100k players have joined the flock!

DUCKSIDE

Imagine DayZ or Rust but you're a duck. A persistent world survival game with PVP, PVE, crafting, base building and hat wearing ducks, wielding weapons.

Quack. I will just start saying Quack instead of Hello Everyone. 100k DUCKS! We have just crossed 100,000 sign-ups for the beta! To think this was all April Fools, eh? GAME PERFORMANCE (silky smooth) These are incredible numbers and way beyond our expectations. Thank you for sticking around through the turbulent server-restarting-wiping-crashing weekend. Yesterday's wipe and player density tweaks have actually helped server performance drastically. As of the moment of making this post, we are seeing smooth performance across the board. WIPE SCHEDULES While the servers are fine right now, we cannot accurately predict when issues start emerge. We are monitoring numbers of entities on servers to see where the breaking points are. The team is working hard on server-side optimizations. So right now the wipe schedule is TBD. Unless we get serious performance issues, or a game update that actually requires a wipe, you should be good for now. UPCOMING FEATURES WOO I got a chance to sitdown with the team today and talk about the upcoming pipeline and priorities. Some of these will be more immediate than others, and our aim is to get as many updates as possible during the beta. So here is a bulletpoint list of things we're working on, in no particular order - Network optimization. It is vital we get the servers to transfer less data in an optimal way. - Base upkeep / decay. We're working on a system that requires you to put FEATHERS into your IDOL that if drained will make your base decay. This will help with abandoned bases just standing around there. It will also allow for interesting heist opportunities from decayed bases so new players have a chance of hitting it big on a recently decayed base. - TIER1 visual rework. Right now our visual for tier1 feels too "safe", so it can be annoying when you feel safe, get a few workbenches in and someone with a hatchet busts through your wall. The solution we are aiming for is gaps in the tier1 building blocks, so light shines through, other players can see through, and it's visually obvious you're not safe. We are also playing with the balance of melee tools to tier1 building objects. - Map size. We are working on adding more zones to the map. This will be a fine balancing act of player density at spawn, points of interest, and zones where players can feel safer and build up. These are just a few things out of a long todo list alongside bugs, exploits, etc that the team is working tirelessly on. Can't thank you all enough for the support. for the flock! - Alex & team tinyBuild