Oh dam! I thought Take Two made HarvesteR sign some anti-competitor agreement to not make another space based game like KSP, that's why HarvesteR went and made BALSA.
@@MrRoblcopter probably, but these generally have a time limit, which might be up. Or they might be tied to private division existing, ksp2 being in development or a long list of other things that are no longer the case with how things are. You can't violate an anti-compete agreement if the company that is meant to be protected by it doesn't exists anymore. Or he might've just gotten it dissolved.
@@TheCreat Seems it may have been for 5 years or so, since he was going to get Royalties for the original KSP, but that's a good point on PDs dissolution, could have freed him up from that non-compete.
Nice to see an in-house engine, I think that's the best way to really push the performance. While it can be done in other engines, having something like planetary gravity built right in will not only make the development easier, but more performant!
I wouldn't just call it a means to push performance but that that's how KSP should have been made in first place. The entire game is a hack because general purpose engines have zero tools to make a proper space sim, which is in large part source the bugs in the game.
If you want to know who now owns the IP for KSP all you need to do is start infringing on the rights of KSP and someone will send a cease and desist letter. Announce your making and selling KSP branded merch. That will get the license holders excited.
Cease and Desist is often prelude to a civil suit. The game maker can't risk that, as a suit could expand its scope to cover their entire project, and be debilitatingly expensive to boot. Not worth the risk at this stage.
@ not saying it should be the game maker. Could be any interested party. Make a fake website selling fake IP infringing soft toys or whatever. Post adverts to the site on any KSP forums, discords and social media. Someone will come knocking. Then we will all know who owns it now.
@@NoSTs123 hey I’m not going to do it. I’m just saying, if someone wanted to know who bought the IP, that’s a sure fire way of finding out. Let us know how it goes.
@@danilooliveira6580 It moved engines, scripting system and essentially 90% of systems back in 2018. DayZ is awesome today and remains the king of hardcore, multiplayer massive persistent open world survival games.
Well I early accessed it without a second thought....it's rarely I do, Baldurs gate 3 and Elite also Everspace 2...all came good...mostly. But then KSP2 taught me that even the most sure of bets can fail.
Really hope Rocketworkz will Expand KSA with Stationeers style maybe combine them, as it really builds on the KSP vibe and would make the perfect base building module for a space game like KSP was
The KSP community wants the delivery of what the Intercept Games team promised. Merging KSA with an exidting property like Stationeers might not help either title.
The sad thing is i hope this doesnt mean the resurrection of KSP2. If Rocketwerkz have proved anything its that unity and ksp2s core were never an improvement and it was only going to lead to disappointment. Ksp2 should stay canned.
that hittting on unity is complete and utter nonsense. It`s sucha stupid meme. Even HarvesteR himself made clear (in the long Matt Lowne interview on the death of KSP2) that any engine would be a chellenge for it.
Engines always have edge cases that you hit when you do things very different from your average game. Just as an example Unreal Engine 4 will get weird once you are about 20 km from the center of the coordinate system / level. Also, stacking floating point errors is a thing.
@@klti0815 ksp is an edge game that you have to make work with any engine you chose. there is nothing inherently better or worse about Unity. Just google a list of Unity games to debunk that stupid meme... Recent trouble over their licensing model excluded.
Any engine can do it this kind of game, it just takes a lot of work and planning to ensure you don't code yourself into a dead end. The primary limitation for any engine (yes, even custom ones) is 32-bit floating point precision. At around 20km from the origin the physics and rendering starts to noticeably glitch. Physics is relatively easy to solve by using a 64-bit physics engine, but rendering can't just be changed to 64-bit because consumer graphics cards don't support 64-bit floats (or have a significant performance penalty). The most common solution is called origin shifting, where if the camera/player gets too far from the origin, all entities and the camera/player are shifted back by some amount to keep them close to the origin. It's pretty straightforward to implement (just a bit of trickiness in keeping track of the _real_ position vs the _render_ position) but some engine features may not play well with it (particularly if you're using built-in multiplayer features, or global illumination stuff or whatever). However, it still doesn't solve other issues, like really really far away objects being clipped by the far clipping plane. A solution to that is to have a second camera rendering a smaller-scale version of the universe underneath the primary view (which I believe is how KSP1 does it) but that's yet another level of complexity. It's all eminently solvable, but each little bit of fakery adds another level of mental load when working on the game and another potential source of bugs.
ICARUS is one of my favorite survival games and the WEEKLY content update cadence was truly awesome and they continue to keep those coming to this day. I'm sure this game has a very long way to go, but when it does release, I would expect very good post-launch support/updates.
I hope they improve in things like the management aspects of the game and objectives. I remember a KSP1 mod that added satelites that could scan the surface of planets and make maps of them. Stuff like that, having to build satellites for long range communication and space stations would give it more fun content
Too early to say if this "spiritual successor" will actually succeed but I hope it does. KSP reminds me somewhat of Roller Coaster Tycoon that was heavily monetized and mismanaged by its new owners and so when Planet Coaster turned up the old franchise became basically dead and buried with the fans moving over. Same happened with SimCity and Cities: Skylines.
I am sooo looking forward to this game! I can hear my wife now "Did you go save that kitten yet?" I'm on my way to rescue (play the game) that kitten right now! Genius...
i would like it included some failurie mechanism in the furture, in every space program you fight agains failuries and improve the hardware agains failuries is mandatory,
Grab the Cat Quest trilogy instead, srsly. Coming across Dean Hall makes one just wanna hit the admiral's bell right after the cat shot and pull the ejection handle right after that...
Games might not get bigger than GTA6, but GTA6 is missing out on one sale it probably would have otherwise got because of this. Take-Two lied about closing the studio and acted fraudulently in continuing to sell KSP2 as a full price pre-order after the closure. So now I will treat them with same the contempt that they have shown towards their customers.
Take Two: We excel at making AAA games. We're good at that, that's our focus. Also Take Two: The rocket game *WE* made didn't make money... The absolute fallacy of their reason for selling Private Division and its IPs is ridiculous. If Take Two really do make AAA games, then why was KSP2 *not* a AAA game? They don't make "AAA" games, they just make identify the current trends and make a game around that and then sell it, with marketing aimed at kids - who ask their parents to buy the game - and young adults. Then they'll iterate on that every so often to keep it relevant. That's not AAA, that's milking "Ol' Reliable" based on current societal trends. Very few developers have actually made a serious good game - a game worth investing serious time, effort and energy into (to learn/master) that provides something worth that time, effort and energy at the end. Obviously 'good' is extremely subjective but can anyone honestly say that any of the games they've played recently had a 'good' ending that left them satisfied, or left them with a feeling of accomplishment at the end? A game that gave you the tools, but it was up to you to use them appropriately? No metas, no macros, no micros, no APMs just "This is what you've got to do, this is what you have to do it with, this is what you're doing it for - how you get there is up to you..." KSP was hard for me initially. In the end, I still haven't landed Kerbals on any body outside of outside of Kerbin and its moons - except for Gilly(? - Duna's moon, Jeb and his 3 other crew mates are stranded there until I can get more fuel to them). Me getting to the Mun and Minmus were achievements in themselves for me. I'm not 'dumb'...maybe a little bit...but it took me ages to wrap my head around orbital mechanics. Even docking in orbit around Kerbin was a massive thing for me. But when I *finally* was able to figure it out in my head, I felt like all the frustration I'd experienced prior actually *meant* something. My hopes for KSA, or whatever it ends up being called, is that it can do both - it can be a serious real-life current/near/far future spacecraft building space exploration simulator/game and also be the less serious, more cute/chill spacecraft building space exploration experience. It could have a mode that is "Real Life", that uses Sol and realistic solar systems based on current data and uses historical/current/near-future technologies to explore Sol; and a "Kitten mode" (for lack of a better name at this point) in a fictional solar system/galaxy/universe that is scaled down and provides the scratch (cat pun not intended) for the more absurd itches mad genius rocket builders get - up to and including interstellar travel.
Don't laugh at me but this : " A game that gave you the tools, but it was up to you to use them appropriately? No metas, no macros, no micros, no APMs just "This is what you've got to do, this is what you have to do it with, this is what you're doing it for - how you get there is up to you..." " I can say I get that with ... The Sims 4. I know. What in the hell? HERESY, etc ,etc ,etc but hold on : - I... let's say, managed a way to avoid having to pay overpriced DLCs from EA (and still enjoy them content.Yeah I'm sure you got the idea) - The absolutely insane amount of mods available for the game make it so I can't basically make it exactly the way I want, and thus tweak and change my gameplay experience, when I want, how I want it, whenever I want it. Which is pretty a freaking satisfying experience! Anyway, so, yeah.
You seem to be perceiving what I perceived about Take2 from a different perspective: Their behavior and decision-making is investor-driven. The investors _always_ want to know if something is going to be profitable. And Take2's approach to managing KSP2, in my mind, reflected that. They had no comprehension of or concern about what the playerbase - the gaming and modding community that drove the success of KSP1 - actually wanted. Instead, it seemed to me in hindsight, that they wrre trying to 'tick a bunch of marketing boxes.' What Rocketwerkz is doing seems like the right path to a playable, worthy successor to KSP. And they are an Indie studio - indie ownership, indie titles, indie creators. I'm one of the few that didn't get fully invested in KSP2, so I can still afford some hope.
Icarus is available on steam. Its somewhat of a building, crafting, survival game. Kind of in the vein of Valheim or Ark: Survival Evolved. Unless there's more than one game named Icarus?
As someone with well over 500 hours in Icarus, I can tell you that 1) the game exists, 2) it's been receiving one update a week for the past two years without missing a single beat, and 3) isn't polished to the highest AAA shine still - which is to be expected because Rocketwerkz isn't a AAA team, they're AA. And Icarus is a pretty good AA game.
The real issue of KSP1 was the performance problems, when you wanted to build spacestations with a couple of parts. back then it made me quit the game, cause it hindered me in my creativity to go forward. KSP2 has also performance problems and brings also other problems with it.
I hate the clickbait. Nothing is known about the game, the title is not even decided upon yet and shedding too much light on a project that has barely just started (meaning we are years before anything playable will be released to public) will probably hurt it long term, though the devs are consciously sharing their progress quite a lot. Let's give it some time and if it's promising, it should draw attention organically. This just looks like a very early demo preview on a WiP game engine, so not "A New FRONTIER In Space". Let's just be realistic here and let them work on it.
no disrespect to KSA but KSP2 needed to actually be good in order for it to deserve a successor. for example KSP 1 is already the successor to KSP2 which makes perfect sense. what you meant to say in the title is that KSA is KSP1 successor
@@johnvl6358I dunno man. He seems like a really bad designer with a track record of bad games filled with poor decisions and meandering direction. He's also one of those devs who suffers under the illusion that making a game tedious is the same as making it good.
No one that ever worked on KSP or KSP 2 will ever sell me a game. Harvester is a conman and if he's involved in it at all, it will rip off everyone that invests in it.
Thats the point of industry this days. Game launchs. People buy it. Reviews are negative. Ok! Lets fix it! Noooo. Lets do and launch a new game that will provide what people want. And people will buy it. We put ourselves on this "only money matters" state of game industry.
That's when investors get involved. When a company that can manage costs and timelines want to make something, it has become highly desirable to include modding in sandbox/simulator games (esp. those that don't have a subscription model) because that lightens the burden on the developer to produce content and gameplay updates. Accomodating modders with dev tools allows the game to stay relevant and playable for longer, and reduces both the length and steepness of the technical support lifecycle post-release. Case study: Starcraft II
the moment i saw that take two had taken over KSP i knew KSP 2 was doomed to fail....funny that, i had the same reaction when i saw Bethesda's Starfield game was coming out on creation engine yet again, doomed to fail, most AAA games companies now just suck, all money and no passion.
Dean Hall? OK, hard pass. That name is instantly ringing complete and utter red alert alarm bells for me. Dude never ever managed to finish up anything he touched and he loves leaving stuff he started right in the dust. He's widely known for that.
i dont think its a good name for the game. Kittens in a space game sure sounds fun but i would prefer aliens like kerbal or even space monkeys. Monkey space agency MSA or program MSP
why kittens? why not just use humans and come up with some really interesting lore. kittens are cute don't get me wrong but there isnt anything interesting or well.. "gripping" about the idea of KSA. been there, done that with kerbal. got grifted and now I just don't care.
Thats just down right sleazy and a weak attempt to avoid all wrong doing of KSP2. At least KSP1 cant be ruined or taken away from us as it's in good hands of the modding community 😎
The most crucial fact we know about KSA is that HarvesteR, the original creator of KSP, is part of the team. That's all I needed to know.
it also has blackrack
I hope then it’s not a Callisto protocol situation.
Oh dam! I thought Take Two made HarvesteR sign some anti-competitor agreement to not make another space based game like KSP, that's why HarvesteR went and made BALSA.
@@MrRoblcopter probably, but these generally have a time limit, which might be up. Or they might be tied to private division existing, ksp2 being in development or a long list of other things that are no longer the case with how things are. You can't violate an anti-compete agreement if the company that is meant to be protected by it doesn't exists anymore. Or he might've just gotten it dissolved.
@@TheCreat Seems it may have been for 5 years or so, since he was going to get Royalties for the original KSP, but that's a good point on PDs dissolution, could have freed him up from that non-compete.
I hope they calculate everything in meowtons.
No, nintendo ninja will sue 😢
Guffy
*mewtons
My heart skipped a beat after reading this
💡
My girlfriend couldn't get on board with KSP but switch it to kittens and I'm sure she will be raving about the "Best damn game ever"
who wouldn't love the silly green creatures :(
Kittens? Then it ist "Furball Space Program"?
Nice one
😁 saluted
Brilliant. It allows them to use other small mammals as well.
Nice to see an in-house engine, I think that's the best way to really push the performance. While it can be done in other engines, having something like planetary gravity built right in will not only make the development easier, but more performant!
Well it makes game dev easier, but you also have to develop the engine
I wouldn't just call it a means to push performance but that that's how KSP should have been made in first place. The entire game is a hack because general purpose engines have zero tools to make a proper space sim, which is in large part source the bugs in the game.
KSA: Kitten Space Program is just a working title - the protagonists and game name are currently undecided.
True, we're just witnessing a prototype.
Nya, don't think so.
The Kilrathi Council objects.
The 'Kraken,' no... I think Clang is spreading...
All hail CLANG! Without Clang, gravity drives would not be possible.
Clang and the Kraken are two mad gods of physics fighting each other.
kraken makes things wobble, clang makes things impact
If you want to know who now owns the IP for KSP all you need to do is start infringing on the rights of KSP and someone will send a cease and desist letter.
Announce your making and selling KSP branded merch. That will get the license holders excited.
Ferb i know what we're doing today
Cease and Desist is often prelude to a civil suit. The game maker can't risk that, as a suit could expand its scope to cover their entire project, and be debilitatingly expensive to boot. Not worth the risk at this stage.
@ not saying it should be the game maker. Could be any interested party. Make a fake website selling fake IP infringing soft toys or whatever.
Post adverts to the site on any KSP forums, discords and social media.
Someone will come knocking. Then we will all know who owns it now.
@@NoSTs123 hey I’m not going to do it. I’m just saying, if someone wanted to know who bought the IP, that’s a sure fire way of finding out.
Let us know how it goes.
All you would find out is who their lawyers are.
With DayZ dev involved, the absolute JANK of the kerbal future is in the right hands.
To be fair DayZ is jank because it started with a jank engine. It was an Arma mod after all.
@@danilooliveira6580 It moved engines, scripting system and essentially 90% of systems back in 2018. DayZ is awesome today and remains the king of hardcore, multiplayer massive persistent open world survival games.
@@SpainSpace Were you paid to say this?
@@ajet0452 i was paid for them to say it
I simply love the way how you make clips. One of the best I hear with that video.
KSP was fun. Ksp2 I never played because of all the negative things I heard about it. Another Ksp style game would be amazing.
Well I early accessed it without a second thought....it's rarely I do, Baldurs gate 3 and Elite also Everspace 2...all came good...mostly.
But then KSP2 taught me that even the most sure of bets can fail.
Really hope Rocketworkz will Expand KSA with Stationeers style maybe combine them, as it really builds on the KSP vibe and would make the perfect base building module for a space game like KSP was
Ive seen the complexicity of Stationeers, that would make it a Greg Tech of space building. Im fine modules like in KSP, creating easy colonies
The KSP community wants the delivery of what the Intercept Games team promised. Merging KSA with an exidting property like Stationeers might not help either title.
The sad thing is i hope this doesnt mean the resurrection of KSP2. If Rocketwerkz have proved anything its that unity and ksp2s core were never an improvement and it was only going to lead to disappointment. Ksp2 should stay canned.
that hittting on unity is complete and utter nonsense.
It`s sucha stupid meme. Even HarvesteR himself made clear (in the long Matt Lowne interview on the death of KSP2) that any engine would be a chellenge for it.
Engines always have edge cases that you hit when you do things very different from your average game. Just as an example Unreal Engine 4 will get weird once you are about 20 km from the center of the coordinate system / level. Also, stacking floating point errors is a thing.
@@klti0815 ksp is an edge game that you have to make work with any engine you chose.
there is nothing inherently better or worse about Unity. Just google a list of Unity games to debunk that stupid meme... Recent trouble over their licensing model excluded.
Any engine can do it this kind of game, it just takes a lot of work and planning to ensure you don't code yourself into a dead end. The primary limitation for any engine (yes, even custom ones) is 32-bit floating point precision. At around 20km from the origin the physics and rendering starts to noticeably glitch. Physics is relatively easy to solve by using a 64-bit physics engine, but rendering can't just be changed to 64-bit because consumer graphics cards don't support 64-bit floats (or have a significant performance penalty).
The most common solution is called origin shifting, where if the camera/player gets too far from the origin, all entities and the camera/player are shifted back by some amount to keep them close to the origin. It's pretty straightforward to implement (just a bit of trickiness in keeping track of the _real_ position vs the _render_ position) but some engine features may not play well with it (particularly if you're using built-in multiplayer features, or global illumination stuff or whatever). However, it still doesn't solve other issues, like really really far away objects being clipped by the far clipping plane. A solution to that is to have a second camera rendering a smaller-scale version of the universe underneath the primary view (which I believe is how KSP1 does it) but that's yet another level of complexity. It's all eminently solvable, but each little bit of fakery adds another level of mental load when working on the game and another potential source of bugs.
@@clonkex custom engines are absolute madness for a small team and project.
Meet the new boss, same as the old boss. Gameplay 10/10.
What! No pictures of kittens!
SPOILER!
Need to go on the web and find cat pics now ... 😺
think the moon is made from Kitty Litter?
Has to be, why else would they go there if not to get fresh new litter resources?
i just hope rocket workz was secretly the buyer 😅
maybe they can just take some assets and use the name for KSA
KSA certainly looks promising. Thank you for the video!
So at this point, we're just talking about an idea...
Kittens and Space, there is no way this can fail.
ICARUS is one of my favorite survival games and the WEEKLY content update cadence was truly awesome and they continue to keep those coming to this day. I'm sure this game has a very long way to go, but when it does release, I would expect very good post-launch support/updates.
I hope they improve in things like the management aspects of the game and objectives. I remember a KSP1 mod that added satelites that could scan the surface of planets and make maps of them. Stuff like that, having to build satellites for long range communication and space stations would give it more fun content
Well I hope so but I wont be early accessing it, I still recall DayZ
early access will be free, atleast at first, so there isnt really a reason to NOT early access it, atleast until it eventually becomes paid
they are building a KSP avengers team?
Too early to say if this "spiritual successor" will actually succeed but I hope it does. KSP reminds me somewhat of Roller Coaster Tycoon that was heavily monetized and mismanaged by its new owners and so when Planet Coaster turned up the old franchise became basically dead and buried with the fans moving over. Same happened with SimCity and Cities: Skylines.
"Juno: New Horizons" is a really good alternative
I am sooo looking forward to this game! I can hear my wife now "Did you go save that kitten yet?" I'm on my way to rescue (play the game) that kitten right now! Genius...
I hope the Kitten Space Agency developers have a voice actor or actress for a character for the tutorials like KSP2.
Hopefully they'll have the in-situ colony building like in ksp2 and not just awkwardly landing modules the whole time.
i would like it included some failurie mechanism in the furture, in every space program you fight agains failuries and improve the hardware agains failuries is mandatory,
I love your video thumbnail!! I really hope the real game looks like that.
I'll believe it when I see it. Dean Hall has a track-record for starting huge projects and then walking away with the money.
I really just wanted interstellar travel from KSP 2. I dont see a point of another KSP copy when KSP 1 with mods is more than enough.
Right on. They should really ditch the kitty thing that would because it just makes it all sound silly and not serious. Kerbals were at least unique
yea kinda sounds like either a furry fork or some discord mod thing lol
They can't, atleast not until they can get their hands on the kerbal IP
I'm not too concerned with the kitten thing, but that might jist be because I was always a StarFox fan, so I'm probably normalized to it.
Call it Gerbal Space Program then.
@therealjamespickering 🤣
People don't want another space game.
We want a definitive mod colab for KSP that overhauls everything keeping it vanilla.
you said kittens .. im like SOLD!!
Grab the Cat Quest trilogy instead, srsly. Coming across Dean Hall makes one just wanna hit the admiral's bell right after the cat shot and pull the ejection handle right after that...
The kittens are just a work-in-progress thing... Suuuuuure... As if they could remove them at any point. They can try.
I just hope it doesn't fall into the pitfalls of DayZ
finally a true space sim
I am still livid about this. They really ought to refund the purchases. I hope KSA delivers.
Ambitious.... but with a custom engine it may be a long time before we see it.
Sounds cool and stuff, but I'm not gonna wait several years for disappointment again.
Games might not get bigger than GTA6, but GTA6 is missing out on one sale it probably would have otherwise got because of this. Take-Two lied about closing the studio and acted fraudulently in continuing to sell KSP2 as a full price pre-order after the closure. So now I will treat them with same the contempt that they have shown towards their customers.
KSP2 doesn’t need a successor. It needs a class action lawsuit.
You need a game in the first place to talk about a successor. This is more of a replacement or alternative.
Kraken will be replaced by Greebles
You've got to be kitten me about the kittens.
It has kitten...instant success.
Take Two: We excel at making AAA games. We're good at that, that's our focus.
Also Take Two: The rocket game *WE* made didn't make money...
The absolute fallacy of their reason for selling Private Division and its IPs is ridiculous. If Take Two really do make AAA games, then why was KSP2 *not* a AAA game? They don't make "AAA" games, they just make identify the current trends and make a game around that and then sell it, with marketing aimed at kids - who ask their parents to buy the game - and young adults. Then they'll iterate on that every so often to keep it relevant. That's not AAA, that's milking "Ol' Reliable" based on current societal trends.
Very few developers have actually made a serious good game - a game worth investing serious time, effort and energy into (to learn/master) that provides something worth that time, effort and energy at the end. Obviously 'good' is extremely subjective but can anyone honestly say that any of the games they've played recently had a 'good' ending that left them satisfied, or left them with a feeling of accomplishment at the end? A game that gave you the tools, but it was up to you to use them appropriately? No metas, no macros, no micros, no APMs just "This is what you've got to do, this is what you have to do it with, this is what you're doing it for - how you get there is up to you..."
KSP was hard for me initially. In the end, I still haven't landed Kerbals on any body outside of outside of Kerbin and its moons - except for Gilly(? - Duna's moon, Jeb and his 3 other crew mates are stranded there until I can get more fuel to them). Me getting to the Mun and Minmus were achievements in themselves for me. I'm not 'dumb'...maybe a little bit...but it took me ages to wrap my head around orbital mechanics. Even docking in orbit around Kerbin was a massive thing for me. But when I *finally* was able to figure it out in my head, I felt like all the frustration I'd experienced prior actually *meant* something.
My hopes for KSA, or whatever it ends up being called, is that it can do both - it can be a serious real-life current/near/far future spacecraft building space exploration simulator/game and also be the less serious, more cute/chill spacecraft building space exploration experience.
It could have a mode that is "Real Life", that uses Sol and realistic solar systems based on current data and uses historical/current/near-future technologies to explore Sol; and a "Kitten mode" (for lack of a better name at this point) in a fictional solar system/galaxy/universe that is scaled down and provides the scratch (cat pun not intended) for the more absurd itches mad genius rocket builders get - up to and including interstellar travel.
Don't laugh at me but this : " A game that gave you the tools, but it was up to you to use them appropriately? No metas, no macros, no micros, no APMs just "This is what you've got to do, this is what you have to do it with, this is what you're doing it for - how you get there is up to you..." " I can say I get that with ... The Sims 4.
I know. What in the hell? HERESY, etc ,etc ,etc but hold on :
- I... let's say, managed a way to avoid having to pay overpriced DLCs from EA (and still enjoy them content.Yeah I'm sure you got the idea)
- The absolutely insane amount of mods available for the game make it so I can't basically make it exactly the way I want, and thus tweak and change my gameplay experience, when I want, how I want it, whenever I want it. Which is pretty a freaking satisfying experience!
Anyway, so, yeah.
You seem to be perceiving what I perceived about Take2 from a different perspective: Their behavior and decision-making is investor-driven. The investors _always_ want to know if something is going to be profitable. And Take2's approach to managing KSP2, in my mind, reflected that. They had no comprehension of or concern about what the playerbase - the gaming and modding community that drove the success of KSP1 - actually wanted. Instead, it seemed to me in hindsight, that they wrre trying to 'tick a bunch of marketing boxes.'
What Rocketwerkz is doing seems like the right path to a playable, worthy successor to KSP. And they are an Indie studio - indie ownership, indie titles, indie creators. I'm one of the few that didn't get fully invested in KSP2, so I can still afford some hope.
Wait, didn't Dean Hall release another space game, Icarus? I wonder whatever happened to that.
Probably the same as with every single one of his releases. Left to rot in eternal early acces pre-alpha state.
Icarus is available on steam. Its somewhat of a building, crafting, survival game. Kind of in the vein of Valheim or Ark: Survival Evolved. Unless there's more than one game named Icarus?
As someone with well over 500 hours in Icarus, I can tell you that 1) the game exists, 2) it's been receiving one update a week for the past two years without missing a single beat, and 3) isn't polished to the highest AAA shine still - which is to be expected because Rocketwerkz isn't a AAA team, they're AA. And Icarus is a pretty good AA game.
Just a reminder, in the long run we are all dead.
Bring it!
not holding my breath
The real issue of KSP1 was the performance problems, when you wanted to build spacestations with a couple of parts. back then it made me quit the game, cause it hindered me in my creativity to go forward. KSP2 has also performance problems and brings also other problems with it.
Please don't get bought out, please don't get bought out 🙏🙏🙏🙏
I hate the clickbait. Nothing is known about the game, the title is not even decided upon yet and shedding too much light on a project that has barely just started (meaning we are years before anything playable will be released to public) will probably hurt it long term, though the devs are consciously sharing their progress quite a lot. Let's give it some time and if it's promising, it should draw attention organically. This just looks like a very early demo preview on a WiP game engine, so not "A New FRONTIER In Space". Let's just be realistic here and let them work on it.
Will be nice to have a "real" KSP2.
I thought this games was discontinued.
I hope tom and jerry is like a diety to them
KSA can be the successor of KSP. But not of KSP2. KSP2 is not existing (or it's just a scam).
Long life to KSP ! Maybe welcome to KSA !
Dunno if I trust rocketwerkz given it is run by dean hall who is known for starting ambitious projects then abandoning them.
no disrespect to KSA but KSP2 needed to actually be good in order for it to deserve a successor. for example KSP 1 is already the successor to KSP2 which makes perfect sense. what you meant to say in the title is that KSA is KSP1 successor
Is it true the team behind KSP2 is totally different than the team that made the original KSP?
AFAIK it is.
Pretty much. HarvesteR was not even contacted about the development of KSP2 according to PC Gamer.
Successor? KSP2 was a pre-alpha build that should never have been released
Dean Hall?
So it's gonna be crap then?
Nah, it'll eventually be great. Like 10 years after release...
@@johnvl6358I dunno man. He seems like a really bad designer with a track record of bad games filled with poor decisions and meandering direction.
He's also one of those devs who suffers under the illusion that making a game tedious is the same as making it good.
@@amalekedomiteHarvesteR and BlakRack are on the dev team. They'll keep him in line and out of the pipeline.
@@HuntingTarg We can but hope.
Do we have to have kittens? Why can't we just get people?
I wasnt interested in kerbal because of its art style, this might be more my jam.
KSA FTW
KSP 2 didnt made the cut? thats a very vierd way to describe a AAA full price alpha scam
Kitten? um.. OK??
Should of been elite dangerous the whole time and where is the console return
I know what I won’t be buying…. GTA.
Miaow?
The Mrrshan Empire send their regards...
No one that ever worked on KSP or KSP 2 will ever sell me a game.
Harvester is a conman and if he's involved in it at all, it will rip off everyone that invests in it.
What's with the AI slop thumbnail?
I feel like creating generic and pretty space backdrops is an alright use of AI images, even if I'd prefer no one use them ever.
Cry harder dude. Cheap and easy thumbnails for smaller TH-camrs is an awesome use-case for AI
@@Grogeous_Maximus There are so many copyright-free solutions already.
@@smokeyfish7435 The fact that there is a use-case doesn't make it an ethical solution, you unnecessarily aggressive person.
@@GracelessExit Do some more research before you start parroting this Luddite nonsense. There are diffusion models that are trained on ethical sources
I hope a mod like realism overhaul can be available on it for maximum realism
😎
Thats the point of industry this days. Game launchs. People buy it. Reviews are negative. Ok! Lets fix it! Noooo. Lets do and launch a new game that will provide what people want. And people will buy it. We put ourselves on this "only money matters" state of game industry.
That's when investors get involved.
When a company that can manage costs and timelines want to make something, it has become highly desirable to include modding in sandbox/simulator games (esp. those that don't have a subscription model) because that lightens the burden on the developer to produce content and gameplay updates. Accomodating modders with dev tools allows the game to stay relevant and playable for longer, and reduces both the length and steepness of the technical support lifecycle post-release.
Case study: Starcraft II
Click bait ! really 😪
Ksp2 was dead the moment they announced they were using unity .. yep
Finaly- please Be better KSA ❤🎉
if it has cats in it, then unfortunately it's a deal breaker for me. Cat hater here.
Perhaps they can be modded into something else.
Killing kittens 🤦
the moment i saw that take two had taken over KSP i knew KSP 2 was doomed to fail....funny that, i had the same reaction when i saw Bethesda's Starfield game was coming out on creation engine yet again, doomed to fail, most AAA games companies now just suck, all money and no passion.
Dean Hall? OK, hard pass. That name is instantly ringing complete and utter red alert alarm bells for me. Dude never ever managed to finish up anything he touched and he loves leaving stuff he started right in the dust. He's widely known for that.
Really, perhaps take a look at Icarus which has stunning renditions of bioms and has been updated every week since inception.
Kerbal Space Program 2 was super laggy and studdery and unplayable on my 3050TI
Dean Hall? DayZ unfinished pre Dean Hall leaving bohemia? Stationeers still in EA?
Not really a good indicator of quality
Ksp2 successor? No.. ksp2 was a cash grab and run. Take two should reemburse every person that trusted them to actually finish that game.
Why do we need Kerbals and Kittens. Can''t we just have a realistic space flight simulator/management game without this cutesy rubbish.
Making humans that look good'ish is harder and more resource intense than some silly made up humanoid.
i dont think its a good name for the game. Kittens in a space game sure sounds fun but i would prefer aliens like kerbal or even space monkeys. Monkey space agency MSA or program MSP
really hope they change the name. Kitten Space Agency sounds so uncool and unserious
You mean like Kerbal Space Program?
@ theirs is original and kerbal aren’t cringy
why kittens? why not just use humans and come up with some really interesting lore. kittens are cute don't get me wrong but there isnt anything interesting or well.. "gripping" about the idea of KSA. been there, done that with kerbal. got grifted and now I just don't care.
its a KSP successor, not a KSP2 successor. KSP2 wasn't even successful to begin with..
Thats just down right sleazy and a weak attempt to avoid all wrong doing of KSP2. At least KSP1 cant be ruined or taken away from us as it's in good hands of the modding community 😎
After they Scammed us with KSP 2 I can't believe you are pushing another game from these money grabbers!