Recent comments in /f/IAmA

klabater OP t1_iz48t4m wrote

The core team did, but not the whole team. We're all willing to try and that's the plan for our celebration/ Christmas team gathering ;-) Certainly, the chemist Andrzej, who committed to our knowledge, tried real moonshine many times (made in Poland). And, we've talked to several moonshiners (UK, USA) who got interested in our game about their impressions, and they found many surprisingly realistic aspects of the game. We're probably going to record two or three interviews/ articles with their input, so you can follow our channels to read them one day.

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klabater OP t1_iz485zb wrote

Rather not, however, there were suggestions given by our Discord community and ideas of how the multiplayer could look like. Right now we focus on fixing. Afterward, we will implement some of the bright ideas for improvements and try to improve the performance. Then, we will think of any DLC, possibly a Sandbox mode, but we do not commit atm. Thank you for asking!

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klabater OP t1_iz40awf wrote

  1. As often as it will be needed! It's hard to give a schedule right now, but so far we're focusing and fixing breaking issues, then balancing, then quality of life and new features.
  2. It's a parallel process. Some members of the team are going to stay on the project, first to fix issues, then later on to improve it and work on future DLCs.
  3. Sure! When we have new things to show
  4. We have a discord channel if you want to know more about the game. Dev team and players are usually sharing their tips and feedbacks. Both will gladly help you if you have issues with some mechanics.
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bluedevil678 t1_iz400if wrote

Thank you for all this information so far!

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  1. How often do you intend on releasing patches?
  2. For how long do you intend to continue to invest in this game before making the next one?
  3. Will you be doing another AMA for when USA people are awake?
  4. Do you have a Twitch channel where users can watch and learn the advanced mechanics?
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klabater OP t1_iz3zwj3 wrote

Maxime: Working as a team to create projects is fulfilling. Watching players enjoying the game is a great experience!

Maja: I love the relaxed atmosphere of our studio and game dev studios in general. I hate the constant chaos and going back and forth.

Paul: Free cd keys

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klabater OP t1_iz3z39g wrote

First of all, it was based on books and forums because there's extensive knowledge of people who are still actively brewing and distilling.

Later on, we worked with a chemist from Warsaw academy who helped us create all of the advanced algorithm that were later used in the game.

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klabater OP t1_iz3yy5j wrote

Of course there's a compromise to be made between a realistic and entertaining experience, but we tried to be as faithful as possible, from the real life apparatuses to as-close-as-it-can-be formulas and pacing of the game (we had to cut fermentation time though for gameplay reasons).

We still haven't covered all the possibilities of real life, but we'd like to add different kind of distillation technologies like columns. Those techs were sort of designed but were never really implemented in the game.

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