Posts by ArcticuKitsu

A new update (0.9.2) is available now!
Latest Hotfix: 0.9.2.1 (2026-05-13)

    You're welcome, and once against apologies if I come across as obnoxious or toxic.


    But yeah, can rest easier now knowing there's a rough window in September after being "delayed" from Gamescom fun, animation complexities, and tweaking of the update. Soon! We can now rest easy knowing it'll be out around the corner :D

    Alright, sorry. I just wanted to cross post some necessary information for people who may also steer away from Steam thanks to all the toxicity.


    -------------


    Both responses are from Red51:


    Quote

    Well, it's difficult to tell how the game will look like exactly when it leaves early access (this doesn't mean that there will be no more updates, but when the game leaves early access, it can be considered as a "final product"). The three main aspects of the game will be building, survival and exploration. Right now this is mostly a building game, there aren't many exploration and survival features in the game.
    On the one hand, we want to add more survival features and challenges, but on the other hand, we don't want to turn this into a nerve wracking game. This goal can be partly achieved by making the gameplay customizable (so people can enable or disable certain features), and that's definitely the way we want to go. Generally speaking it's very important for us to keep the game as customizable as possible, not least by offering a powerful modding/plugin API.


    Nevertheless, personally I think this game will be quite versatile in the end. We will always keep the high degree of freedom when it comes to the building system (and even the building system still has A LOT of room for improvements). Things like "electricity" provides more flexibility and is interesting for nearly every tinkerer. Adding various survival features makes the game more challenging. Having more dungeons and better loot (especially when being able to sell items to traders) might greatly improve the exploration part (there is still a lot of unused potential in my opinion). Features like npcs, horses, trains, ships, cars and other vehicles make the game much more enjoyable. And last but not least a powerful (and easy to use) modding API enables you to add all features that will be never part of the vanilla game (e.g. turn it into a WW2 game or even into a racing game) ;)


    The bolded part above is because one Steam troll reviewer claimed Rising World was "rebranded" as a 'builder' claiming it was a cop-out, and etc. A silly response. It was easier to start off with builder to gradually wander into the intended survival & exploration that Red51 desires from the game. The game had to start somewhere in development, and that's how it was started.


    Quote

    I really don't dare to give a precise ETA, but I'm sure the update will be finally available in September, unless something goes wrong ;)


    This update took/takes very long for basically two reasons: On the one hand, we had (and still have) to rely on freelancer modeler/animators, who don't work exclusively for Rising World (so if something on the animation part needs to be changed, it sometimes take a few weeks).
    On the other hand, we had to change a lot of stuff in the game, especially in order to handle the new animations properly. It would have been much easier if these models would have been available from the very beginning, unfortunately we did not have the funds for this prior Steam release =/


    However, it's important to keep in mind that this is not only a "player models update" ;) It also introduces a bunch of new items, and some of these items (e.g. ranged weapons) take the gameplay into new directions. More important, this update will be the foundation for nearly all upcoming survival features, and the high amount of new items allow us to finally rework the crafting recipes (which is necessary to ensure that there is something like a "red thread" in the game) ^^


    Quote

    Unfortunately the gamescom caused a small delay in this update. I still don't dare to give a precise ETA, but I'm sure that it will be available in September ;) Once this update is finally out, the following updates will be available much faster ^^


    ----


    (Side-note: Sorry if I myself am toxic, yet blaming it all on the Steam environment of people taking advantage of the silence between updates claiming Red51 lost interest in the game, and just being a general pain in the rear. I may also be unintentionally misreading things in the process.)

    Compairing an ALPA game like RW with a finnished game like minecraft that just adds more content is a pretty badthing to do. Ofc minecraft runs 100000 times smoother then RW does at the moment. But RW have more potential and the graphics is what makes RW stand out from other simular games. So when (if) RW ever gets to the state where it is a finnished game im sure both popularity and rep will raise alot.


    Most of the ppl complaining about RW are little kids that dont understand what and ALPHA game are. And propably dont even understand the word development. They just look at pics and buys a game and gets disapointed and give bad reviews

    The only reason we're comparing Minecraft and Rising World are these few points:


    1) Development process for making games tend to be the same that you have to make everything from scratch. Releasing it in 'batches'. You see it with every game. You can easily make note of them via development patch notes & how assets have to be made (this is the biggest one)
    2) Open world fun with the whole survival & crafting. This is more relevant & true when you look at the modding side that people simply desire Minecraft modded done seriously in a Rising World environment.
    3) Minecraft is a good example of what to do & what not to do, something I've listed (maybe poorly) in my previous postings. Whatever Minecraft fails to do Red51 can do better seeing as how games should continue to learn from other game's failures. It's a learning experience, something that may tie in with #1


    It may be a bad thing when you compare it feature wise, yet development wise you can learn a lot. That's how I see it.


    --------


    And yeah, we should be thankful and grateful for having Rising World being the way it is now because back in the 90's & 00's you were stuck with a game in the state it was released in. You were at the mercy of having the game it was, maybe with a few patches, yet it stuck as it was that it needed mods to add more content to it. Games like 'Battlefield 1942', Need For Speed: Hot Pursuit 2, among others.


    People don't understand how much nicer they have it this generation that they're whining for the sake of whining not knowing what they're doing that they simply want that 'power of influence', something they don't even know how to handle. It's like people pretending to be swordsman, yet they'll die easily on the actual battlefield because they don't know how to swing the sword around......People have a voice, yet they don't know how to use it.


    I also agree with the postings above this one making note of how cheap betas are in AAA gaming world, among others. You guys can word it properly.

    Yeah, that's what they're crying for - "More frequent updates" - that you see this in every gaming community. I was half asleep when replying to someone just now on Steam forums that people are, once again, pointing out how long it's taking to release an update that I realized this a bit too late when responding to someone. Rising World is apparently the worst in speed when people list every game, yet Medieval Engineers they mention is also equally as slow as Rising World. :D Yeah, they're used to being spoiled by AAA games treatment.


    Yeah, we know survival is coming so I'm not all too worried about that. The whole mention of temperature, preserving & smoking food, and food spoilage has me hyped. Same with trains by the end of the year, or early 2018....


    The next update shall indeed be a 'Player Foundation' more about the player, yet we'll gain new tools so new ways of playing shall be interesting to find out. People shall immediately aim for the mining helmet. That'll be the first thing. Bows & arrows being the next, and etc. Even if it's just player side, you'll have new player habits being developed with the new tools and clothing. People shall start to express themselves via clothing.


    --------


    Once that update is released Red51 can then release more updates frequently by 'spewing' out more clothing every time something is viewed as 'drought worthy', similar to how these Euro Truck SIm 2 paint jobs were released. They're just skins, and clothing are apparently easy to make that he can just pump those out.


    http://store.steampowered.com/…historic_Paint_Jobs_Pack/


    Imagine gaining seasonal clothing every month for when Red51 can't release the content itself. I forgot what else he said was 'easy to make' that he could pair up with the clothing. More tools? Who knows. There was something else, yet I forgot what it was.

    Alright, sorry. Was trying to make my above post as neutral as possible so read it as neutrally as possible. Not blaming anybody.


    ----------


    But yeah, as with agiser, I found myself playing more Rising World for obvious reasons, yet do have to note the flaws in Minecraft (while respecting Minecraft) that I hope Rising World could learn from. Rising World is obviously using Minecraft as a stepping stone, yet doing its own things that I'd love to see a few things Minecraft done better. As Joni & you guys mentioned that you'd need mods to make Minecraft awesome, and that's where Rising World is parallel with, if not more complex.


    • Books: Being able to place books onto bookshelves. Rising World has the potential in making books far more detailed, and into picture books (poster system) as well. Being able to read from it, learn from it, and etc. Some learning system with the avatar to NPCs & vice versa should be enabled.
    • Bookstands/Podium: There was a point where 'we' were supposed to gain a 'podium' for books, yet it was "too hard", or something to add into Rising World. Jen/Jebs was going to, yet decided against it. We also need to be able to store books into bookshelves, similar to how you store books in Skyrim, or items onto shelving in 'Medieval Engineers'.
    • Cherry Trees: During that 'garden/flower update' there was mention that Minecraft was going to gain a 'Cherry Tree', something we have, yet it's not scenic. It's not pinkish, nor does it alternate. We need to see more 'scenic' trees in the red, orange, pink, and purple spectrum. Colony Survival added pink cherry trees to pay tribute to the Japanese community for loving Colony Survival.
    • Horses: We're gaining horses, and we should have saddle bags to add. We may (iirc) also armour them up in our own style. They'll eventually have carts & wagons attached to them, if animations can be tweaked properly to not be jump, as in 'Wurm Unlimited'. On top of that, we're also gaining Camels & Donkeys, the latter also being in Minecraft. I wouldn't mind camels. I'm itching horribly for horses so much because of how versatile and useful they are.
    • Boats: I stressed boats so much that Red51 took note of having storage areas on them (bag types), and that there'll be boats made specifically for certain water types. They'll also have durability, and be specific to lakes & ocean types needing repair (unless otherwise debunked/clarified by Red51). Minecraft simply did a bandaid fix that I'm thankful they did the wood variety, plus made them less 'sneezing' fragile, yet it's a lazy fix. They didn't add any storage chests to these.
    • Trains: Minecraft is simplistic here that it only has Minecarts, and only Minecarts that some other form of train system would have worked. You'd need 'Traincraft' to do anything worthwhile train wise. Red51 plans to add various forms of trains, fuel types, and etc. Basically the quote [here]. If all goes as planned we 'may' see these trains by the end of the year. Hopefully.

    Red51 gave us better paintings, better food style, building style, yet struggling elsewhere because of how 'young' & 'EA' the game is. Otherwise, it's a very solid game. But yeah, I guess that trolls are always right that Rising World is a very shitty game and we must hate it :whistling:

    Yeah, Rising World is nicer than Minecraft because we have Red51 placing common sense into the game. He actually listens to what needs to be added into the game in a highly worthwhile and detailed manner. Everything is far more detailed that I love it, and shall be even more detailed. Rising WOrld is what Minecraft is with 'Feed The Beast' using the technology themed packs.


    Also, let's not blindly hate Minecraft because it's cool. It's fine to knock Minecraft, yet not because it's a fad. I've seen a lot of stupid comments on Staxel Facebook page that devalued Staxel that bartwe was furious with all those comments.


    https://twitter.com/DarkCisum/status/898142123148627968


    https://twitter.com/bartwerf/status/893417421981331456


    blind Minecraft hate - https://www.facebook.com/humblebundle/posts/1500408466669119
    (For this third link it appears all the anti-Minecraft comments were deleted)


    (Edit: Not saying you guys are hating, just don't hate for the sake of hating. I meant this as neutrally as possible.)

    It's going smoothly from when I last poked Red51.


    Things are going smoothly, just that I'm probably making things worse by feeding the trolls over on Steam trying to give Rising World a bad image so people wouldn't buy this game for the simple reason that "it's behind other games" when it comes to updates, and such. Had a whole war over that in the steam reviews with the trolls trying to rally up other people to upvote all the negative threads to prove how worthless this game is for how long it's been (4 months) from each update. Just because this game hasn't been given an update in 4 months (that's short) Rising world is apparently a very shitty and worthless game not worthy of 'our' time. If that was true I wouldn't be here because I truly don't have time for garbage games. :sleeping:


    That last war caused quite a stir and I'm kicking myself over that for 'white knighting'. Red51 was stalking that, and every negative review because every negative review hinders game sales. Not just for Rising World, but for Staxel, and other games.

    Alright, let's see what sort of Cargo Tram videos are out there to see what may interest Red51 into giving us tram varieties.


    The Volkswagon Cargo tram is above, yet I"ll share it again, among others....






    Then this one here is far more interesting because of what you can do with it. As I've told Red51 on Steam, is that you could configure the main tram portion to be a 'crafting station', to hold your food, and etc. All the equipment. The rear portion could also do this (the trailers), or it could also be pure storage. Trams in Europe are fun because you can do a lot with them. The one in the below video is a 'garbage/recycling' tram. It's neat. Compare that with the Zurich & Volkswagon tram.



    The above video shows the main tram body to have a work station, a cooking area, as well as a resting area. It's a hybrid workplace tram. The rear trailer than has cargo storage bins for recycling, something we could tune for wood storage, stone, and etc. Even transporting food around heh.


    I'm however curious to see how Red51 shall deal with this with 'minecart' trains, or the smaller trains he mentioned.

    I feel you. My anxiety for the update is horrible that I'm not a good example of 'patience'. I"m close to siding with the trolls, yet I keep reminding myself that making content has to take time.


    I have some goodies for you.


    Quote

    There will be various types of trains, and probably two different track gauges. There will be passenger and freight trains (including "small trains" like minecarts), so there will be something similar to a "cargo tram", although I can't say whether or when "trams" will be implemented (at least if you're referring to trolley cars explicitly) ^^


    Quote

    These things will be added in the future. Horses (as well as donkeys and camels) depend on the upcoming player models update, they will be available somewhen after the player models update (although I can't give an ETA for them yet).
    We also prepared fishes and birds, I guess it won't take too long until they're finally ready (but first we really need to get this player model update done) ;)


    This 'Player Foundation' needs to release soon. I want to see that blue banner soon, yet there's this issue of not forcing the update out to be broken. I hope it's by the end of this month. I"m hyped up for the trains though as it 'may' come by the end of this year. I hope it's true. Horses, camels, and donkeys also. I want my horses, and maybe camels.

    Having played 'Player Unknown Battlegrounds' recently has me wondering about many things with how the player models shall handle. I'm sure we'll know for sure once Rising World releases that update, yet I can't help but 'compare' other games to Rising World for that 'sweet spot' type of features. This isn't a Q&A type thread, just general curiousity where I'm just thinking out loud. Having use the crossbow in PUBG is awesome that I felt far more satisfaction than using a machine gun type weaponry.


    I'm curious how bows shall play. How satisfying they'll be when you let them off to kill enemies. I hope we'll have a lot of targets to knock out upon the second major update. Can we at the very least havetarget practice items? Having killed a few people in PUBG has me wondering if we'll have those 'sweet spot' kills in Rising World as well of shooting something, then seeing some indication of having knocked them out. Some connection notification while also feeling the weight of the weapon in your hand. I find that letting off bows and crossbows makes things highly satisfying, or those WW2 rifles where you can 'feel' the hit. General FPS games simply spam bullets where you can't really savour the shots.


    For modern survival weaponry shall be interesting to have semi-slow firing modern survival guns allowing you to 'feel' that hit. A hunting rifle/musket having a NE-NW-SW-SE type arrows popping around the crosshair when you successfully hit something.


    This isn't just PUBG, yet it's the highlight of my thoughts. There's Skyrim, Mount & Blade: Warband, and anything with 'slower' weaponry. It's been awhile since I played anything that fired projectiles that PUBG is up there. I can't nudge '7 Days to Die' with how rare guns seem to be.


    ------


    - Note: I'm aware Rising World isn't a 'FPS' type game, yet shall have survival oriented weaponry that I'm hoping they'll be worthwhile & satisfaction craved when you use them for when you fire them to then see a hit & kill.

    The above is a spambot, and needs to be deleted asap.


    -----------


    - Euro Truck Simulator 2 - [Doubles update]:


    Both Euro Truck Simulator 2 & American truck Simulator updated to add doubles & triples into their version. Doubles are in all states for ATS and in Scandinavian nations in ETS2; Triples only in Nevada. It's a nice welcoming addition adding more difficulty and variety to the game by giving you more ways to drive to deliver your cargo. Light flares have been fixed to be softer and more natural, something you can make out the detailing on the vehicles where it actually appears proper, and sharper.


    A nice amount has changed. Even driving from Kalmar to Bergen was quite a journey. Once I reached Norway the terrain changed rapidly into a mountainy area looping you around places, even going underground to find two roundabouts...... Lovely Norway scenery.

    I must thank @Minotorious for sharing this because it's something I feel we needed in the open world genre, as well as the zombie genre to be more 'casual' survival without the stupid 7 days crap. Just pure environment, vehicles, and zombies as you survive the elements.


    -----
    - Kickstarter: https://www.kickstarter.com/pr…e/dead-matter/description
    - Homepage: https://playdeadmatter.com/
    - Youtube: https://www.youtube.com/channel/UCYXv_gE6LCeLsUmNLrRcxaA
    -----



    Quote

    Dead Matter is a true sandbox survival horror. Players will fight to survive in a zombie-packed, post-apocalyptic world that fosters whichever play-style fits you best. Settle down and defend your home from outside threats with an expansive crafting and barricading system, cultivate and live off the land, or branch out, explore, and scavenge whatever vehicles, weapons, and food you may find in a zombie-plagued Alberta - alone, or with your friends.
    Originally released as a mod for Crysis 2 back in 2013, Dead Matter has been a long time passion project for us, and we're very excited to show what we've been working on.


    --------


    - Features:




    • Survive in Calgary, Alberta because that's where the developers are based at. Eventually wander your way to Vancouver and back with proper amounts of resources and supplies.
    • Claim any building to be your own. Barricade & fortify it however you desire.
    • Place items (furniture) wherever you please.
    • Play how you want, be where you want, settle where you want. "Fits any play style".
    • Play on a heavily populated dedicated server, or a standard private server with friends.
    • Interact with surviving NPCs doing what they must to survive in a hostile zombie world.
    • Drive vehicles, customize them, and repair them. Cars, planes, trains, boats, bikes, motorbikes, and etc.
    • & more.....


    -----------


    - My Thoughts:


    This seems like a cool concept. Sure, there's many zombie games (main one being '7 Days to Die'), yet this one seems highly unique to me because of how I see things being implemented. The whole bit where you can make a base anywhere, can place items freely, as well as doing things at your own pace without being swarmed by zombie hoards every 7th day, something I find idiotic. I hate the zombie spitters, and all those 'fantasy' zombie variations that I'm hoping it'll stay at standard. I can see this game being a very serious competition & rival to '7 Days to Die' in how free and wild you can be in this game, survival elements allowing. I feel that this game gives off a nice mix of 'Fallout' game & 7 Days to Die mix in one. It's a nice mix.


    It'll be more about the environment where you have to choose the best outcome, chose where to base yourself, among other things. Even having to deal with surviving NPCs, military camps, and etc. You'll have to deal with food, water, power, as well as given the option to fortify trains, planes, vehicles, as well as customizing vehicles. Boats were mentioned, and even helicopters, something that's tickling my fancy.... My sweet spot in these open world games. Having helicopters, planes, trains, boats and such is awesome. You can do things you can't do in 7 Days to Die (something that's in vehicle alone), as well as being able to travel between Calgary and Vancouver, when the game manages to get that far that is. You'll have to make sure your resources are stocked up to tackle any issues when traveling quite a while away. I'm absolutely loving the whole part where you can hole up at a gas station to make that your vehicle base. That, or even claiming an airport or train station as your own as you score a train and planes to be your surviving elements.


    As much as people mock zombie games I have to back and support 'Dead Matter', even if it's just another drop in a filling bucket because of how features are being implemented. It'll be a serious competition for '7 Days to Die', as well as being more 'common sense' styled that it'll be more fun that way with how 'free' it's planning to be. No stupid BS, just straight surviving, or so it seems to be on paper. I'm simply hoping that these Canadian won't betray their fellow Canadians and gamers by actually seeing this through to the very end.


    As much as people hate zombies & Minecraft, I really want to see this genuinely 'realistic' take on zombies because it'll be far more rewarding and awesome in the end. What I'm also hoping for is that it'll see a lot of variety when it comes to customizing your bases and such with furniture and items.


    I backed this game so here's to seeing how it'll fair in the future. :thumbup:
    (This being a Canadian game also is a nice bonus that I feel a nice sense of Canadian pride in this.)

    - [0.8.2.4] Rising World - Canadian Tower & Other Thoughts:



    Finally managed to find a proper video rendering software (thanks to Joni) that I'm now able to make videos again. May struggle for a bit, yet glad to be back in the mix. Can finally compile & render the videos out properly again. I'm quite happy I can even insert images to show what I'm actually going on about, yet a few transition issues slipped through.


    This video is about my Canadian Tower for Canada's 150th showing off the first three floors with my expanded thoughts on things. Discussing what I've done, and what I'm going to do further while showing examples of how I built the way I've built it. I even occassionally tackle the 'Player Foundation' update. I'm hyped for what I've done, and what we're going to be that I want to be there (with my videos) when Rising World updates. I also know it's late, yet happy belated Canada Day in that delayed video manner. :whistling:


    There's also an issue for Red51 to make note of from 16:45 onward with the glass windows.


    Enjoy!

    None of those worked properly, yet I must thank August 2017 version of Joni for recommending Kdenlive. Currently testing it out to see if I can go back to making videos again without issue, yet I've noticed other weird errors popping up on the side that it's concerning. My explorer window to my external froze up and Steam client won't boot up.


    Making a new video to get back into the grove of things while also aiming for those 10 min video sweet spots. :D

    We can have space, but as Red51 said that anything that's not on the list shall be considered when the main stuff Red51 wants is crossed off the list. Modding may get to it first, than vanilla after such. It all depends on how everything shapes itself that we'll have to see how it all flows.

    Joni, we need to make you an ingame Rising World shirt with a Rising World logo behind the word "YEP!" in proper 'classy' font.


    Also, I forgot to mention that 'Lego Worlds' (at one point) had a preview of the spawning area that you could pick out a world with the the "best" spawn point. It wasn't that large, yet it was somewhere with where you could start off with as the world randomly generated around it. When Red51 is ready to tackle this proposal I wonder if we can gain a preview window of how biomes shall appear within your selection of choice.


    https://vignette4.wikia.nocook…/latest?cb=20150603210523


    You would see a rotating snapshot of the spawn area in Lego Worlds.

    Took me awhile to understand what Mino tried to propose, yet I finally understand it (That drama we had on Steam). I love the idea where you can pick and choose what biomes are nearby, also because it simplifies processes before hand. Just pick what's nearby and have fun. Even decorate the spawning a bit with a makeshift lake, or a nice desert biome so we can make glass.


    The other thought to this is that we should eventually see biomes becoming progressively different where there's a 'hot zone' & a 'cold zone', similar to how Minecraft does it with biome dividers, rivers, oceans, and all those sorts. Granted, that's going to be much harder & longer, yet needed to be mentioned.


    Mino, I finally understand what you proposed that I +1 it. Instead of having to go 5,000+ away you can have biomes at your fingertip. It makes checking out updates all that much easier.

    Yeah, when it comes to vehicle building I really want Red51 to allow us to build every component out in the world. The moment I see him add it into a crafting bench, and keeping it there (Note: Keeping), is the moment I"ll curse at him because vehicles then lose their worth & value right there. They should be special entities. The frame, the body of it should all be built outside so you can then build a workshop around it to keep it safe from the elements. It was very fun & immersive building the boat tips on either end, as well as the frame, the seatings, and etc. You would need to build the shell first, then the components, then piece them together to then place them together. You had a successs rate which would dictate if your boat was seaworthy or not that you even had to strengthen the boat afterwords if it failed to reach a specific percentage in seaworthyness. What Rising World could do without would be the success rate. We should simply get the resources, slam it together, and be proud of how our vehicles come out.


    The simple stuff at first, such as carts, wagons, rafts, boats, and etc should be built in phases and parts. We would then go up into cars where we would have to build the chasis, the engine, the seats, and then the 'extra' stuff such as the radio and all that. Somewhat detailed to 'Euro Truck Simulator 2', yet not as detailed to 'My summer Car' game, both of which you can examine on Youtube.


    Red51 should see, after these big updates, about giving us the ability to move structures around in a 'Movecraft' manner. by classifying them as certain vehicles. Just give us one activation block/item type (a set of steering wheels) to then probably connect it with the API side of things so we can then smoothly glide around the world, or to even sail on the water. Even underwater, or on tracks. Just build your thing on dirt or stone, add a steering device, then off we go roaming about that we would have our own airships, our trams, boats, and etc in a more complex manner as it probably would lag the game the more complex we go with the vehicle builds.


    As a sidenote to Rising World's take on Movecraft we should have some 'fantasy' items for museum purposes to attach to the API side of things with big air balloons, and such. There's so much we can do that I'll stop it there.

    {Snippet from the ATS & ETS2 Thread I felt needed its own topic for a more 'Rising World' focused response.}



    Yeah, I just love it when developers go the extra mile to make content that seems 'random' to people with that 'passione project' vibe to it. Just having fun for the sake of having fun that we can all have fun on the side. I'm quite curious to recall or to even see the side things of how Red51 had fun with developing the game. What digital content did he make which seemed 'random', yet full of love for the game? Maybe it's still "too soon".


    It might be the dungeons, or what's in them with the torture device. Maybe it's the preview images for the updates, or something. Something that is 'random', yet shows Red51 is proud of his game. Please let this not be 'rambly' or 'confusing' or I will strangle whoever claims it is. :D