Fully expected of course, Valheim continues pulling in masses of new users with the announcement that it's now sold 5 million copies over the first month. What is it? For those living under a rock: a brutal exploration and survival game for 1-10 players, set in a procedurally-generated purgatory inspired by Viking culture.
Across this time more than 15 thousand years have been spent playing Valheim based on a combined player time count, over 35 million hours of Valheim was watched on Twitch, it continues rising up as one of the best reviewed games on Steam (#39) and this is all still from a five-person team. The actual player-count seems to have now settled though from the 502,387 peak 10 days ago to it seeing a more regular player count of around 350,000.
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This truly is now a complete runaway success. Iron Gate mentioned how they "struggle to find the right words to express our gratitude to you, the community" and there's plenty more to look forward to as this is only the beginning of the journey for the game. Some big updates are planned which we're excited to see land in the game, are you?
Note: they also recently released a fresh patch on March 2, here's the notes:
* Localization updates
* Made Haldor head-turn smoother
* Object network interpolation is skipped if object was far away, solved issue with network players flying through the air when entering dungeons & exiting portals etc
* Added -public 1/0 flag to dedicated server again, Allows players to host local lan only servers
* Join IP-button updated to allow for lan-connections (dedicated servers only) & added DNS support
* Dedicated servers use directIP connection instead of SDR, solves issues with slow steam relays in some areas of the world
* Bonemass puke-effect network fix
* Updated Dedicated-server PDF manual
* Prevent pickup items when entering portals
* Lowered wolf procreation slightly
* Lowered chance of boss trophy talking
Just like we did before we took a look back at the charts from LinuxGSM, which is a command-line tool for quick, simple deployment and management of Linux dedicated game servers. Since adding Valheim support, the number of servers has rocketed upwards and there's now over 2,300 servers running Valheim thanks to LinuxGSM (source).
With full Linux support you can buy Valheim on Steam.
The thing I'm currently dreading is looking for more surtling cores, I feel obligated to find a few more so I can build portals and smelters and make the next stage of the game easier, I've found three burial chambers and only one had any cores, kinda getting sick of scouring the black forest biome, especially since the biome's name always makes me hungry for ham.
Are there any numbers yet regarding the % of Linux sales? I remember there being a "we reached out to the devs, but no answer yet" - has that changed?
Quoting: TermyFully deserved - i've rented a server with 4 friends and it's been a fairly long time since we came together to play a game with such regularity as valheim ^^Nope, no reply on that. Don't blame them though, can't imagine how busy they are.
Are there any numbers yet regarding the % of Linux sales? I remember there being a "we reached out to the devs, but no answer yet" - has that changed?
Speaking of which, how come it takes 2 copper ingots and 1 tin ingot to forge(!) 1 bronze ingot? It should be 3 copper and 1 tin ingot (in a smelter), and from the weight alone you should get 4 bronze ingots. And it's not like you loose material, unlike when smelting ore. And that would also reduce the disproportionate grind with bronze.
It's not really a "historical" game; progression is more or less gated behind boss fights; and sometimes ... well there are other idiosyncratic choices; like only being able to mason stone in the iron age. In fact, stone age civilizations like the aztecs did a lot of extreely intricate stone masonry. Or requiring bronze age technology for planting things.
Spoiler, click me
Even I bought the game, and I'm personally not very found of "survivor games" genre.
So only kudos for the team, and I hope they can still improve a lot this success game.
Quoting: AnzaSoon they have sold more copies that there are people in Finland...
So then, The Bock Saga i just discovered is very appropriate in this concept!
https://www.bocksaga.info/
Quoting: BielFPsThey can thank the success of the sales because of two main factors: Multi-platform crossplay and the easy way to host dedicated servers.
Even I bought the game, and I'm personally not very found of "survivor games" genre.
So only kudos for the team, and I hope they can still improve a lot this success game.
Don't forget the price. Fresh release, popular genre, price is bit less than older releases roughly in same genre.
While that kind of success and money is well received, it often leads to over ambition and failure.
Let's hope the world tree keeps him and the team well grounded.
Lets hope the norns are in good will of what Odin favours.
Last edited by STiAT on 5 March 2021 at 2:46 am UTC
Quoting: AnzaYou can create rivers by just digging with pickaxe from closest shore.Yay! I once tried doing this in 7 Days to Die and the water wouldn't flow, it just sort of globbed up and fell about like gelatine --- a very disappointing end to my aqueduct project.
Quoting: SeegrasSpeaking of which, how come it takes 2 copper ingots and 1 tin ingot to forge(!) 1 bronze ingot?I expect you were being rhetorical, here, but, nevertheless, it's been my experience that this is a common mechanic in survival-crafting games, melding several "lesser" elements to create a "greater" one. I expect this is is just more of the same, though your point in this particular case is a good one.
Quoting: Seegrasthere are other idiosyncratic choices; like only being able to mason stone in the iron age. In fact, stone age civilizations like the aztecs did a lot of extreely intricate stone masonry. Or requiring bronze age technology for planting things.These sort of constraints are always so inanely artificial and, I believe, almost always unnecessary, aren't they? They make me crazy. I'm disappointed to hear that the devs have resorted to this sort of ham-fisted world-building. I mean, I do get why they're doing it, as a means to reward effort, but it's still, just so ... cLuNky.
The better approach is to improve stats, to reward effort and technological advancement by making construction and activities easier and more effective as one progresses. For example, stone work: From the beginning one could build stacked-stone walls, which might be better than wood, but require more effort and time to fashion and bear the risk of collapsing immediately upon being built. One could then mason softer stones, like sandstone & limestone, using bronze age tools, and only with the advent of iron age technology could one mason and build with granite.
Similarly, gardening could be done early on, but only with some plants, only after some slow ground preparation using labor intensive, not very durable wooden and stone tools. Bronze tools would then be faster and more durable, and could actually cultivate the soil, allowing for all plants to be grown. Iron tools could be the same as bronze, but faster and more durable yet still.
And so on.
Here's hoping that the devs are planning to create a more sophisticated tech-progression system in the (very near) future, that the current crude one is just a placeholder. I expect the devs may be open to suggestions, and, at any rate, I'm nevertheless delighted by their success.
Last edited by Nanobang on 5 March 2021 at 3:59 pm UTC
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