desmosome

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It's not about the platform, but about the responsibility and moral liability of a dev.
As he said, the main difference between the two is that on kickstarter a dev has to promise something (product X, with Y amount of content at releasedate Z) and should of course deliver on what he promised. After all, that's what people payed their money for and they have a (moral) "right" to get what they were promised. If the dev doesn't deliver at the end, they have every right to be upset.

On Patreon the whole concept is tailored to towards "patronage" and most games have simply do not have a concept of said targets for X, Y or Z, so it's up to these patrons to decide whether the dev is still worth his money or not. If a patreon dev doesn't deliver, his patrons have little to no moral right, because it was on them to see if the project was going as it should have or not.

Kickstarter has of course the huge benefit that a dev knows his budget from the start and is able to plan accordingly, which makes the whole development a lot easier. On patreon it's much more volatile and most devs have to change their plans several times accordingly.
You got exactly what I was going for when making that statement, but I won't hold on to a position that has clear holes in its defense.

My basic argument was indeed that kickstarter projects are generally framed in a way where they say they will deliver a product if they get x amount of money (unlike patreon where they are just working on whatever and people can pledge if they want). However, I was not as familiar with their system as I am with patreon when making the post. With some more digging around, it seems like kickstarter projects indeed do not have to have any rewards. For example, there was a kickstarter for opening a branch of dance studio in another city. Reward for the basic level was nothing. Rewards for tiers after that were for merchandise like shirts.

So fundamentally, the kickstarter system itself doesn't really dictate that the devs reward backers with the thing the kickstarter is raising money to do. Plus, my misuse of the term "investment" is something I realized after that fact. In general, investments are made in exchange for equity or a stake in the project. Kickstarter doesn't work that way. Lets drop this topic with this XD I can feel the nuke coming.
 

desmosome

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regarding the combat systems thats a big Yet. We know mantics will have evolutions, and the waifus will eventually get gear upgrades.
Well that's something, I guess. They will have to do a lot more than that to salvage the tactical combat side. They called it a "tactical RPG." It's lacking the tactical and the RPG as it stands lol. Let's see what happens. I'll bow out for now.
 

Joshua Tree

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Well that's something, I guess. They will have to do a lot more than that to salvage the tactical combat side. They called it a "tactical RPG." It's lacking the tactical and the RPG as it stands lol. Let's see what happens. I'll bow out for now.
actually, to quote... "a tactical RPG/SHMUP hybrid ", if you just extract "tactical RPG" from that, the meaning become something different than when you include it all right?
 

j4yj4m

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Jun 19, 2017
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My basic argument was indeed that kickstarter projects are generally framed in a way where they say they will deliver a product if they get x amount of money (unlike patreon where they are just working on whatever and people can pledge if they want). However, I was not as familiar with their system as I am with patreon when making the post. With some more digging around, it seems like kickstarter projects indeed do not have to have any rewards. For example, there was a kickstarter for opening a branch of dance studio in another city. Reward for the basic level was nothing. Rewards for tiers after that were for merchandise like shirts.

So fundamentally, the kickstarter system itself doesn't really dictate that the devs reward backers with the thing the kickstarter is raising money to do. Plus, my misuse of the term "investment" is something I realized after that fact. In general, investments are made in exchange for equity or a stake in the project. Kickstarter doesn't work that way. Lets drop this topic with this XD I can feel the nuke coming.
That's what I meant with responsibility. As someone who starts a project on kickstarter, you essentially "owe" what you've promised at the beginning - whatever that may be. Be it some kind of game to download or a new dance studio in town.

The fundamental difference remains that kickstarter usually has a goal that's meant to be reached once the money is collected. It seems rare that a project just says "I'll just work on this, i'll try to add lots of content, i don't know what it'll be but we'll see how it goes, if you like it please give money". That's on the other hand how the vast majority of patreon projects start, even big ones like let's say SummertimeSaga.

But yeah, it's not really useful here, though I'd say it partly explains why, among many other reasons, some aren't happy with the game.
 
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desmosome

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actually, to quote... "a tactical RPG/SHMUP hybrid ", if you just extract "tactical RPG" from that, the meaning become something different than when you include it all right?
I was obviously talking about the grid combat side of it, for which "tactical RPG" is the moniker they used. The SHMUP side is passable, although it also lacks depth.
 

Joshua Tree

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I was obviously talking about the grid combat side of it, for which "tactical RPG" is the moniker they used. The SHMUP side is passable, although it also lacks depth.
moniker they used? It's just one of the game elements described for the game. If people expected another xcom or something, that would be on them though, not FOW.
 

Deleted member 324588

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Many RPG’s have varying styles of tactics. Some have active time battle, some turn by character speed (such as the FF Tactics series, which this game emulates most), some go full your turn, enemy turn (XCOM).

they went with a simple system because it’s their first game. But simple doesn’t mean bad. Especially when it’s not even fully developed yet.
 

Maeva5

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Jul 28, 2019
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hello, there is so much commentary so if someone can please tell why it opening my steam when i try to open the game from here, it does even if my steam are closed, not connected.
 

variaNTR

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hello, there is so much commentary so if someone can please tell why it opening my steam when i try to open the game from here, it does even if my steam are closed, not connected.
I guess you haven't downloaded and installed crack files.
 

UZone

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Aug 29, 2019
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I think it would help if you considered the Pandora scenes (Recruitment scenes being an exception as they occur when you bring the girl on the team), as the everyday fucking your crew does.

First time with a lady, sure that’s an occasion and is highlighted in the story appropriately. But time goes by, even if the game isn’t showing it.

By the game’s story, Killi’s introductory quest took them weeks to accomplish, that’s a lot of boning that can go down in the meantime.

So the really important lovey-dovey stuff will likely be in the story, but all the fucking these ladies are doing couldn’t be possibly be all broken down and explained, otherwise we’d likely have a 100 hour game, and we’d be nowhere near as far in the game’s development as we are.
Hm, so even you seem to be conceding that FOW may never be able to add the much requested context to the Pandora scenes. Despite the dozens of posts you've made in the past where you urged people to wait until the Pandora rework (which we still know nothing about) in the next update before criticising the current scenes.

Seriously, how much effort would it take FOW to add some linking animations like many people have suggested, which could have extra dialogue and build-up before the actual loops we see now. And why not tie these scenes to certain planets or events you come across while exploring the galaxies or even your ship? Isn't the whole point of exploration in a game to get rewarded for it?

Instead of FOW boasting about 50, 100, 200 or however many new loops in each new update, why not focus on improving the existing ones? I really think "less is more" in this case.
 
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Joshua Tree

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Hm, so even you seem to be conceding that FOW may never be able to add the much requested context to the Pandora scenes. Despite the dozens of posts you've made in the past where you urged people to wait until the Pandora rework (which we still know nothing about) in the next update before criticising the current scenes.

Seriously, how much effort would it take FOW to add some linking animations like many people have suggested, which could have extra dialogue and build-up before the actual loops we see now. And why not tie these scenes to certain planets or events you explore in the galaxies? Isn't the whole point of exploration in a game to get rewarded for it?

Instead of FOW boasting about 50, 100, 200 or however many new loops in each new update, why not focus on improving the existing ones? I really think "less is more" in this case.
Maybe because their idea was never to add much context to Pandora but offer a wide array of lewd shit for you unlock at own leisure. If you want context you play through the game and story... If you got questions for the devs, you are more likely to engage with them on their discord, their own site or even the steam forums. Usually the best approach is the direct one right?

Also I think you misunderstood VValen Imagine a tv series then. What are the characters doing in it when they are not on the screen? Do you need context for what characters in it are doing regardless if they on the screen or not I'm not talking about the actors, but what characters in a fictive world is doing when they have no screen time? That require no context. You are just a fly on the wall.,.. the perv peeking in the window watch them rub one out...
 
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tibor_at_subverse

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Oct 28, 2021
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Hi all, I am a dev here at StudioFOW and the publisher of Subverse, Streembit Ltd.

I’ve seen a lot of speculation on here and I’d like to clear up some things about Subverse and it’s relationship to FOWcoin.

I understand that anything to do with crypto and payment, especially when crowdfunding is involved can cause a lot of concerns, so let me immediately say: FOWCoin blockchain has not been released, it is only a white paper, there is no blockchain, there is no coin, therefore since nothing really exists apart from the white paper that was written 2 years ago there isn’t anything to fund in the first place. No money from the Subverse Kickstarter or Subverse’s overall budget has been spent on FOWcoin.

FOWcoin is very much a separate project for the studio, with no direct relation to Subverse. It is envisioned as a way to democratise payment in the adult space, since most payment processors are not exactly friendly to our field. FOWcoin is a project by adult artists aimed at supporting adult artists and their communities and it will remain so.

As for Subverse, we are aware that our communication with the community has been pretty bad so far, we are taking steps to improve it, as you will soon see, we care about our community and this industry at large. We’re really proud of the success we’ve had both on Steam and now GOG, and we’re even more excited about the future of the game and what it can do for Adult gaming more broadly.

We really hope that those of you who are enjoying the game continue to support us as we continue development, and that even those of you who do not enjoy Subverse, can see what we are aiming to achieve in this space.
 

UZone

Newbie
Aug 29, 2019
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Well I'll be damned, the devs actually found this thread after 268 pages lol.

No money from the Subverse Kickstarter or Subverse’s overall budget has been spent on FOWCoin.
One has to wonder why it was so difficult to write that one sentence as soon as FOWCoin was announced, or as soon as people started asking questions about it. It must have been the top rated review at GOG that finally prompted the devs to respond to the speculation.

Well, that's one question down, and plenty more to go. I'll just try to raise a few points of interest:

- How exactly is FOW planning to "rework" the Pandora system? The Pandora scenes/loops and their detachment from the main game and story has been the number 1 criticism of the game so far in here. Will the existing scenes be expanded in any way with additional dialogue and build-up animations and will any scenes be unlockable through side quests or other in-game events?

- As the head of software development, how much impact have you had on the creative decisions at Subverse (including the structure of Pandora)? You seemed surprisingly self-critical in Dev Diary 6 and seemed conviced that younger talent is better. Do you think that there is some fundamental difference between how the "old generation" and the new one think about adult entertainment?
 
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