sure it's there and it works. It is and it does.![]()
Hmnnn...I purchased the digital protagonist (150) and still no key. The only things in my backerkit page is a wallpaper and a GOG link to extra copies of UU. Any ideas as to what I can do to get a code?
Steam is apparently slow with the delivery and hasn't given Otherside the keys yet. I think you should get an e-mail when the key arrives.
Links should be up on BackerKit now.
Yes, it's come through now. While I was originally only going to play the full release, curiosity and impatience has finally gotten the best of me.
The pre-alpha is pretty unplayable to me. I frequently get single-digit FPS - come on, my computer isn't that old - and the game isn't exactly that visually impressive (though I may just be biased because I hate the cartoony art style.)
I had the same experience until I dropped the setting down to "good" with 1900x1280 resolution (native setting for my monitor.). To be honest, I haven't been able to tell the difference between this and the highest setting. It plays fairly smoothly now.
While I'm still not that enamoured with the overall visual style (the bright pastel palette and flat, plastic textures), I do like other aspects such as the quasi-Persian design of the archways and the subterranean look and feel of the opening section.
The level design is quite interesting with potential for making great use of different playstyles. That being said, I'm not sure if they've implemented mantling yet as it seems difficult to get over anything over waist height, requiring workarounds (e.g. crates etc.) to reach if you want to avoid walking all the way around. On the subject of movement, it's coming along but still has a number of issues such as getting stuck on terrain sometimes, particularly when crouching.
I still had awful performance when I set the graphics to the lowest setting. It seemed to give massive slowdowns in certain areas (such as the big area with the view of the sapling), even if I stared at the ground. I gave up on it for now.
Well, looks not that impressive so far. No traps, the rotating contraptions don't look dangerous, the lizard-men aren't intimidating either. I mean I didn't see any challenge at all.
Not that I've been following development, but any alpha version of a game can be expected to be pretty rubbish, so a pre-alpha isn't even expected to be as good as "pretty rubbish". If that's a problem for you, I would certainly recommend ignoring the game until its release.
Sometimes these things just don't really come together until nearly all the pieces are in place. e.g. As I recall, Thief was pretty famously not fun until it was near the end of its development, and it turned out to be one of the best games ever. I suspect that "pre-alpha" versions of Thief would not have impressed many outsiders.
Go ahead and take an interest in the development if you feel the need to, but if you don't like what you see, don't get worked up about it, because it's nowhere near to being a completed product.