We truly value everyone’s feedback and have spent the past year and a half+ crafting this game with the community. Because we’re suddenly a big game (from 20 total users/day to almost 2500+ total users per day, throughout timezones), it can be easy to forget that we only have two actual programmers, right now: Boslof and I. We are an indie company and we are self-published (+Steam). Even if we hired an additional programmer immediately, it would take months to train and catch up; this would actually slow us down (for now).
Although we planned for success, we did it with a “college budget” (and very transparently). None of the team even has even received our first post-launch pay, so we’re doing the best we can with what resources we have to deliver what you guys want.
We can test up to 90% internally, however that leaves room for 10% of possible madness that we apologize for. This was originally due to time and resources restrictions. As time goes on, we plan to create more thorough test environments and get some private testers so things don’t get out of hand. Leading up to creating a better test environment, we still first want to wrap up the “core” launch bugs that still exist (there’s still some friends bugs, reports could use some tweaks, and we’re still trying to make things easier for new players) before spending time on the test servers.
So please bare with us between patches. We’re here for you. But we’re also very human, working 15 hours a day to ensure you get the best. What we can do NOW, though, is avoid patching on weekends (even if it’s a badass patch) and avoid patching ~afternoons/evenings (USA time) to avoid mishaps.
PS – earlier today, we granted 500gp to everyone for being patient with us