Post Scriptum - The Bloody Seventh

WW2 tactical shooter reliving Operation Market Garden.

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Gromic
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Re: Post Scriptum - The Bloody Seventh

Post by Gromic » Fri Jun 08, 2018 3:42 pm

It would have a tremendous effect on tactics if they weren't able to kamikaze through fields, etc. - at least not at those speeds. Right now, who needs roads.
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Jonesy
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Re: Post Scriptum - The Bloody Seventh

Post by Jonesy » Fri Jun 08, 2018 3:50 pm

You are right Gromic. During my own time in the army I was once driving a landrover and Kamikazed cross country in an effort to break contact and managed to snap the chassis. Vehicle was useless afterwards :lol: :suicide:
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Berethor
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Re: Post Scriptum - The Bloody Seventh

Post by Berethor » Sat Jun 16, 2018 7:17 pm

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Today they posted a Roadmap on their discord. It doesn't include any dates, but it provides some insight when we see stuff from the left appear during Test Weekends.

Also, the unrevealed game mode will be Kind of the Hill, like Player Unknown Battlegrounds but in World War 2. That's why they need to get the parachuting done first. :liar:

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Re: Post Scriptum - The Bloody Seventh

Post by Berethor » Sat Jun 16, 2018 10:54 pm

Hey guys, Squad has a free weekend next weekend, so we could play a round or 2 in that game with us not being able to play Post Scriptum.

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Re: Post Scriptum - The Bloody Seventh

Post by Berethor » Thu Jul 12, 2018 5:26 pm

news about the Post Scriptum release from their Discord:
We want to thank everyone for your support and helping us with our previous week-end tests of Post Scriptum. It has been truly amazing for us to see the positive reception during our past public playtests from live streams to the comments being shared. However, we realize that there are still bugs and issues keeping you from enjoying the game to the fullest. We really value you as our community and want to ensure our game is the best we can have it for release.

After this past weekend test, we recognize that there are still issues with bugs and optimization that we would like to be resolved before we release the game. Based on our internal QA process, we were under the impression our optimization had undergone significant advancements. But after collecting a higher volume of performance reports from our public testing weekend, we realize there is more work to be done in order to get the game to a fully optimized state.

With that being said, as hard as a decision it is, we have decided to postpone our release date until the second week of August in order for us to resolve issues around optimization and bugs. Being a small independent team has made this decision difficult as many of us have worked 3 years on Post Scriptum. We really want to make the best impression we can when it comes to release and not put out something we know ourselves has issues.

Instead of releasing an unoptimized game on July 18th, we would like to open up a 24/7 open beta period until our new release date. This will allow you to still enjoy and play the game, while helping us collect vital information to resolve all bugs and optimization issues in time for release. Post Scriptum is currently feature complete, and this beta period will allow our team to allocate all resources to bug fixing and optimization.

All pre-orders will obtain instant access to the beta period when it is live and the game on full release.

Open Beta Content
- Dedicated Server files for public use
- 24/7 Access to the game
- All core game features
- Pre-order gives instant access
- Ability to report bugs, feedback and glitches
- Consistent updates with fixes

Once again we want to thank you all for your support and we are eager to get you playing Post Scriptum as soon as possible.

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So instead of being released July 18th, it will enter an open beta state starting that date. So not much should change for us in that regard.

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Gromic
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Re: Post Scriptum - The Bloody Seventh

Post by Gromic » Thu Jul 12, 2018 8:48 pm

Christ, they scared me there.
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