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  • iamacyborg

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    Yep, it's that time again, we've got another giveaway for you!

    We've got one key up for grabs to join the Rend Early Access. Want a chance to win? Simply create an account here and post a comment on this news post letting us know why you think you should win. 

    We know you won't want to wait around too long to get into the game. So the lucky winner will be selected at 7pm (UK time) August 1st.

    Good luck!

    iamacyborg

    The Rend Alpha has ended, and early access starts tomorrow, July 31 at 10:00 AM PDT (UTC-7).

    As the official announcement states:

    Quote

     

    Early Access (or EA) will bring dozens of official servers situated in multiple geographic locations across North America, South America, Europe, Asia, and Australia. While most will use the Standard game mode, some will feature Conquest mode in which there are no shields protecting the faction bases. We'll be able to scale up the number of official servers per region or game mode as needed.

    After Early Access begins, progress on official servers will persist through to the completion of that server's saga (or match) when one faction fills their scoreboard on Yggdrasil and ascends to Valhalla. The Ascension System (or metaprogression) will carry over between sagas, allowing players to unlock special perks and show off unique cosmetics earned through past ascensions. Finally, we're pleased to announce that members of the Rend Partner Program will each receive an Early Access key as a small token of our appreciation for sharing Rend with their audiences.

     

    You'll be able to buy Rend on Steam and join the community in the Early Access game.

    iamacyborg

    Don't know your Goldpoppy's from your Roughwood Sticks? Trying and failing to build a campfire before you starve to death? Well, fret no more as community Partner Twisted just posted this fantastic crafting guide for all new players in Rend.

     

     

    iamacyborg

    Continuing from the last Meet the FK'ers with Jordan Leithart, we've got a brief chat with Frostkeep co-founder Jeremy Wood. Check it out below.

     

    RF: What's your name and what do you do at Frostkeep?

    JW: Jeremy Wood, Co-Founder

     

    RF: Tell us a little about your backstory, where have you worked prior to joining Frostkeep, what games have you been involved in making?

    JW: I got my start as an engineer on the original World of Warcraft team back in 2001. After seven years and two expansions, I moved onto Titan, which eventually became Overwatch. In 2012, I joined Carbine to work on WildStar, until forming Frostkeep in 2016.

     

    RF: What game most influenced you? Was it something in your childhood or in later years?

    JW: I play a wide variety of games, PC and console, as many as I can get my hands on. I feel that there is something to learn from every single game, and the more I play, the better I am able to contribute to the games I work on. World of Warcraft is probably my single biggest influence, and probably the game I've sunk the most time into over the years.

     

    RF: What are you main influences in your work? Is there anything outside of the gaming world you feel has helped you become a better developer?

    Being a successful game developer is mostly about effective two-way communication. I am always looking to better myself from that standpoint, and I've been incredibly fortunate to learn from many amazing people, both professionally and personally. Understanding human psychology provides great tools for communication, as well as for game design in general. Game developers tend to focus so much on "fun", which is ultimately impossible to quantify. Really boiling down the psychological impact of content and systems is a more objective way of measuring the success of your designs.

     

    RF: There have been a lot of Early Access Survival games released over the last few years, what do you think makes Rend stand out from the rest of them?

    JW: The biggest things we've tried to do with Rend is provide social structure for those who come in alone or in small groups, and to really give strong competitive goals to all players. Most survival games rely entirely on their sandbox elements, which is obviously enough for a large section of players.  Our aim is to bring some structure to the genre and attract a wider swath of players to this rich and interesting survival community.

     

    RF: The team have been pretty fantastic at engaging with the community so far, is that something you feel is a real differentiator between Frostkeep and your competition?

    JW: One of our goals as a company has always been to be "real", cliched as that may be. We are gamers just like everyone else in our community, and we engage with them as gamers first, not as developers. We are all creating Rend together, even if Frostkeep is ultimately making the decisions and building the game. We want to be human beings, rather than faceless PR bots, and that means sharing in our failures and our successes, and ultimately being honest with the community about the realities of game development.

     

    RF: Being with such a small team, what benefits do you feel you have against working in a traditional AAA studio? What do you miss from previous work?

    JW: Our size allows us to have a highly collaborative work environment, in a way that would be difficult in a larger team setting. We all sit in one room, working together on every problem. Everyone's voice is heard and given equal objective weight. We can quickly pivot on new ideas without hours and days of meetings. The downside, of course, is limited resources. We have to be very conscious of our direction, and make sure that we have the capability of delivering on our goals.

     

    RF: What's next after Early Access, are there any extra features you'd love to implement in Rend?

    JW: We come from a MMO background, where launch is just the beginning, and Rend will be no different in that regard. During Early Access, we will be adding tons of content and features, working with the community to grow the game into a full and satisfying product. When we think we have come to a point where Rend is truly a complete game experience, we will lift the Early Access tag. After that, we will take stock and see where Rend should go, whether that be new maps, new game modes, etc.

     

    RF: And finally, which aspect of Rend are you most excited for players to get to experience?

    JW: The Reckoning, even in its early state, has been a blast. Experiencing a true war, where all sides are present attacking and defending, really epitomizes the fantasy that draws most people to the survival genre.

    NewsBot

    2 New FKers!

    By NewsBot, in Articles,

    A few exciting things happened over the past few weeks that I didn’t mention before because we were getting ready for and talking about PAX.

    The first is that we hired two more developers at Frostkeep Studios! Don’t worry, we’ll get headshots and a new team page as soon as we get a better camera. Without further ado, here are the bios of our two new FKers!

    Jake Strapko
    Jake is known for breaking game mechanics in Rend and exploiting them to his advantage, in that order. With a lifetime of experience in competitive gaming, Jake grew up in a household where LAN parties were the norm. He competed against his brother and father in popular online games like Quake, Command: Modern Air Naval Operations and Conquer Online before eventually shifting his reserves to focus on Counter-Strike. Jake is formally trained in graphic design, product branding and apparel design, and has also ventured into competitive teams with Counter-Strike 1.5 and playing on multiple tournament teams during the Overwatch Beta where he was one of the top 500 players for Seasons 1 and 2. As one of the most active players in the Rend pre-alpha, Jake can be found streaming on Twitch and helping to build game communities. His focus at Frostkeep will be on making Rend as fair and balanced as possible.

    Michele Cagle
    Known for “making lemonade” and finding the good in everything (as Bob Ross would say, “there are no mistakes, just happy accidents”), Michele Cagle is a seasoned communications executive with nearly 20 years of gaming, corporate, entertainment and consumer products experience. Michele previously led global communications efforts at Sony Online Entertainment, Daybreak Games, THQ and Mattel, including corporate communications, brand PR, internal communications, influencer relations and events. When she’s not off saving animals or channeling her inner Bruce Lee to execute awesome campaigns, Michele can be found chasing sunsets, eating mangos, and getting salty with her family at local beaches on the mainland and in Hawaii.

    The next thing that happened was that we were put on Tech Raptor’s top 10 games at PAX West! This was a huge surprise and an incredible honor, especially when looking at the other games on that list (Dead Cells is sooooo good). We’re so excited to show off the game, and can’t wait to open up the pre-alpha servers again.

    As far as happenings around the office, I’m still plugging away at the UI rework (we’ll get another UI blog later). Tyler and Ron are working on AI and Item system design. Jake is doing some super secret work as well as focus testing and balance design. James is working on new prop items. Travis and Mat are working on making the map bigger and all the cool new biomes. David is working on some performance things regarding base building.

    As always we’re here answering questions from the community on Twitter, Facebook, Steam and the community Discord! Come join us!

    read the original article

    iamacyborg

    Meet the FK'ers is our new short interview format to get to know the folks working at Frostkeep who are responsible for Rend. 

    We're opening up the series with a brief chat with community superstar @FK_JarNod

     

     

    RF: What's your name and what do you do at Frostkeep?

    JL: I'm Jordan Leithart, aka JarNod. I do anything and everything, except art... and naming things. I had my naming privileges revoked. Mostly I'm an engineer/community person. I've written almost all the UI in Rend and some of the systems. I also answer as many community questions as I can, so if you tweet at Frostkeep, I'll be the one responding.

     

    RF: Tell us a little about your backstory, where have you worked prior to joining Frostkeep, what games have you been involved in making?

    JL: I did all sorts of things before I got into the games industry, so I'll pass those by. I previously worked at Carbine on WildStar. I was a build engineer there. Then I moved over to AI, then I moved over to Combat/Spells for the F2P launch.

     

    RF: What game most influenced you? Was it something in your childhood or in later years?

    JL: Vanilla World of Warcraft had a large impact on my life, but the game that made me want to get into the games industry was actually a more recent one, Dragon Age: Origins. It was the first roleplaying game that I played through again immediately after I finished it for the first time. A year after I played that I went back to school for my Computer Science degree, and 3 years later I was working on WildStar!

     

    RF: What are you main influences in your work? Is there anything outside of the gaming world you feel has helped you become a better developer?

    JL: My whole life has been an influence on my work. In my opinion, games should reflect something about our world. I play lots of games, and I learn something from every single one, but outside experiences are how I became a better developer. Whether it's working at companies that weren't video game companies, to where I grew up and other hobbies I have. Everything I do helps me grow as a developer!

     

    RF: There have been a lot of Early Access Survival games released over the last few years, what do you think makes Rend stand out from the rest of them?

    JL: The biggest thing that separates us is our performance. We're mindful of having as performant a game as possible and that helps guide our development process. Another aspect that separates us is our focus on making a faction based survival game. We want to create a community so new players won't be lost and veterans will always have people to play with.

     

    RF: The team have been pretty fantastic at engaging with the community so far, is that something you feel is a real differentiator between Frostkeep and your competition?

    JL: I've seen many other studios engage with the community in a different but just as important way as Frostkeep. I've also been on the other side countless times, so it's important for me to treat the community how I wanted to be treated when I wasn't a developer. All I really know is that the Rend community has been amazing to work with so far. I don't think you can credit us at all when everyone has been wonderful.

     

    RF: Being with such a small team, what benefits do you feel you have against working in a traditional AAA studio? What do you miss from previous work?

    JL: Instant collaboration. If there's a problem, we can solve it quickly.

    Ownership of the product. We all own the entire game, not just one pie slice.

    Family atmosphere. We get to know each other very well.

     

    I think the biggest thing I miss from my previous work is actually the developers. I've worked with many fantastic people already in my short career and I would love to work with them again. But I know that Frostkeep is where I belong and so I don't miss much!

     

    RF: What's next after Early Access, are there any extra features you'd love to implement in Rend?

    JL: The most important thing after early access launch is getting the game out of early access to a full launch. Once we've accomplished that, we need to figure out if we're gonna work on an expansion or a second game. I have a few ideas.

     

    RF: And finally, which aspect of Rend are you most excited for players to get to experience?

    JL: With pre-alpha going dark, there are a few systems that I can't wait to talk about, but we're gonna hold off for now. Mostly, I love the faction based gameplay. I love being a part of something greater than myself. It's gonna take a lot of work for us to get it right, but it'll be worth it!

     

     

    Stay tuned for more interviews with the team behind Rend!

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