

Rivals of Aether will soon get updated box art (Left: old Right: new).
#Rivals of aether roster how to#
We learned a lot about how to do a game as a service on multiple platforms, and I now have a ton of respect for the big teams who do it well, like Blizzard and Bungie. We only have five members working full-time, and I am the only programmer who works on the Xbox One version on our team.
#Rivals of aether roster Pc#
I also imagine that we are probably the smallest team that has been updating a live game on both PC and Xbox. I think many other indie developers are in a similar situation where they have to prioritize one platform and then work on bringing the game to other platforms later.
#Rivals of aether roster update#
We managed to push an update that brought online team matches on Steam and Xbox One on the same day back in January, and we got some good feedback from Xbox players on Twitter. However, we have found that our Xbox player base is very grateful to get updates and fixes when we can. We also have pushed some of our Game Preview updates later on Xbox due to the certification process. In that regard, we feel bad that we aren't able to support our Xbox players as much as we would like. We only have five members working full-time, and I am the only programmer who works on the Xbox One version on our team.Īs small as we are, it is difficult to balance development on both platforms, let alone supporting communities across both Steam and Xbox One. But after the reception on Steam, that became our main platform in terms of online competition and community support. I did not expect Rivals of Aether to blow up on Steam as much as it did when we launched on Early Access. How does differ from your experiences with Steam in terms of reactions from gamers? I think this frame of thinking is good for the program because indies really need to hit all the platforms they can to maximize their sales.Ĭonsole exclusivity is becoming a dying notion all around but especially for indie games that have niche audiences it becomes important to hit all the platforms that are feasible to you in order to survive. There have been other small improvements to make things closer to Steam for developers who want to bring their experiences over. But recently Microsoft released simple achievements so developers can simply trigger achievements like you can on Steam and not worry about circumventing the Xbox One stat system. So developers would just make achievement stats to make their lives easier where "0" was unachieved, and "1" was achieved. However, it made porting a game from Steam to Xbox One more tedious. For organizing a game, the Xbox One way is technically better, especially for grinding achievements. However, on Xbox One, you had to hook up every achievement to platform stats and have those stats trigger the achievement. When making a Steam game, you can just fire an achievement with a simple function call and be done with it.

One of the big changes that launched recently was an addition to the achievement system that many developers have asked for. I think the biggest improvements have come from developers who want to launch on multiple platforms in a painless way. The program has grown over the time since we initially started talking to them in 2014. Rivals has been on Xbox One for quite a while now, has the program evolved and improved since you joined initially?
