Book of Travels Pressrelease: A Year of Travel

It has now been 12 months since we released Book of Travels, the Tiny MORPG (MMO-Lite) to early Access on Steam. Whilst initial momentum was beyond expectation, seeing us hit the top 10 most popular games on Steam, server instability and a number of frustrating bugs showed us that we had some issues we needed to solve.

The first thing we looked at was the team. It may have not been explained very well at the time but we essentially took the team that had made the very successful single player focussed Shelter series and asked them to deliver a multiplayer experience. It became clear, and was poorly communicated at the time, that we needed to re-asses the team and hire different competencies. This had additional impact on the Shelter 3 release and the on-going support for Meadow and is a challenge to solve whilst remaining an independent developer.

A new team
The creative core and art direction was working well, but we needed different skills around multiplayer gameplay elements, server infrastructure and a different type of “production pipeline” to accurately release frequent updates for an MMO-Lite style of experience. Over the past 12 months we have hired a large number of engineering staff whilst keeping the majority of the art, stories and design the same, with the aim of improving on what we have. In order to deliver the existing Feature Set we have planned, and outlined as part of the new Road Map, some 7000 hours of development work remain ahead of us. This is before we add in things like bug fixes, design tweaks and adjustments based on feedback. Adding in a new Beta infrastructure allows us to playtest some of these new features early and work on fixes and tweaks as the features develop and ultimately will lead to cleaner update releases in the future (but we are not there yet).

The Pillars of Creation
Part of the rethink of the Feature Set has led us to look at the games positioning in your gaming library, where MMO-Lite sits and what we offer that makes us stand out from other games on the market. Our key focus can be divided up into pillars which are: Survival, Exploration, Trading and Mystery. As we deliver DLC in the future (and PDLC where applicable) we will touch on these four pillars both as the core DLC for each pillar, but also a percentage of change in each of the 4 in each DLC. So, we may release a DLC focussed on Survival, but it will contain elements that touch the other 3 pillars.

Long Term Pricing
Whilst many of our reviews comment on “what do I do?” the vast majority of our players have spent hundreds of hours in the game world with some spending in excess of 1000 hours. We will address the starting scenarios to better introduce players to the game world, even “holding their hands” for at least the first 20-60 minutes, but after that point the players will be free to explore and survive in a large and growing open world environment where dangers and mysteries lurk in unpredictable and often hard to find places. As content is released and the world grows, the number of “seats per server” will increase so the chance of encountering a player remains at the same level even though the world is larger. This growth is balanced against overall game client and game server performance that was addressed as part of our main tech rebuild (and is a constant area of improvement). To this end, the overall price of the game will increase as and when more content is added, the first of which is expected mid-November.

In Summary
The launch was far from ideal, and we had lessons that we needed to learn. We have had a major rethink and addressed these lessons and remain committed to delivering the vast world of Braided Shore. Book of Travels has performed well enough for us to remain dedicated to it for the long term and we are pleased with the reception, the player reviews and the excitement we hear in our community. We have a lot to show you over the next 12 months and look forward to watching your journey.

17. Oktober 2022, von Thore Varga