Any feedback, tips & inspiration we gather through: our in-game feedback form, our social media channels & our very own Discord server. To make sure the community is heard, we are very active online and we’ll keep being active throughout early access and beyond. We want to hear the good and the bad to make sure we will always be going in the right direction. “By constantly checking up on any type of feedback across all of our platforms we try to shape Histera into the game FPS players really want. How are you planning on involving the Community in your development process? Will the game be priced differently during and after Early Access? “The game is going to be fully playable, including controller support, a range of weapons, and 3 full maps.” What is the current state of the Early Access version? We hope to add the functionalities listed down below on the road to full launch, although not necessarily in this order: “We're working towards extra functionalities before full launch. How is the full version planned to differ from the Early Access version? “Histera will be in Early Access for roughly 6 months, in which we will improve the game further as we receive feedback from our players but also implement our own ideas on how to further improve the game.” Lastly, we're super excited to get your views on what we're trying to create here!”Īpproximately how long will this game be in Early Access? If we feel players have a particular preference for a new feature we’ll try to capture this element and implement it in more ways while also fixing and tweaking features that do not work properly. We try to read all comments and learn from the feedback that has been given by the players as this may infect our future decisions. That’s why we’ve been very active on all our social media platforms and we’ll keep this up when early access has been launched. We'd love to get your input on how to improve Histera from Early Access until Full Release. “Early Access is for us, as developers, a perfect way to connect with our players.
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