Stunlock: Right now, we’re pretty solidly focused on the PC experience. Is that something you’re interested in for V Rising? Q: We have seen a lot of indie games land on consoles after enjoying a successful release on Steam. Stunlock: Let’s just say they’ve already got a little taste, and there’s more to come. Q: Just for fans, can you hint one new biome that you’re looking forward to adding in the game? If you are not fond of gathering, you can just make a server with 5x resource gathering speed.
We also have server settings that serve to let you tailor your experience to be more to your liking. There are systems for everyone, like our servant system that lets you offload a significant portion of your gathering efforts onto your gathered and converted human thralls. For many, it’s a cool-down period that they enjoy between the outings, or maybe they even enjoy the cool-down period MORE than they enjoy the outings.
Stunlock: Well, I’d say a lot of players very much enjoy the crafting aspect of the game. Q: How exactly are you planning to expand crafting, which some players already find to be time-consuming? Are you considering cutting down on some of that grind? I wasn’t personally around in 2019, but I do know that the help of an investor certainly lets you focus more of your attention on fulfilling your creative needs instead of your financial ones. We decided to take the experience with action combat and bring it to a project with a larger, more ambitious scope and new challenges to face as a studio. Stunlock: After Battlerite, the team looked back on their game history, three highly competitive PvP games, and just felt like they were ready to take on something new. Was that something that further helped you spread your creative wings? Q: Going from arena brawlers to an action role-playing survival game, how did that transition come about? In the same vein, V Rising looks to have gone into development just when Tencent bought major shares in 2019. Seeing everyone jump on it and love it as we do has been an unforgettable experience, and we’re incredibly thankful for it. Setting the stage for release was an essential part of our launch strategy, we just didn’t expect it to be quite THIS well-received, but… I mean, who could have? You never know how players are going to react to something you put out there, no matter how much smaller-scale feedback you get, no matter how much you love it, you never know how other people are going to connect to this project that you love. Stunlock: Thanks so much! I can say we were certainly surprised by the volume of the response, which isn’t to say we didn’t have faith in our game doing well or that we weren’t putting in a lot of marketing efforts leading up to the launch. How surprised were you to see that big of a response? It felt like V Rising was announced one day and then took over Steam the next. Q: Firstly, congratulations on hitting 1 million in sales in the first week alone. They have big plans for the game though and in an interview with Segmentnext, Stunlock Studios was able to share some details about V Rising and their future plans. Since the early access release, the developer has been busy in updating and fixing the game. The game also saw more than 100k concurrent players on Steam at one time. The game got released in early access and it quickly gained the popularity and became one of the most played games just after its release. V Rising was a surprise release in the month of May.