#gtfo-ama-answers

1 messages · Page 1 of 1 (latest)

hexed estuary
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Thank you for all the many enthusiastic and relevant questions - keep 'em coming! Some of you should have read the FAQ channel and/or today's announcement and you would have had your answer already before you posted the question. We won't bother answering those questions - but we'll answer a few others! Remember a few things:

  1. We won't answer the questions in chronological order, so just because we answer a question that was posted after yours doesn't mean that we skipped your question and that it won't be answered. We'll try to answer everything in due time - it's just that some questions require us to discuss internally if we are prepared to reveal whatever the answer to the question is.

  2. We'll start answering questions now but it's past 10 pm in Sweden right now so we'll go to bed soon and the answers will stop coming. We'll continue answering questions tomorrow and keep answer a few question every day, so please be patient - your question will surely be answered eventually!

  3. You are awesome! We were a bit worried about how the community would take the announcement of the delay, the Early Access approach and the fact that we're not giving you any dates... but you've made us very happy by being so open minded and cool! We're looking forward to working with you all to make this game as awesome as can be!

Now let's dive into the questions!


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Fox asks: When will we be able to see in #gtfo-ama-answers?

Answer: Right now, as a matter of fact!


atomic swallow
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Mr_Mirrors asks: Why did you choose Unity?

Answer: Just before 10 Chambers came together, several of us actually started doing some smaller things in Unity on our own and quickly fell in love with how modular and quick it is. So when we started working together it was an easy choice. The ability to prototype quickly, the flexibility and the fact that you can work in C# pulled us in and we've never looked back. No engine is perfect but our firm belief is that if you know what you are doing and don't allow yourself to be too sloppy, you can create great things in Unity.


hexed estuary
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티나스프라우트 asks: There is only translation in English?

Answer: The voices in the game will only be in English, and that will not change. However, the menus/subtitles/texts could be localized and we haven't decided yet to what languages (if any) and how. We could decide to go with a professional localization firm to help us localize the menus/subtitles/texts (it would probably be the most common languages: Spanish, French, German, Italian, Korean, Japanese, Russian, Portuguese, simplified Chinese). We could, as an alternative, make it possible to add community submitted menus/subtitles/text translations for the game. That could prove to be very difficult so we're not making any promises that we'll pursue that approach. It is also possible that no menus/subtitles/texts will be localized at all - we're just not making any promises in that field at this point.


hexed estuary
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CosmicD asks: will we be able to playtest with all character's core kits to get an idea of the synergies? Or will that be a focus test for later?

Answer: The characters are really only a voice and a personality, and totally separate from your load-out. The characters do not represent different "classes" in any shape or form. In other words, any character can be combined with any set of weapons + tool. In the early tests, you will be provided with a limited set of weapons and tools to choose from, and you won't be able to acquire new weapons in the game. Gear will most likely be replaced or rebalanced from test to test, do not expect to keep anything. At a later point we will start testing gear upgrading, and by then your arsenal will be persistent (you will acquire weapons and tools and be able to mod them) but that might not happen until we're in Early Access.


atomic swallow
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scabs3 asks: Given the rather ambitious project of GTFO, it can be imagined as rather chaotic process. However, how exactly does the development studio look like in terms of development? Are there open voiced opinions where anyone can propose ideas? Much like development companies like Valve, and Naughty Dog. Or are they closed spaced cubical with individuals with tasks and jobs? So that they get finished with one assignment after another? Or is there a other kind of structure you have amassed?

Answer: We have a very flat hiearchy at 10 Chambers where everyone can, should and are voicing opinions and ideas. GTFO is the result of the whole team working together on both design and implementation. That being said, we are firm belivers that games need a clear direction to be able to succeed and we are very happy that we have Ulf as our Game Director, as he has was on Payday 1 and Payday 2 (release version) and several games before that. All other members have their own areas of expertise - often more than one since we are so few - and within these areas they are the main creative champions.


hexed estuary
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athlondude asks: Will there be Jet Packs, Wall Running or any form of Battle Royale?

Answer: No. GTFO is just not that type of game - it's supposed to be creepy, slow paced and skill based (focusing on the player's skill more than that of the in-game character.) Also, in order to be able to focus and really excel within the co-op realm, we're not doing any single player mode or PvP game modes - and least of all Battle Royale (there are already too many other games doing that schtick, wouldn't you say?)


atomic swallow
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pyre asks: Will ultra wide screen format be supported? :)
Will the game allow for a ping system to help the team navigate?

Answer: This is an easy one because we just worked on some graphic and resolution options 😃 Yes, we will support ultra wide screen formats, and we look forward to getting feedback from players with all kinds of PC rigs during the testing phases.

Regarding a ping system we think that this kind of feature is a very good fit for a cooperative game where communication is key like GTFO, just like it was in Payday The Heist and also recently proven in Apex Legends. This system is not yet implemented but it is currently planned for "Closed Alpha 2".


hexed estuary
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Terwynd asks: About how much variety can we expect from the monsters as a whole, whether they be common 'mooks', 'specials', or anything in between?

Answer: Our design approach to GTFO is not about "ticking boxes" in order to match the design/feature set of any existing game (I'm not saying that's what you implied, but I just feel that needs to be said). So, we're not going to say "we need X number of unique regular monsters and Y number of unique specials in order for the game to feel complete." No, we're more about just thinking long and hard about what challenges we can throw at the players that provoke teamplay and varied use of gear - and how a monster would work that creates those situations. So we have many ideas; flying, running, stationary, humanoid, completely non-human, big, small, genuinely dangerous or merely a nuisance/jump scare type of thing. We don't necessarily divide them into mooks and specials. Note that only a few of these design ideas will be realized and in the game as we start testing - but the "fauna" of monsters will definitely grow during the Early Access phase and post-release.


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Camboozle asks: In regards to the type of enemies we will see, how many variations are there? I've watched a few videos and only the heard the name "sleepers," so I'm assuming there's more than one special name?

Answer: "Sleepers" are dormant monsters, so it is not a unique species in itself but rather any monster that is in a sleeping state. The monsters we currently have are "splitfaces", "shooters", "big guys" and "scouts" (we're big on selfexplanatory names) but all monsters will also have mutations that change their behavior and how you need to fight them. Also, read the post above for some hints on other monsters that will be added to the game at a later stage.


atomic swallow
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TooooooooBad asks: Any idea in place to stop cheater? Using the VAC or any other mean. In PD2 people would be able to spawn a hundred gold bar bag directly into extract zone and would absurdly boost everyone else cash/exp.

Answer: We are thinking a lot about making GTFO hard to cheat. For example we are designing our system so that things like item spawning is properly authorized over the network. We are also making sure that the player inventory and all expedition rewards are handled by our backend. This backend has the consequence that GTFO requires an online connection, but it also gives way more security and flexibility than if the game was offline only. We will look into implementing anything steam can give us that helps against cheating as long as it does not get in the way of the player experience.


hexed estuary
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Who's Who asks: With this new delay, will we see things like reload animations and other animations that may have not been in the game had it been released this spring?

Answer: The reload animations have been improved since early gameplay footage and we might not actually have shown how they look now. The new reload animations are simplified compared to other games, but it is a conscious design choice that was made to allow us to easily add new weapons to the game - with any shape and grip type - and not have to create custom animations for each of them. Basically, it is what makes it possible to have as many different weapons as we have in the game (you haven't seen much of the variety yet, but it's quite impressive.) So, the reload animations in particular is something that you should not expect to change regardless of how much more time we add to the development. In terms of what the extra development time actually will allow for (e.g. other animations, as you mention), we can't say much atm, since we don't want to make false promises. Keep an eye on the public roadmap, is my suggestion.


atomic swallow
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FifthHorsemaN asks: From a game design standpoint, what has been the largest hurdle? Apart from figuring out networking and what it takes to program in features - aside from the technical aspects - when you had the flow of the game down on paper, including the game loop and what they player would be doing, is there anything in particular that really stumped the team or that you needed to approach carefully? Examples being: weapon/enemy balance, how to make the random maps interesting, what happens at the end of the game, how to make the experience feel rewarding, how to increase replayability, etc.

Answer: Aside from the technical aspects - and there have been many technical challenges for sure - one of the absolute biggest design challenges has been the pacing of the gameplay! In GTFO you can go from exploring, to sneaking, to combat, back to sneaking, in to exploring and then back in to to combat again in the scope of a single expedition. Yeah you get the point. This kind of range in gameplay has been planned from the start, but it takes a LOT of imagination, stubborness and a thousand small design decisions to actually get there over the scope of several years of development. We are really proud of how the pacing is turning out - and seeing what we have been planning for so long actually work is awesome.


hexed estuary
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TooooooooBad asks: During test phase, will you have access to most of the content you have created or only a selected part for pure testing?

Answer: Testing will take place in a limited/simplified versions of the game. You will have access to pretty much only what is needed to properly evaluate what the test is intended to evaluate, although you will be given some options in terms of weapons/gear (even if testing the gear is not the purpose of the test) in order to make it more enjoyable. During later tests, the part of the game avaialable in the tests will grow bigger, and gradually catch up with GTFO's current feature set.


jolly breach
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Shady Munky asks: What will the defect/issue tracking look like?  Will Discord be the primary source of record for Issue submission or will there be another mechanism used for test scenario creation/defect reporting?

Answer: If time allows, we will implement an in game form from where you can report your issues, which will gather all the reports in Unity's own issue tracker, which is very helpful for us. If not, a Google form will be provided, which contains fields for all the data we would need to hopefully resolve the issue.
If that gets out of hand, we will look into opening a Jira board, or something similar.


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BeerDone asks: What kind of info about the machine are you going to need during the testing phase, for bug reports? What will we need to include in any given report?

Answer: We can only test so much by ourselves, and on so many machines. So we are really looking forward to hearing how GTFO plays on all kinds of different setups. Regarding the actual reporting, you can more or less always think that more info is better than little. Getting reports of issues where the only info provided is “X does not work!!” is almost useless to us. That being said, we won't demand nor except everyone to go full QA-mode with detailed reports etc. We'll gladly accept all and any help we get.
I usually build my reports like this:

Title:
Expected results:
Actual results:
Steps to reproduce:
Reproduction rate:
Attachment: screenshot or video of the bug.

You will however have tools to help you with this, as mentioned in the previous answer.
Either in the game, as a Google form, or a Jira, depending on how things go.


hexed estuary
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Codex asks: Will GTFO have seasonal updates? Example being like the ones of Rainbow Six Siege and the operations.

Answer: We're going to have regular updates, yes. "Seasonal" I guess would be every 2-3 months, and we aim to update GTFO with new content more often than that. We'll reveal how it all works at a later date! You're not gonna see a Christmas themed event around December and an Easter Egg hunt around Easter though - if that's what you mean by "seasonal". GTFO is not that kind of a game.


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Fluoxetine asks: We've seen a lot of controversy regarding exclusivity among PC game platforms. Are you committed to a steam release, or is that something that can still change in the future?

Answer: I'd say you can be committed and things can still change - EGS just haven't offered the 10 Chambers team members two Ironman red Lamborghinis each. J/K We believe - and will continue to believe - that our fan base is already warm and cozy on Steam so there's no need to move elsewhere. Steam also has all the functions GTFO needs - not all other platforms have that, so we're staying on Steam for technical reasons as well.


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Ravenna, the local heister asks: Will the beta/early access be announced before it happens, or will it pop up randomly? asks: 

Answer: It will be announced a little bit beforehand, so that you can clear your schedule for the weekend. 😉 Right now we can't say how far into the future that is though, and as you know our new policy is "don't say any dates unless it's 100% sure" so you're just gonna have to be patient.


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Lt_Stash asks: Will there be twitch interactivity?

Answer: I assume you mean Twitch integration (which allows Twitch viewers to interact with the game, so I see where you're coming from). No, right now there are no plans for that, but GTFO could be a great fit for Twitch integration. If there's a big enough group that requests it - or if the right partner comes along that can help us realize it - we will of course look at it.


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CMDR Ellrich asks: So how is the development actually going? What happened for the delay to be caused and can we still expect the game this year? or should we head towards 2020?

Answer: As explained in the recent announcement, the delay is in large part due to huge system overhauls needed for the game to run smoothly in the future. Overhauls like one that allows update packages to be smaller - we plan to update the game often so this was a must-have. We're not going to say when you should expect the game to come out - we're past that - and I'm not even sure what you refer to when you say "the game". Do you mean the Early Access version or the 1.0 version? Look at it this way: First we need to run several tests and evaluate the game thoroughly before it can even enter Early Access, and we don't know how long that will take. Then the game will be in Early Access and kept being updated and polished long enough for it to be launch ready, and we don't know how long that will take either. So there are two periods here that are big fuzzy questions marks... I say, just enjoy the ride!


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ohbitchuary asks: When beta/alpha keys etc are sent out, will we be able to invite friends to join or will we have to find people on discord to play with?

Answer: If you have friends you want to play/test out the game with, why not ask them to sign up as ambassadors too? That's the only way to be sure they're in there with you.


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Sig asks: Are you all eating well? Taking care of yourself? Remember, you can't develop a game if you aren't keeping yourself healthy! don't work yourself to death! <3

Answer: Yeah I think we're all eating well. Some of us are are around 40 and because of our slower metabolism we could or even should probably eat a little less, actually. I include myself in that category. Thanks for caring!


hexed estuary
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MJ asks: What's your favorite food?

Answer: Hjalmar: Pitepalt. Ludvig: A good burger. Anders S: Bread and butter. Svante: Sukiyaki. Oscar: Anything with lots of butter and cream sauce. Henrik: Brown beans with salted pork and a cold glass of milk. Simon: Pancakes with salted pork and "queen's jam" and a cold glass of milk (or the same as Hjalmar, or the same as Henrik.) Anders B: Boeuf bourgogne. Ulf: Not available atm (he's at GDC.)


atomic swallow
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Xaetral asks: so, regarding the answer to the question about cheat, if the game needs to be always online, 2 very important questions come to my mind:
1) not the most important, but do you think that there will be at some point a sort of "arcade mode" with no reward, just to be able to play the game without internet? I think it's important to be able to train and get the skill needed (as the game is not planned to be easy) even when you have an internet shortage, in public transport, everywhere...
2) what do you plan to do to not get into the same situation as Hawken and Blacklight Retribution? reminder: old onlines games, servers are down or going down, now we can't play though we have paid the game
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Answer: 1) This is not planned since we are currently putting no efforts in a single player, offline experience. Our team is way too small to add any distractions from making the best cooperative experience we can. I absolutely understand and appreciate your willingness to play everywhere, but this is very unlikely to happen.

Technically we could possibly allow a very limited offline game, but to be honest you would play alone, without your gear (stored in our backend for security/cheating reasons) on some kind of static offline-map.. it would be like 10% of the GTFO-experience and nothing we could spend time on until our todo-list is empty a couple of years down the road..<=)

  1. This is valid concern and a tough one for us because there are so many advantages to keeping some parts of the game online; the main ones being preventing cheating and the ability for us to deliver updates to our players without even pushing an update through steam.

We are using a service called Playfab for our backend. Playfab is one of the bigger game-backend services, not likely to go down anytime soon, and it doesn't cost very much for us to keep running. In the very unlikely event of us not being able to use Playfab anymore I have a super hard time seeing that we would just leave GTFO dead; we would probably move it to another service or in the most extreme case, move it offline where the players could continue play it without the aforementioned benefits.


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Duck asks: Are there any discussions or ideas for more games/etc about GTFO? Like is it a one off game and that’s it or...?

Answer: The dream scenario would be to be able to expand the world of GTFO, we have ideas for sure. But that is so far in the future and GTFO needs to be successful before we can do more than dream about that ;)


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Fox asks: Friendly fire?

Answer: Yep! It adds a lot to how you need to communicate in combat situations. You need to conserve your ammo and the health of your teammates :)


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Vejituh asks: What is the feature you love the most about the unity engine?

Answer: I’ve recently been working on graphics options and optimization so I choose the integrated profiler. It’s the tool that allows you to see exactly how many milliseconds you spend on everything that is happening each frame in the game. Since GTFO is a first person shooter, it’s crucial for us to have a smooth framerate.


atomic swallow
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amBlackShadow asks: Are you guys going to try and please a very large audience, therefore changing the game drastically in terms of people complaints, or are you wanting a more condensed player base of people  that understand what type of game this is. For example, will you be changing the balance and mechanics drastically if there are several complaints about it, but that balance or mechanic they are complaining about is more in tune to your vision for the game?

Answer: Hm, this questions feels a little bit like it only has one correct answer.. 😉 But anyways, the answer is: No, we are not going to try and please a very large audience if it compromises the vision or the core design principles of the game.

One of the very first things we decided when we started working on GTFO was that this is a game for a niche audience, we don’t need to please everyone and that’s a great freedom for us.

This is also one of the reasons we try to be very transparent and open about what GTFO is and what it is not. We would much rather see some people not buying the game than have those people buying it and being disappointed due to incorrect expectations.


hexed estuary
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KillClown777 asks: What about Kickstarter to help out with funds maybe? Can I send support money now to lock in on alpha/beta key when it's ready.

Answer: No, we're not planning to launch a crowd funding campaign of any sort. When we go into Early Access, that will your best way to support us financially.


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Maskedchaos asks: So In the early access people will be able to play the game for how long?

Answer: For as long as the game is in Early Access. We don't know exactly how long that is - it depends on how long it takes to polish and refine the game in preparation for the 1.0 release.


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TooooooooBad asks: Any reward/special icon or name for tester for the real game? Stat reset once test phase is over?

Answer: Right now we have no plans to reward testers with any in-game identifier or cosmetic item for bragging rights. That would go in line with our philosophy regarding the tests, since we think anyone helping us out by testing the game is doing us a favor - so I wouldn't rule it out that we would do something along those lines, but I'm making no promises whatsoever. Regarding stats achieved during the test phase (if we will even be testing stat increase) - yes, expect it to be reset at the end of the test in question.


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TooooooooBad asks: Are there more than organic enemy? Robot/android

Answer: Right now there are only organic enemies, but we have been discussing the idea of static security systems within the Complex (think turrets) being turned against you - and that it would be cool to be able to hack those systems and turn them against the monsters. That's not a concept that has been taken further than the idea stage though, so if it ends up in the game it would be way down the line. The main threats in the Complex will be the monsters, no doubt.


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FifthHorsemaN asks: What are the 'potatoes' that come out of the enemies? What do they consist of, why and how are they formed?

Answer: They're some sort of parasitic eggs, is my guess. They're gross though, that's for sure!


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Fox asks: What species are the monsters

Answer: The disgusting kind. No but seriously, whether they were once human or if they're some entirely different life form - or if the came to be through some experiment gone wrong or they were an intentional creation... that's all part of the mystery of GTFO's lore. I won't give any answer to that here - you'll have to play the game to find out.


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Grey-Eyes asks: will there be a server made to offload some of the stress on the main pc ? as in user hosted servers

Answer: There are no plans for dedicated servers of any kind, no. GTFO isn't looking to be a very demanding game so I don't see any problems arising for people who play the game as server hosts.


jolly breach
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VxWolfToday asks:
Beyond bugs and the bug tracker, where can/should we provide general feedback about our experiences?

Answer: We really do enjoy and value the closeness we get by engaging with you ladies and gentlemen here on the discord server and are looking forward to hearing what you think about our game, but to also get some sort of structure and readable data, there will be an evaluation form provided after the tests. Which we encourage as many as possible to take part in.


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Suggestive asks: 
You've already mentioned how bugs will be dealt with (although h*ck Jira, throw it into the sun, please), but what sort of support structure will you have in place for more technical issues? Will this be more of a community pool of knowledge here on discord, or will you be able to create some sort of knowledge centre on your site/forums/other? Will this be populated by community knowledge, or yourselves?  

Aside from this, please do make sure you are drinking plenty of water, eating well and do not crunch

Answer: Regarding issue tracking and technical problems, I would say that #gtfo-technical-support would be your go-to forum.
We also have the steam-forum, where we can pin a technical issues post.

For more user-generated content, we are in the works of creating a wiki.


hexed estuary
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Juggale asks: While the testing will in part 1 and 2 as in the roadmap, will it be set days for testing (IE Fri-Sun until X PST) or just open and unlimited when you get in?

Answer: Expect the first few tests to be short and focused, a few days tops just to collect data and see what problems arise (network issues, hardware issues, whatever the test is focused on). Later on, when we have ironed out these first issues the tests will be more about gameplay related things and then the tests can perhaps get a little longer.


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AdrienTheHjönk asks: question 1: any idea of the price of the game in early access
question 2: how exactly do the stealth mechanics work, are you able to 'hide away' during basically an assault wave to calm it or such
question 3: why do most monsters look like me at the fridge when i eat shredded cheese straight out of the bag at 4am

Answer: 1: We're not prepared to discuss that right now, but it will be cheaper than when the game is out of Early Access, which in turn will be cheaper than a full-priced game (meaning it will cost less than USD 60. It will be very affordable.
2: When you've stirred the hornets nest you gotta deal with the mess, but once you've killed the monsters who are after you, you can continue exploring/sneaking.
3: We used you as a reference, didn't you know? We got cameras in your fridge.


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Saska asks: What kind of music can we expect to hear in this game? What were you inspired by, if anything?

Answer: The music in GTFO is quite subtle and not made to be "groovy" or "cool" like, for example, the Payday soundtrack. The combat music in GTFO is meant to be chaotic and unnerving, to convey the feeling of really fighting for your survival. I think the somber exploration music are the pieces that will be most enjoyable outside of the game experience, so I don't expect the GTFO soundtrack to be as popular as the Payday soundtracks. I've been inspired by some traditional movie scores such as those from the "Predator" movies, but also more modern, hybrid movie scores such as that from Harry Gregson-Williams' "Total Recall" score and Ryan Amon's "Elysium" score.


hexed estuary
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Haxwell asks: Will we be graced with the option to purchase an OST? The Payday 2 soundtrack is still a main-stay on my playlists and I would love the ability to expand my collection of Simon Viklund music. So fascinated to hear dynamic music come through the lens of the GTFO lore/ambience.

Answer: I'm glad to hear you enjoy my work! As mentioned earlier, don't expect the GTFO soundtrack to be filled with "bangers" like the Payday 2 soundtrack. The GTFO music focuses more on building the creepy atmosphere. There will probably be some sort of soundtrack release though, yeah.


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Stefman123 asks: Any plan's for VR integration short or long term? I love payday 2 in VR and this experience (From the limited footage seen) looks like it would be impressive on the vive.

Answer: No plans for VR integration, no. If success of the PC version of GTFO allows us the opportunity to do another version of the game, we would most likely go for a console release. We have experience doing console releases and we are console gamers ourselves. Contrarily, we have never developed or released a VR title and we are not frequent VR users in our spare time. Making a good VR integration requires a lot of resources (the VR version of Payday 2 had a whole team working on just the VR integration) - and it's an undertaking and a risk we're not currently willing to add on top of the risk that this project already entails.


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bluewolves35 asks: Does this game have easter eggs? If there is, spoil us some of those eggs

Answer: There are no Easter eggs in GTFO, only parasite eggs that pour out of the monsters as you shoot them to pieces.


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Jibrail asks: is there a state where a player is permenantly downed? if so will there be a defibrillator ala left 4 dead to bring them back?

Answer: When you're downed, any other player can revive you without the need of any particular tool (although there might be some commodity you can use to revive someone faster than regular speed.) So you will never be permanently downed - you can always be revived by a teammate - because many doors in the Complex require the entire team to get through them. This promotes team play and the idea that "no one gets left behind!" It also makes sure you never have to wait too long to come back into the game if you're "killed."


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Jibrail asks: have you considered a PVP mode ala left 4 dead, where one side are the humans and the other side play as the "infected"?

Answer: GTFO will not have any alternative game modes, it focuses entirely on PvE co-op - and that focus allows us to really make that game mode shine! There are plenty of other games that offer exciting PvP game modes - but if you're a team of experienced co-op players looking for a real challenge; look no further than GTFO.


hexed estuary
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Fox asks: Will you plan on adding boss encounters / boss rooms into the game as a random or scripted event

Answer: There are no plans to have proper boss fights in GTFO, no. Making a good, proper boss fight - like the ones in the Metroid Prime games - is really hard. You can't just make a bullet sponge - it has to have a unique movement/attack pattern that is a challenge to decipher. So we have high standards for what a boss fight is, which I why we have to be honest and say we don't have the manpower to deliver on it.

Instead, we're focusing on putting a lot of layered challenges in GTFO - different enemies combined with different environmental hazards combined with different expedition objectives. By mixing and matching different elements here, we can create countless interesting gameplay experiences - and some of these combinations will be downright nasty. They will be like raids. So you could say these "raids" are the bosses of GTFO.


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EternityZemo asks: what time can we purchase in advance the game? Do we have any rewards?

Answer: We're currently not planning to offer pre-orders of GTFO.


hexed estuary
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ImmaJellal asks: So when are Ambassadors gonna get access to the Tests and how do you pick people? Will you do things like Hardware surveys to determine suitable candidats?

Answer: Regarding "when"; as we said in the latest announcement, we're not going to give any dates until we are 100% sure we can deliver - and that goes for test starts, Earl Access release, 1.0 release and any updates between or after those things. So you're just gonna have to sit tight and be patient, waiting for those tests to start. You'll most likely be notified via email. We will not choose candidates based on hardware; anyone who's a 10 Chambers Ambassador will be invited.


hexed estuary
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Shuichi Saihara asks: How hardcore are you planning to keep the game and how much will you try to avoid power creep? Are you planning to re-balance anything if you start seeing a meta develop?

Answer: "How hardcore" is a difficult question to answer because there's no measurement for hardcore. What I can say is GTFO will be harder than most FPS games, very punishing for sloppy players, and success will rely heavily on individual player FPS skills, team combat tactics and cooperation. So a great team with "low level" gear will probably be able to do pretty much the same things a team with "high level" gear by compensating with sheer skill. But better gear will of course grant you better chances of success, and new challenging expeditions will be released consistently. Design wise it's a matter of keeping gear upgrades to very slight increments and trust that players will still chase those small stat increases because you'll need any edge you can get. We will of course rebalance things as we go to keep the game fun and at a suitable level of difficulty. We will patch out meta if we think it ruins the game, like, if it makes it too easy... but we just think it's cool of there are skill-based tricks that we didn't think of that players discover - as long as they aren't OP but just give you an edge.


hexed estuary
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Azrrue asks: Will there be map interactions to help aid the character in their progression or just slow them down towards their goal?

Answer: I don't know exactly what you mean by "map interactions". Do you mean like, instead of locked doors slowing down player progression, there could be shortcuts that open up if you interact with certain things? There are no plans for anything like that, no. You just gotta crawl through the grim monster filled corridors and headbutt your way to success.


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Azrrue asks: Will there be interesting death animations if someone is last alive and is caught out with no chance of survival?

Answer: Is there some other game that has that? We're not planning to do anything like that, no. It kinda goes against the one of the core ideas of GTFO and that is to make a game that is easy for a team of 10 (or less) to expand upon for a long time. If we had established this expectations in players to have those spectacular death animations, we'd have to add new animations all the time as we add new monsters and environmental hazards to the game (as they basically represents new ways to die). It would be tricky.


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scabs3 asks: If someone inevitably dies, how exactly do things play out for that player that died? Do they get booted from the match and have to wait for their friends (especially during the test) to finish? Or will there he some kind of possible info mode for them? So they can give callouts and such. If there isn't any kind of system like that, won't it be kinda boring having to wait for your friends to just play again? Much like Battle Royals and a squad mate dying early, how can you remedy this issue? (Apex Legends finished that battle royal problem with respawns. So....)

Answer: You never die permanently in a GTFO expedition - we also don't have anything like the L4D system where a player is "punished" for dying by not being able to play until the teammates have reached a rescue closet. In GTFO you can only be "downed" (incapacitated) and while you're in that state, any player who is still alive can and should revive you. This allows us to incorporate game mechanics and challenges that require all teammates to do something together - because you're never in a situation where one or more players are unavailable. This enforces a "no one gets left behind" attitude and allows the us to challenge team play along every inch of an expedition.


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Capsaic1n asks: What if someone wants to help translation? I mean, payday 2 had some translation mod (Japanese, Chinese, Korean, etc..) but according to #faq , there will be no mod support (at least at launch), so... maybe some contributing system/forum or something like that would be nice. if it happens, I would love to help it.

Answer: We don't have the capacity to implement proper mod support so we're not gonna make any promises there, but I suppose that if we were to make one type of mod officially possible it would be the ability to have community contributed translations of text/menus/subtitles. We're not sure this will happen at all, but we're keeping contact info for anyone who says they'd like to volunteer to translate the game's text into any language. Just email press (at) 10chambers (dot) com and say what language you'd like to translate GTFO into, and we'll put you on the list.


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Solenya asks: Will the early access version of GTFO be made available on Steam?

Answer: Yes. In fact I think it will only be available on Steam - it would most likely be too much of a hassle to maintain an Early Access game on multiple PC storefronts.


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Lebu asks: Will the game have a progression system?

Answer: You will upgrade your weapons, tools, and other elements to stand a better chance against the monsters, allowing you to go deeper into the Complex to unearth the answers to its many mysteries and - of course - for bragging rights.


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Lebu asks: While looking over some of the screenshots on steam and the trailer, it seems like most of the game will be played in underground maps. Are there any open or above ground maps being planned?

Answer: GTFO takes place inside the underground Complex at all times, and I think that concept in itself is an integral part of the game's identity. There are other interior sets than the mining tunnels and storage rooms though - so there will definitely be more variety to the surroundings than what you've seen so far.


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Lebu asks: Is the game going to have any "boss" enemies? Say like the tank from l4d2?

Answer: There will be many types of enemies in GTFO - and although we're not planning to do any straight up bullet sponge type monsters, we're definitely gonna do some that are way harder to kill than the regular enemies. What's most interesting though, is that in GTFO, the really extreme challenges will arise from combinations of certain monster types with certain environmental conditions. Like, a particular type of monster might be fairly easy to see and defeat in most conditions, but then you fight them in darkness or a noisy environment or with your motion tracker disabled - and it requires a completely different approach! That is what we really aim for GTFO to be - this Venn diagram of death for the players to get caught in.


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Lebu asks: Will the horror and action aspect be balanced throughout the whole game? Or are there maps where the horror will be more emphasized over the action and vice versa

Answer: There's definitely a drama curve and rise and release of tension in the horror, we're just not comfortable revealing anything about how it will work in the game because it would maybe take away some of the magic. But a lot of the horror aspect is also in the more obvious aspects of the experience - such as the fact that you're always on the verge of running out of ammo; the tension in knowing that every choice, every bullet counts.


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Lebu asks: How will the gore in the game look? And will the gore only apply to the enemies or will gore show on the players when they get hit?

Answer: We're focusing on making nice gore effects on the monsters, because that's where you'll be looking most of the time - and it's also an amazing piece of hit feedback which is always important in action games. Players will never die permanently during expeditions, so it would be sort of weird to have player characters lose limbs that seconds later have grown back as they're revived by a teammate.


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Yelichman asks: Will there be a 'hardcore mode' so to say?


Answer: Yes! You enable it by starting the game. ;)

Seriously though, these kinds of modifiers are typical things we would add later after release, so who knows, maybe down the road.


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Salt asks: Will the majority of difficulty modifiers be automated by the game itself based on the way you play and how successful you are? 
If so, will they dynamically change throughout the mission according to your success? 
Or, will they be selected manually by the Squad at the start of the mission?


Answer: We are not very into dynamic difficulty modifiers. I feel that often they fudge the rules of the game to a point where you can’t be sure on why you failed or how to do to succeed.

I’ll be a bit vague here but If things go as planned we will play around with static-ish difficulty modifiers on our end and present them as challenges for you guys to try out..


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SnowFox asks: Will there be variants of melee weapons? speed / damage / weight / single-multiple targets?

Answer: Probably not from the get-go, but for sure down the line.


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TooooooooBad asks: As a hardcore game, will the game use the realistic reload or stick to the regular gaming reload? (Throwing away a half-empty magazine will make you lose the bullet or they magically get back to your inventory.)?

Answer: Short answer: Regular gaming reload.

The hardcore part of GTFO is not manifested in this being a realistic game, we are rather going for a really hard, cooperatively demanding experience.

I remember we did fairly detailed/realistic reloading behavior in GRAW for PC back in the day - that game was a better fit for a more accurate and realistic handling of the weapons. In GTFO that kind of realism flies out the window as the first tentacle grabs a hold of you.

Believe it or not, realistic reloading done right takes some work, and I feel that we can probably spend our time better on other parts of the game.


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Bläck-püg asks: Will be there host migration? And as far as I know, it's not a simple task without actual dedicated servers, so will there be dedicated servers of some sort that could manage host migration? Since the game always needs to be online there must be a system?


Answer: The game is always online to handle security regarding items and inventory through the backend we are using. We are not using any dedicated servers of our own, all player communication is P2P. And you are also correct, host migration is not a simple task.

That being said, even though we are ABSOLUTELY NOT making any promises here we are actually planning for host migration. If everything goes as planned, the stars align and the net-code gods are willing, it might happen, given some time :)


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Sorry we've neglected this channel for a while, I'll bring it back by answering a few more questions right now.

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CPrime asks: >actual question time
I know we have set characters, but will there be any level of customization? will there be challange based cosmetics to show off our accomplisments at any point?

Answer: There will be some level of cosmetic customization, yes. Regarding challenge based cosmetics, we haven't planned on that, no. If people really want it, we'll listen and consider it, of course.

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Harold asks: Will there be modifiers like no minimap ( if there is one ), increased detection rate from enemies, and realistic ammo system?

Answer: There will not be modifiers like that that you can set for yourself, no. The aim is to have everyone play the same expeditions but have different directions to complete them. This way it's more clear what level of bragging rights you have for beating a given expedition. There will of course be a lot of modifiers that is part of the design of the level itself, so that everyone plays with similar conditions but it makes one expedition very different from the next. We have modifiers (and ideas for modifiers) like no environmental light, thick fog, EMP interference that messes with your electronic equipment, no oxygen spaces that requires you to fill up on oxygen at static refill stations, and more.


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SnowFox asks: Having played Prey mooncrash & deep rock galactic recently, I have a specific question. How do you exit a level ? is there a straight exit point ? or do you have to backtrack to leave the level. Do random hazards trigger during a mission even if they weren't active at first ?

Answer: Most expeditions you go in, do something (pick something up, bring something in, interact with one or more things) and then go back to the same elevator you came in with. Some expeditions you will go to a different elevator shaft and use that to go back up to surface level. There are no random hazards, as we want players to feel that the challenge is fair and that they can take informed decisions - so whatever threat you face, the idea is that you know about it in advance and you're given the opportunity to bring the right tools/weapons to handle that threat. It's still going to be hard as hell though!


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BloodyBane asks: So, with your plan to put GTFO into early access for continued ongoing development, sorta like Warframe, how long do you plan to develop GTFO? You'll be taking player feedback and ideas? Add more equipment, characters, more varied/unique missions/objectives? Add more tilesets? Add new enemies? Add more co-op required side objectives?

Answer: For the first question (how long are we going to continue supporting and expanding on GTFO); for years, given that we all (us developers and the community playing the game) are enjoying it and it's financially sustainable! For the second question: All of the above!


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Micke asks: what will be the state of Early Access? we will have a finished version at 80%? 90%?

Answer: It's very difficult to say how "finished" the game will be when it enters Early Access, because even when it graduates from Early Access it's still not going to be finished since we'll continue expanding on it with new content. The game will just graduate from Early Access when it's polished enough and has so much content that we feel confident seeing it as a full-priced game (it's never going to be $60 though). So we can't really answer your question - and even if we could, there's no way of converting those percentages to actual time left of development.


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narbooka asks: Why did the team decide to put the game into EA? And will you have to pay for EA?

Answer: GTFO has some new and untried concepts that we feel need to be tested with a larger community, and we also want to foster a great developer-community relationship - so it felt natural to go with Early Access. Getting the game in Early Access will cost money, yes - that's part of the concept (that gamers can help the game both through testing and financial support as they purchase the Early Access version of the game.)


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BluKnight asks: Are all ambassadors going to be in the closed testings?

Answer: All Ambassadors will be eligible to all Alpha tests that are open to Ambassadors. For the Alpha tests, we will not choose a smaller group from the Ambassador - randomly or through applications - but instead allow all Ambassadors to get in on the testing if they want to. If we have pre-Alpha tests, there will be no way to ask, bribe or threaten your way into it - so if you've signed up as an Ambassador, you can rest assured that you've done everything you can do (and need to do) to be part of all the Alpha tests that will be accessible to the public.


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Fox asks: Does that thing in the trailer that scans the room through a door actually exist, cause if so thats badass

Answer: It does exist, yes, and it is indeed badass!


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Vejituh asks: Will the lore be fed with a spoon to us, the players? Or will we have to uncover secrets, connect dots and theorize?

Answer: No spoon-feeding. The story will be an aspect of the game that only reveals itself to those who look for it, meaning that those uninterested in the story can ignore it. We think it would be great if the community as a collective connected the dots by discussing and speculating on forums and gathering clues and data on a Wiki or something similar.


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Sask asks: In terms of ingame guidance, will we get someone similar to Bain? Talking to us over a headset while we navigate?

Answer: In order to create a strong feeling of being isolated and exposed down in the Complex, there will be an absolute minimum of communication with other characters during expeditions. This design choice also aligns with out ambition to make a game that doesn't lead the player by the hand - you're left on your own and have to find the objective through your own search for clues, rather than being fed waypoints and guiding voice lines.


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Nobody asks:  Q1: Are you planning on having a randomized reward system (lootbox/cards), a currency based reward system(points to unlock), or a experience based reward system(level to unlock)? Or some combination of the 3?
Q2: Are the characters progression individual to the character or is the progression account wide?
Q3:  Stadia? Is there any potential for GTFO partnership or interest in the studio over this?

A1: You'll be rewarded with the things you scavenge in the complex during an expedition. To have an incentive to reach the end of each expedition, there will of course be some sort of reward and/or multiplier that you only get if you complete the entire expedition - and those rewards will be known to players beforehand so that they know what they're fighting to get. We like to allow players to make informed decisions.

A2: You have account progression/persistence, not character progression.

A3: There is no Stadia partnership in the works as of now, no.


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Josh asks: Since lore will be gradually added later on in the game, will the community be able to influence/give reccomendations to the GTFO lore?

Answer: The backstory/lore is already designed, but it can of course be molded and adapted over time. We won't promise that the lore will be influenced by community speculation, but we'll lurk on the forums - so who knows?


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Debuti asks: Lore: - Have you guys thought in any way to show the players the world they're living in? If so, in which ways? (Radio signals, missing notes, missing tapes...you get the idea) 
           - Do we live in a futuristic world based on our beloved book, 1984 by Georgie? IF not, will you make it happen? Money is not a problem ;). 
           - Jokes aside, what kind of world (outside world, surface) do we live in? Cheers!

Answer: GTFO is not a reinterpretation of George Orwell's "1984", but yes - the lore and backstory will be revealed through different text and audio logs left behind by the people who lived in the Complex before the monster invasion. What shape the outside world is in is part of the mystery that will be revealed in the game, so I won't talk about there here. ;-)


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YellowLeo asks: will there be a NDA? and will we be able to Record footage and send it to yall?

Answer: We don't plan to have testers sign NDAs. You will most likely be allowed to stream during the tests, as long as you shower the game with praise in your stream. 😉 I don't really know why you would want to send us recorded footage, but I'm assuming for bug reporting - which is better to do by uploading an unlisted YouTube video and providing us with a timestamp link. But exactly how bug reporting will be done, we'll explain closer to the first test.


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Shadyspidey asks: I would like to know if streaming will be allowed if you will showcase some smaller streamers as well as bigger?

Answer: You will most likely be allowed to stream during the tests, yes. You'll know our final decision on that when you are invited into the test via email. I don't know what you mean by showcasing streamers - we were hoping the streamers would showcase GTFO rather than the other way around! ;-)


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Lebu asks: How often (if any) puzzle sections will show up in the game?

Answer: Pretty much every expedition, probably several times each expedition. It's not Tomb Raider/Uncharted type puzzles where you are supposed to turn clock handles in the directions written down in some old Pharaoh's testament... It's minor tasks and computer interactions that force players to stop and think for a bit - and most importantly communicate and coordinate. It breaks up the action in a nice way and makes it harder to progress during combat (because you're preoccupied with surviving). There are also hacking "mini games" (much like that in Alien: Isolation) and we plan to have "combat puzzles" where players are forced to take predetermined positions in a room - and fight from those positions - in order to progress.


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!Teeps asks: When can we anticipate testing to begin? And when it begins, will people be able to broadcast?

Answer: You will most likely be allowed to stream during the tests, yes. And don't ask us for dates, we have said we won't give dates. 😉 Just be patient. I'd say don't expect testing to begin before June.


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Menelwen:cow2: asks: Will it be a Closed Beta ? Open Beta ? Only for Ambassadors ? Limited keys ?

Answer: The first tests are Alpha tests, and the tests will be closed in the sense that you can't get in without having signed up as an ambassador beforehand. We want people who show genuine interest in the game so at this point we don't plan on letting stragglers into the tests. Therefore, your friends who you think would enjoy GTFO, will depend on you to let them know about it! In other words: The only way to be sure that you'll be able to play the Alpha/Beta tests with your friends is to recruit them to the 10 Chambers Ambassador program!


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G4T0 asks: How far was this game in concept phase?

Answer: It's difficult to say when the concept phase ends and production begins. Unity us such an easy engine to prototype in, so the game started to take shape pretty early on.


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iSterben asks: Since suppressors and RPG/GL wont be be in the game.. Will SMGs like P90, UMP45 etc and shotguns like M4 combat shotgun be implemented later??
I liek Rifles too

Answer: GTFO is not a game that aims for realism - after all it's a sci-fi game - so don't expect weapons to be faithful to any real-life counterparts. That being said, there might be weapons in the game that are based on existing ones - just don't expect it, because it's not a military simulator type game.


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SnowFox asks: What's GTFO stance on artificial difficulty, as in taking tremendous damage from ennemies and doing low damage to them ?

Answer: We prefer the difficulty to arise from a combination of different conditions (enemy numbers, movement speed/pattern, visibility, etc.) and not just from the health of each individual enemy. GTFO is a lot about that; to combine certain monsters with behavior/stat modifiers and certain environmental hazards and other conditions (such as fog and darkness) to complicate combat and make it more challenging.


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TooooooooBad asks: You are 10 Chambers collective because you don't want more than 10 people inside. But you currently have a 9-man devs team. Do you intend on filling the last spot sometime in the future or you are happy with the team you currently have and not looking to add another member? (And change the name to 09CC :stuck_out_tongue_winking_eye: )

Answer: We are happy at nine and are not currently looking to expand - or change our company name for that matter! 😎


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Chodybromo asks: Will we be able to stream Early Access gameplay? 

Answer: Yes.


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Mr_Mirrors asks: Ey, why are you called 10cc, especially when you have 9?

Answer: Because the idea is that 10 members is the max. You can't have a company name that you have to change every time someone quits or joins the company.


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Pianta Police asks: how will the stealth system work with noise generated by walking versus running and jumping? Will there be certain types of terrain to watch out for because they make more noise? Will the noise generated by knocking things over (if that's a thing) alert enemies as well?

Answer: Stealth is rather straight-forward, with gunfire, running footsteps, proximity and flashlights waking up monsters. The best way to avoid waking up sleepers is turn off the flashlight, crouch and move around them - always keeping a healthy distance.


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Silvio asks: the game will have a procedural map?

Answer: Not in the traditional sense. Our belief is that procedurally generated content is, for the most part, a cool idea mostly in theory. Procedurally generated content often becomes soulless, with not enough thought or creativity behind it. We use tools within the development team - tools that have taken quite a lot of GTFO's development time - to procedurally generate bases for our expeditions and then we workshop them for added love. When all gamers are playing the same set of expeditions; there's bragging rights for completing them, purpose to creating tutorials, the ability to discuss a common set of challenges among the community members, etc. That social aspect is a significant part of the experience that would be lost if everybody played their own procedurally generated maps.


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Haxwell asks: For in-game voice chat, could the volume at which we are communicating with each other alert enemies? I don't even know if that's technically possible, but how cool would it be if my team and I LITERALLY had to keep our voices down over in-game voice to not alert.

Answer: It's a cool idea in theory, but we believe that A) this would stifle player communication which is one of the pillars of the game's design, B) it would only drive players to seek out external voice chat solutions to circumvent this game mechanic. If it was an option it would still have to be shared by all players in a game, probably decided host-side - and since it's a feature that alters the game experience in such a prominent way there would have to be a host browsing filter to exclude the games where the feature is activated. In the end it would be a lot of work for something that would be appreciated by a minority of the community, so we're not going to pursue this concept.


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Shifted asks: Regarding "scavenging"
Is it just ammo and mission objectives, or are there things we can loot to sell / use / craft things with?

If crafting is a thing:
is it in-mission (craft a medkit/grenade to use) or is it out-of-mission (permanent upgrades)?

Answer: You scavenge the surroundings and find resources that you can trade for new weapons, tools and gear (and upgrade your current stuff) between the expeditions. The main reason it happens between expeditions is that we don't want a group of players to be stopped in their tracks during an expedition because one in the team goes into some menu where he/she is stuck for a while trying to decide what gear to buy/upgrade. We're thinking of the player's arsenal as a "golf bag" of different weapons and tools that are suitable for different types of expeditions so yeah, there are permanent upgrades. The idea is that you constantly look for resources to develop or replace the "clubs" in the "golf bag", to improve your chances of survival in future, even more difficult expeditions.


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yelichman asks: what is the meaning of life, the universe, and everything?

Answer: The answer to the Ultimate Question of Life, the Universe, and Everything is "42". The organic supercomputer known as "Earth" is currently working to find out what the question actually is.


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Elbombo2k asks: Would there be 2 player split screen? For consoles i mean. My brother and i have been playing games together for years and we love left 4 dead, GTFO seems like the perfect game for us to play. So it would be awesome if you added split screen on the console versions.

Answer: We are huge fans of couch co-op and have very fond memories of the original Halo, for example. It feels very much like a forgotten feature that has slumped with the rise of console internet connectivity. We'd love to bring split-screen co-op back, we can't spend a lot of time on something that only a fraction of those who play the game will appreciate - and split-screen is undoubtedly something that would require a lot of time: Optimization to allow the simultaneous rendering of four view ports, how to treat sound, GUI, etc. We're a small team, so while we like split-screen, we have to be very sensible regarding how we use our time, and evaluate the benefit of each feature we choose to implement. There are a lot of other features that would have higher priority than split-screen.


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lintyjuggler90 asks: Simple Question: During the testing phase before Early Access, will there be any NDA/content restrictions? Specifically as pertinent to any content creators

Answer: Rather than forcing users to sign NDAs (which wouldn't really have the resources to enforce anyway), we will make sure that the Alpha is in a nice enough state that it can be streamed. It might contain a watermark indicating that it's Alpha footage (because this footage will end up everywhere and months later viewers of that footage need to know that the game probably doesn't look like that anymore) so it's all very straight-forward.


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D4_Cador asks: I am interested in streaming this game in EA.  Will there be any limitations on this? AKA Work in progress banner, etc?

Answer: Right now we haven't decided on that, but most likely there will be no such limitations. At least nothing that requires any work from you as a streamer. I mean, if we want to make sure that all the streamed footage from the Early Access version of the game says "Work In Progress", we'll just add that text as a subtle watermark on the screen.


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Ir3os l MatzEe asks: Did you added in the meantime from my gameplay test back in August on the Gamescom, more gadgets and/or puzzles?

Answer: Everyone reading this: Ir3os l MatzEe played the game at GamesCom last year and he asks if we've added more gadgets and/or puzzles to the game since then. We have changed how some gadgets and puzzles behave - and polished their functionality and graphics - but we haven't added much new stuff in that area. This past year has been mostly about developing depth to the game, rather than width. That means, we've made everything tighter and "future proof" - like making sure the game can be updated via Steam without requiring huge package downloads. There's also a lot user experience related stuff that was missing in the game, that players at E3 and GamesCom last year never realized was missing... we've had to work a lot to turn the game into something that we can actually put on the hard drives of players around the world and without having to worry about whether players will understand how things work as we can't stand over their shoulders and explain... UI, help texts, things like that. In short, we've made a lot of progress since last summer, but it isn't necessarily the kind of stuff you'd write about in the game's feature list.


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Fox asks: Will there be keyboard and controllers support or just keyboard

Answer: There will be controller support, but no support for rumble. Also, you will be forced to use your keyboard to type commands into the terminals in the game. So you'll be able to move around, shoot, switch weapons, reload and all that stuff (and bind the button functions as you like) but you won't be able to rely 100% on the controller for the game experience.