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Posted: 15 Oct 2018 20:15
by iTzNikkitty
I was having a bad day and this was just the right news to cheer me up. I'm so glad to see that the new release is coming soon, and will be on steam no less! I'm super excited and really glad that SpaceEngineer was able to do it. This will definitely bring Space Engine a lot more attention, raising it to the likes of Universe Sandbox or even higher than that. Hopefully it will make development much easier on SpaceEngineer, and time between updates easier on us as well :D

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Posted: 16 Oct 2018 04:23
by Blue_Hypergiant
I don´t like at all the idea of forcing Steam to the users in order to have Space Engine, but if it helps the project and secures funds and future of this software, I guess we dont have another option :(

Best of luck, SE and its creator deserves it.

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Posted: 16 Oct 2018 08:42
by The_Blazer
Onox wrote:
Source of the post I use SE in a little planetarium under wine/Linux, Steam dont be usefull for us

From my understanding Valve recently added a heavily upgraded version of Wine to Steam that manages to run a lot of Windows games, so SE might actually be able to run better than before under Linux if it uses Steam. Read this for more. In fact, maybe the author could look into getting SE in Valve's "guaranteed compatible" whitelist on Steam, since there are very few games in there right now it would be a huge publicity boost.

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Posted: 17 Oct 2018 13:07
by HarbingerDawn
The_Blazer wrote:
Source of the post In fact, maybe the author could look into getting SE in Valve's "guaranteed compatible" whitelist on Steam, since there are very few games in there right now it would be a huge publicity boost.

Good idea, it's worth looking into.

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Posted: 18 Oct 2018 15:24
by flexy123
Hello!

I see you are actively supporting VR (Vive, Rift). I can read between the lines that you consider proper VR support important, this is great!!

You mention you want to put it on Steam and "possibly also on Oculus". Question: For the Rift, do you also plan to support native Oculus API, or only via OpenVR? I am asking since I am seeing a lot experiences/titles where developers went the "easy route" and they often just OpenVR but not native Oculus API. And sometimes this means titles run less optimal than what they could on Rift if they used native Oculus code. Just wondering.

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Posted: 19 Oct 2018 02:24
by SpaceEngineer
flexy123 wrote:
Source of the post Question: For the Rift, do you also plan to support native Oculus API, or only via OpenVR?

SE supports Oculus by its native library, and other VR devices by OpenVR. Oculus was first VR device presented, and I implemented its support almost immediately (in 2014 or so).

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Posted: 19 Oct 2018 03:27
by flexy123
superb!!

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Posted: 19 Oct 2018 18:51
by Loafmeister
Big VR fan, looking forward to finally getting the chance to provide financial support towards your project and you spaceengineer

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Posted: 20 Oct 2018 01:55
by Jack ONeill
Loafmeister wrote:
Big VR fan, looking forward to finally getting the chance to  provide financial support towards your project and you spaceengineer

You can always support SpaceEngine by donation :-) - http://spaceengine.org/support

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Posted: 21 Oct 2018 04:29
by Loafmeister
At this stage I would rather support via purchase on steam and then a review which can lead to others supporting the dev

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Posted: 22 Oct 2018 11:24
by Lladerat
So how much will it cost?

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Posted: 22 Oct 2018 12:52
by iTzNikkitty
They've said that it probably would be around $20 or less.

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Posted: 23 Oct 2018 00:25
by Stellarator
Wow, so many people on the forum are agonizing over how much SE is going to cost. Nobody foresaw that this was the way SE was going since the beginning? Most 'indie' type games like this one always start out free.

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Posted: 23 Oct 2018 07:55
by matte93
will there be a free demo for space engine 0.990 which can be downloaded e tried before to download the payment version ?

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Posted: 23 Oct 2018 16:21
by iTzNikkitty
No, but they've said that previous versions will remain free.