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Why decide to join games in development on GOG?

“We want to develop Descent: Underground with gamers and incorporate their feedback by giving them access to the game before it is officially released. GOG’s games in development allows more gamers to participate in this development process, greatly expanding the pool of ideas and testing feedback we can use to make the game even better.

The team behind Descent: Underground has a long track record of community involvement, including forum participation, live video streaming, and more than 150 episodes of weekly "inside look" web shows that help gamers see behind the curtain.”

Approximately how long will Descent: Underground be in early development?

“We expect the game to be in development through early 2017.”

What do you plan to change during development?

“The full version of Descent: Underground is planned to have considerably more features than the initial in development release.

Planned features include:

Several role-based ship types with richly-detailed tech trees, unlocks, and customizations
Lots more weapons, gadgets, and tools to rule the battlefield
Loads of core multiplayer maps with numerous variations based on game mode
Virtual Reality and Full Controller support
Additional game modes to master solo and with friends
Better matchmaking, friends-list integration, player-run organizations and teams, cross-platform play, and cooperative missions
Multidisciplinary leaderboards, achievements, ladder rankings, detailed player statistics, and worldwide tournament play
Interactive environments, including destructible terrain elements, resource mining, hidden passages, and more
Support for player-made maps and content, modifications ("modding"), LAN games, and private servers with customizable match settings
Career progression with meritocratic rankings and perhaps even some "off the books" jobs from the ruling megacorporations
A rich and complex metagame in which the outcome of multiplayer matches affect the larger game world
Singleplayer story missions that breathe even more life into the game world

What is the current state of Descent: Underground?

“Descent: Underground now includes nine ship classes, five types of cannons, four missile varieties, seven game modes, and ten maps- with more to come!
Ship classes include: Generalist ("Wasp"), Tank ("Panzer"), Healer ("Shaman"), Damage ("Typhoon"), Scout ("Predator"), Thief ("Warlock"), Miner ("Auger"), and Hauler ("Goliath").
Primary Weapons include: Laser Cannon, Quad Laser, Vulcan Cannon, Frag Cannon, Plasma Cannon, and Fusion Cannon.
Missiles include: Concussion, Homing, Smart, and Mega Missiles.
Current game modes include: Corporate War, Miner Mayhem, co-op Survival & Vs. Bots, Anarchy & Team Anarchy (deathmatch), and Conquest.
Plus gadgets, tools, afterburner, special power-ups, and lots more!”

Will the price change on release day?

“Our official release should approach AAA-quality and we plan to price the game accordingly. We may gradually raise our price as new features are added and we near final release.”

How can the community participate in the development process?

“Descent: Underground is already incorporating ideas and feedback from the community! For example, community members contributed detailed flight and controller mechanics as well as backstory concepts.

We are even including a fully fleshed-out enemy robot developed entirely by the community!

We plan to continue this process with the help of early Games in Development gamers. We plan to support player-made maps, content, and mods.”
How does online play and GoGs drm free stance work. Do you need to sign up on their website or something similar?
Could not help it: It was an involuntary, convulsive, click on the "Buy" button, even before I could read OP. I very much hope this works out well. (Still playing Descent I and II, once or twice a year.)
Good Luck!
since its matchmakung based - i bet it requires galaxy, I, personally like galaxy , but I dislike matchmaking.
According to FAQ they'll have dedicated servers on release
vemin has it mostly right. We do use Galaxy for online authentication, however, we do not have skill-based matchmaking yet, and, even when it does, the game will not be wholly reliant on it. We have (and will continue to have) a server browser. So we don't use Galaxy's matchmaking component. We just use it to be able to know who's who, for stat tracking and (later on) various forms of progression.
Will there be a Linux version on Gog aswell?
Steam has one, but I want the DRM-Free version
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Zelux: Will there be a Linux version on Gog aswell?
Steam has one, but I want the DRM-Free version
Until a Linux version of Galaxy is released, we're holding off on putting Linux-DU here. We don't think it'd be fair for Linux folks to only have access to a non-online version of the game, especially at this point.
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Zelux: Will there be a Linux version on Gog aswell?
Steam has one, but I want the DRM-Free version
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Pixley: Until a Linux version of Galaxy is released, we're holding off on putting Linux-DU here. We don't think it'd be fair for Linux folks to only have access to a non-online version of the game, especially at this point.
aah I can see the reason for that. Well thanks for the response :).
Plans for nvidia 3dvision support?
(Btw., the movement, you nailed it. I felt immediately at home. ^^)
The planned features sections seems to focus on multiplayer.
Will the amount of singleplayer content be comparable to Descent 1, 2 and 3?
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Zelux: Will there be a Linux version on Gog aswell?
Steam has one, but I want the DRM-Free version
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Pixley: Until a Linux version of Galaxy is released, we're holding off on putting Linux-DU here. We don't think it'd be fair for Linux folks to only have access to a non-online version of the game, especially at this point.
Your argument for not releasing DU on linux without native linux Galaxy seems logical. However, being an avid gamer and a linux user, I feel that this approach is very restrictive to your user base. I am willing to spend money on the game to only play the single-player campaign - I really have no interest in online gaming. In fact, speaking as someone who is only interested in single-player games, I find that the Galaxy client and the Steam client only add overhead and complications to me playing the games I want to play. I certainly hope you guys reconsider your stance on placing the Galaxy requirement for a linux release.

I guess I would also apeal to GOG to release a lilnux version of the Galaxy client if this is what is holding some of the publishers from release Linux version of their games on your platform.
Post edited December 22, 2016 by desic
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Pixley: Until a Linux version of Galaxy is released, we're holding off on putting Linux-DU here. We don't think it'd be fair for Linux folks to only have access to a non-online version of the game, especially at this point.
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desic: Your argument for not releasing DU on linux without native linux Galaxy seems logical. However, being an avid gamer and a linux user, I feel that this approach is very restrictive to your user base. I am willing to spend money on the game to only play the single-player campaign - I really have no interest in online gaming. In fact, speaking as someone who is only interested in single-player games, I find that the Galaxy client and the Steam client only add overhead and complications to me playing the games I want to play. I certainly hope you guys reconsider your stance on placing the Galaxy requirement for a linux release.

I guess I would also apeal to GOG to release a lilnux version of the Galaxy client if this is what is holding some of the publishers from release Linux version of their games on your platform.
We do want to release the Linux version on GOG and once the single-player missions are ready, we will probably do so. We wanted to make sure that Linux users could get a more complete experience in offline mode before we put it out there.
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desic: Your argument for not releasing DU on linux without native linux Galaxy seems logical. However, being an avid gamer and a linux user, I feel that this approach is very restrictive to your user base. I am willing to spend money on the game to only play the single-player campaign - I really have no interest in online gaming. In fact, speaking as someone who is only interested in single-player games, I find that the Galaxy client and the Steam client only add overhead and complications to me playing the games I want to play. I certainly hope you guys reconsider your stance on placing the Galaxy requirement for a linux release.

I guess I would also apeal to GOG to release a lilnux version of the Galaxy client if this is what is holding some of the publishers from release Linux version of their games on your platform.
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dunkelza: We do want to release the Linux version on GOG and once the single-player missions are ready, we will probably do so. We wanted to make sure that Linux users could get a more complete experience in offline mode before we put it out there.
Thanks for clarifying...good news indeed.
You list full controller support. I have a Logitech Force Feedback controller with an Analog throttle. Will you support controllers like this?
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Pixley: vemin has it mostly right. We do use Galaxy for online authentication, however, we do not have skill-based matchmaking yet, and, even when it does, the game will not be wholly reliant on it. We have (and will continue to have) a server browser. So we don't use Galaxy's matchmaking component. We just use it to be able to know who's who, for stat tracking and (later on) various forms of progression.
Would it be fair to say that you do not have now, and plan not to add, any support for playing over the Internet for users who cannot or will not use GOG Galaxy? I have had sufficient problems with GOG Galaxy that, from my perspective, a game which requires GOG Galaxy for multiplayer may as well not have multiplayer at all. From what I can tell so far, Descent: Underground would be appealing primarily for its multiplayer, so if there is no usable Galaxy-free multiplayer, that would disqualify the game for me.

A source port (DXX-Rebirth) derived from your predecessor offers, among other modes, direct peer-to-peer play when the guests know the host's IP address, which the players can communicate out-of-band via IRC, IM, e-mail, etc. I like this mode because it will work long after any matchmaking provided by GOG or by your company is discontinued. I already know who I want in my games and how to contact them, so the minor inconvenience of out-of-band coordination is irrelevant to me.