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The ups the downs, and brutal takedowns of mining in space.

<span class="bold">Descent: Underground</span>, the thrilling return of the first-person space shooter with six degrees of freedom, is now available, DRM-free on GOG.com, with GOG Galaxy support for cross-play multiplayer and a 50% launch discount.

The legendary Descent is back and it takes you deep underground! Built on Unreal Engine 4 and improving upon the intoxicating flight mechanics of the originals, it brings the fight to the most perilous corners of space, where only the bravest or most desperate pilots venture in search of lucrative mining opportunities. Customize your ship and team up with friends for some fast-paced arcade action, spinning and swerving freely through twisting corridors as you gun down your opponents.
Descendant Studios, the people committed to bringing back this beloved franchise, are planning on adding a slew of neat features throughout the In Development stage: more ship types, weapons, and gadgets, more ways to interact with your environment, single player story missions, and tons of other cool additions.

Jump into your agile spaceship, calibrate your blasters, and dive into <span class="bold">Descent: Underground</span>, DRM-free on GOG.com.
The 50% discount will last until January 21, 1:59 PM UTC.

Note: This game is currently in development. See the <span class="bold">FAQ</span> to learn more about games in development, and check out the forums to find more information and to stay in touch with the community.


https://www.youtube.com/embed/qbSChGuH7dI
Post edited December 21, 2016 by maladr0Id
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sanscript: I think it's absolutely great that you've managed to get this far, considering the long road and with only a small team (as I understood it). Been waiting A LONG time for it to finally be release here on GOG and to try it - no matter how many mixed or negative reviews I read on Steam.

6-Dof games have been neglected far too long now.
Thank you!

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sanscript: Apropos reviews; I often see (especially on Steam) "IN DEV" games are getting hit pretty hard (lack of knowledge / understand or persistent reviews that doesn't consider time/dev), and as a domino-effect, it has a tendency to last beyond the in-dev period, and somehow hurt the economy and a "potential" marked. [snip] There's no need to "wait and see if things get better", unless the wallet is empty.

How has this affected you / your game?
I don't know in terms of numbers, but it is sad and frustrating when people review "IN DEV" like it's a finished game from EA. But we've stuck together and we have some great players that are helping us push through and make the game better. Thank you for your empathy around this.

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sanscript: What software do you use to create the music? Reason, FLS or something?
A number of tools, but Reason is among them. We plan to do another music and sound pass as we get closer to the release of single-player, so keep your ears open!

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sanscript: Why have you chosen an external software as authentication? Couldn't this just be implemented in-game, maybe same UN and PW as on the forum? Opt-in / opt-out
Because we support cross-play between numerous sources (GOG, descendentstudios.com, Steam, and hopefully others), we need to be able to quickly update the multiplayer authenticator as their systems change and we add new options. Separating it out into a separate launcher let us do that with a small, fast download instead of a large, slow one.

If you have linked a descendentstudios.com forum account to a store account that owns the game, you can use that to log in. We have this working with Steam, but there have been some technical hurdles to getting it working here on GOG. If we can solve those, you'll be able to link your GOG account to our forums.

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sanscript: Is MP possible outside your servers?

Will D:U be mod friendly?
We are working on tools to support private, player-hosted servers as part of our mod tools. We want to get those out as soon as we can, but since we're focused on the single-player campaign right now it will most likely be after the initial release of that.

We do want to broaden our support for modding, but because it requires a special, custom-built UE4 editor and some complicated stuff to comply with licenses we've bought... well, it takes time.

However, we do offer our basic map kit to users and several of the maps in game are based on designs by our players. If you hunt around, you might find the plaques in the maps with their names!

If you are interested, the information is on our forums:
https://descendentstudios.com/community/forum/16-maps-environments/

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sanscript: Thanks, and keep up the good work. I only bought my new controller for just two things: RetroPi and D:U, so this game might be my gift from Santa this year :D
Thank you!
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Starkrun: After seeing both of your responses here im sold... I am a grumpy guy that desnt like online multiplayer with people, give me bots, unlock all the maps with them and let me blast some AI and I'm happy..

Singleplayer is the core reason i am buying this, but knowing there is work being done for people like me that really doesn't like playing online with others is absolutely fantastic!
Thank you!

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Starkrun: I do have a question, would you guys be willing (if they are willing) to have some deathmatch fun with Sigtrap Games inside of Sublevel Zero? and by that token have them challenge you in Decent: Underground? That would be amazing to watch, and help get 6DOF games back in focus ^_^
Sounds like it could be fun! I know our guys have some practice with Anarchy (deathmatch), but I wonder how they'd do in Corporate War or Miner Mayhem... :)
Post edited December 22, 2016 by dunkelza
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Klumpen0815: You don't want to destroy the illusion of the young folks here that there is no DRM-free multiplayer, do you?
I don't care for ego-pushing "achievements", "leaderboards" or stuff like this, I do care for LAN play and an easy way to make your own server though because that's what DRM-free multiplayer is all about. There was a time when this was the norm and that was before Steam.
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Djaron: well, considering that there are some old and recent games without DRM which DO HAVE multiplayer online/lan through TCP/IP (and sometimes LAN too) without galaxy or anything else... How to put it... well, some managed to do it, so why others couldnt ?

anyway i'm with you regarding the loss of possibility to set up and host dedicated servers ourselves !

and i am not the kind of person who really have any interest in "rich connected social online gaming experience" with ingame chat, friends, achievements and such... Some like it, fine for them... But i don't want that their needs take over mine for arbitrary reasons. We both can have our ways.
And i still think i could have drm-free games to play online with people i know/trust instead of being flooded with folks i don't know about
If you are online its drm by deffinition.
The entire point of the drm debate is that players needs to have access at any time to the product even if the internet or connection get lost or go down, this includes charecters you have leveled up, or progression being made.
If you join a host or a lan there is no rules that says the host cant be a dick and shut down the server or the connection nor are there any rules that says that your internet connection woud stay up all times.
The only true drm free multplayer that has a online component woud be a game that saves the current state of the game or games where you are allowed to export your characters or progression.
The only games i can think of doing this is dark souls and terraria if im not mistaken
Post edited December 22, 2016 by Lodium
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Crosmando: Hello. Is it possible for people who contributed to your kickstarter to get a copy of the game here on GOG now that it's here?
Yes, we are working on an automated system, but we can do it manually in the meantime.

If you haven't already, please take the time to link your Kickstarter account to our site here:
Backer Portal

Once you have your account linked, you can log a support request from your account:
Submission Form

Thank you for your support!
Post edited December 23, 2016 by jbartus
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Klumpen0815: ... I don't believe the promises of Linux support later any more after having seen it dropped dozens of times after taking money.
Linux support already exists on Steam. That doesn't guarantee that Linux support will arrive at GOG, there is certainly precedent for games having Linux support on Steam, and not on GOG (Deep Silver, I'm looking at you!). In this case the dev's have stated they intend to bring the Linux version here, and there doesn't seem to be any Developer / Publisher / Porter issues to prevent that from happening.

Having been stung enough times on promises of Linux, and not getting it, or getting Linux two years later (Larian), I'm right there with you in not spending money until the Linux support is there.

Not that it matters to me, I bought this game ages ago on Steam.

At risk of starting another argument - the Steam client is not required to play Descent: Underground. It runs just fine without the client after it's installed.
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DaDakota: ...
WM
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sanscript: I think it's absolutely great that you've managed to get this far, considering the long road and with only a small team (as I understood it). Been waiting A LONG time for it to finally be release here on GOG and to try it - no matter how many mixed or negative reviews I read on Steam.

6-Dof games have been neglected far too long now.

Apropos reviews; I often see (especially on Steam) "IN DEV" games are getting hit pretty hard (lack of knowledge / understand or persistent reviews that doesn't consider time/dev), and as a domino-effect, it has a tendency to last beyond the in-dev period, and somehow hurt the economy and a "potential" marked. Carmaeddon also seem to have suffered. I also remember the mixed reviews on EVE Online back in 2003/2004, and somehow it got nearly forgotten, even when it too got constantly better and with even more in-game stuff. I can't seem to find any resent good/long reviews on any big bloggers/news sites on any of the before mentioned games, even with a pair of fresh eyes.

On the other end of the road: When a finished game just hit the shelves it often gets a massive marked boost then and there, with a final verdict. Everything we want to know about a particularly game is on some review or some private video-tester(s). There's no need to "wait and see if things get better", unless the wallet is empty.

How has this affected you / your game?

What software do you use to create the music? Reason, FLS or something?

Why have you chosen an external software as authentication? Couldn't this just be implemented in-game, maybe same UN and PW as on the forum? Opt-in / opt-out

Is MP possible outside your servers?

Will D:U be mod friendly?

Thanks, and keep up the good work. I only bought my new controller for just two things: RetroPi and D:U, so this game might be my gift from Santa this year :D
You are 100% right - a lot of our mixed reviews are for folks wanting single player first, and we chose to do MP first to help us balance that correctly, if you only have 1 ship and limited weapons it is pretty easy to balance, we have 9 ships and multiple weapons and roles....so had to go the MP route first. Once the game launches, those reviews will go away, as you launch with a new product (gold master) and start over.

Also, we have a demo planned with a small taste a few weeks before the launch.

Re: Music, that we leave up to our composers, and there is music in the game created by fans/mods already.

We chose the authentication method that helps us get it on multiple platforms and does not tie us to only one.

MP WILL be available on users servers, when we get around to creating a server client with UI - just after launch.

Mod friendly - HELL YES, we already have several user created maps in our game now, if you find a plaque on the wall in a map, it is the designer of the map. Mods make them in gray box, we let our proving grounds members try them out and play them in gray box, and vote, if it is good enough it goes in the game.

WM
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Pixley: The default controls were absolutely laid out with modern sensibilities in mind. WASD with Q&E for roll (as an extension of "lean" in games like FEAR) and Space and LCtrl for vertical movement (as an extension of jump and crouch). Of course, these are all fully configurable, so, if these aren't quite optimum for you, they can be changed.

As for a demo, we're planning on putting one out a little before the full release.

---

For those of you asking about the original Descent games, those are outside of Descendent Studios' control. We do not own the Descent franchise, we merely license it. They were removed from sale due to circumstances purely external to us.
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Crosmando: Hello. Is it possible for people who contributed to your kickstarter to get a copy of the game here on GOG now that it's here?
Yes, just hit us up through the support ticket system on our website.

WM
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ALaggyGrunt: LAN has to be a thing. It's the only multiplayer mode we know will work forever.
We agree, and it is on the schedule.

WM
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Klumpen0815: ... I don't believe the promises of Linux support later any more after having seen it dropped dozens of times after taking money.
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hummer010: Linux support already exists on Steam. That doesn't guarantee that Linux support will arrive at GOG, there is certainly precedent for games having Linux support on Steam, and not on GOG (Deep Silver, I'm looking at you!). In this case the dev's have stated they intend to bring the Linux version here, and there doesn't seem to be any Developer / Publisher / Porter issues to prevent that from happening.

Having been stung enough times on promises of Linux, and not getting it, or getting Linux two years later (Larian), I'm right there with you in not spending money until the Linux support is there.

Not that it matters to me, I bought this game ages ago on Steam.

At risk of starting another argument - the Steam client is not required to play Descent: Underground. It runs just fine without the client after it's installed.
Yep, if you want Linux, you can get it on our website as well. www.descentunderground.com

WM
Post edited December 22, 2016 by WingmanDU
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Crosmando: Hello. Is it possible for people who contributed to your kickstarter to get a copy of the game here on GOG now that it's here?
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dunkelza: Yes, we are working on an automated system, but we can do it manually in the meantime.

If you haven't already, please take the time to link your Kickstarter account to our site here:
https://descendentstudios.com/backer-portal

Once you have your account linked, you can log a support request from your account:
https://descendentstudios.com/community/index.php?app=nexus&amp;module=support&sect;ion=new

Thank you for your support!
Thanks. How exactly do I find my "Backer Number"? I can't seem to find it on Kickstarter.
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WingmanDU: Yep, if you want Linux, you can get it on our website as well. www.descentunderground.com

WM
Just a heads up for any of the folks that own Descent: Underground on Steam - registering on their website, and linking your steam account gives you access to downloading the game directly from their website!

That's damn straight of you guys!
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Crosmando: Thanks. How exactly do I find my "Backer Number"? I can't seem to find it on Kickstarter.
I'm sorry, I forgot to include this. If you go to https://www.kickstarter.com/profile/backings and click the blue + sign button. Your backer number should be down near the bottom of the popup window.

Thank you!
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WingmanDU: Yep, if you want Linux, you can get it on our website as well. www.descentunderground.com

WM
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hummer010: Just a heads up for any of the folks that own Descent: Underground on Steam - registering on their website, and linking your steam account gives you access to downloading the game directly from their website!

That's damn straight of you guys!
We still hope to do that with GOG as well but there are technical hurdles that need to be explored. And as anything with such a small team it is a matter of time and priorities.

My personal dream is the idea of buy once play on any service (steam, GOG, local site, oculus store, XBOX, PS4, etc) but due to the ways a lot of these stores are set up it is difficult to figure out how to do that. In fact some of the platforms (can't name names due to NDAs) actually explicitly forbid it.

Any way, thanks for being so positive about the project and hope to see you in the mines :)
high rated
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CharlesGrey: I suppose I can relate to that. It's one of the reasons I originally started buying games here, because I grew tired of all the research you have to do, when buying a new PC game these days. On GOG it used to be a lot simpler -- and mostly still is.

Anyhow, MP modes are a different beast from offline SP gaming, so I can understand the reasons why Devs like to rely on Steam, Galaxy or similar clients. The ideal solution would be to also provide some alternative, more old-fashioned ways for MP gamers to connect, but that may not be practical for many smaller Dev teams.
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BKGaming: Bingo... so much truth to this post and that is the key point. Regardless of how one feels about Galaxy, it's still vastly more simpler than dealing with Steam. Sure I might have to deal with Galaxy to play online, but I very much still know exactly what I'm getting here. No damn hidden 3rd party clients and DRM, like uPlay, Rockstar Social Club, Denuvo, SecuRom, etc on top of Galaxy to be found here, which was the biggest issue of all when it comes to Steam.
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P1na: Personally, I think that a MP API provided by a client such as galaxy could also provide some kind of direct IP/LAN functionality as well built into it. Not sure how hard that would be, but ideally, any game that features Galaxy MP would also offer some kind of LAN, code entirely provided by GOG through galaxy integration easy to handle for any indie. That's what I would have expected from the DRM-free store with optional client as it's marketing highlight. It's unfortunate it isn't the case.

That said, I don't give a rat's ass about multiplayer to begin with, so I'm not going on rage mode. I know where my personal red lines are and will hold back until those are crossed. In the meantime, I just look at games like this and sigh in disappointment.
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Djaron: online authentification, on a drm free store... THROUGH a software client claimed to be OPTIONAL... (and that is still, for good reasons, in beta state)

when was the last time you saw a game developper bothering about coding a plain good old TCP/IP local/online stack for a game ?
(btw, local or lan tcp/ip can turn into online multiplayer with vpn functions between trusted consenting players)
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Klumpen0815: You don't want to destroy the illusion of the young folks here that there is no DRM-free multiplayer, do you?
I don't care for ego-pushing "achievements", "leaderboards" or stuff like this, I do care for LAN play and an easy way to make your own server though because that's what DRM-free multiplayer is all about. There was a time when this was the norm and that was before Steam.
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BKGaming: While I agree offering the option is nice (and how do we know GOG doesn't offer that in their API?).... it's still up to said dev to choose to use it. But the fact is, many don't because it's simply not very popular anymore. I agree completely though that having the option is always a good idea, and I believe this dev already stated something like that will be added.
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P1na: I remember looking for such an option when the whole galaxy thing started, I might have missed it but I'm pretty sure the consensus was "LAN is not a thing". I'd be very happy to be proven wrong. Other than that, it's back to looking fine print again, something I'm disappointed to do in GOG.

I don't personally want to give shit to this particular dev, it's not fair to single them out, but as I said, while I understand the general feeling of bitterness I think I agree with you for the most part. Discussing it further is probably going to bring us nowhere, so I'll leave it here.
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BKGaming: Just to clarify, I wasn't talking about an actual option built directly into Galaxy, rather an API that the devs could use on a game by game basis to handle that easily, we really would not know if that is available without access to the Galaxy SDK.
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P1na: Yes, I mean the same, an easy way to implement LAN for devs. Although an "emulate LAN" option for friends directly in Galaxy wouldn't be bad either, skipping all matchmaking and such needs for external servers.
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ALaggyGrunt: LAN has to be a thing. It's the only multiplayer mode we know will work forever.
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P1na: True, very true. It's just that we didn't have to look into that stuff before. You saw a game that looked cool, bought it, and you had your little DRM-free installer with a full game, plus maaaaybe a .txt with a code for MP. Now you have to look around the fine print, it's annoying. Having to do that is one reason I left the steam store.

I used to dream with owning every single game on GOG, not anymore. I can understand the bitterness.
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AlienMind: This was also the exact reason I bought only on GOG. The amount of research you had to to in order to know what kind of DRM a game uses was staggering, mostly the companies kept it to themselves (who can blame them, its a shameful teqchnique) and you had to read that out of a review someone did who actually bought the game. But now that they don't clearly state what portion of the game is DRM, EVEN ON GOG, - I just said fuck it and installed Battlefield 1 with the Origin launcher. Why would I e.g. use Shadow Warior 2 with the Galaxy launcher when there litereally is no difference of using any other DRM of some other company?
I am convinced that given the statistscs line up with how many % use Galaxy only they just flip the switch and make content only accessible through Galaxy.
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Djaron: well, considering that there are some old and recent games without DRM which DO HAVE multiplayer online/lan through TCP/IP (and sometimes LAN too) without galaxy or anything else... How to put it... well, some managed to do it, so why others couldnt ?

anyway i'm with you regarding the loss of possibility to set up and host dedicated servers ourselves !

and i am not the kind of person who really have any interest in "rich connected social online gaming experience" with ingame chat, friends, achievements and such... Some like it, fine for them... But i don't want that their needs take over mine for arbitrary reasons. We both can have our ways.
And i still think i could have drm-free games to play online with people i know/trust instead of being flooded with folks i don't know about
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Lodium: If you are online its drm by deffinition.
The entire point of the drm debate is that players needs to have access at any time to the product even if the internet or connection get lost or go down, this includes charecters you have leveled up, or progression being made.
If you join a host or a lan there is no rules that says the host cant be a dick and shut down the server or the connection nor are there any rules that says that your internet connection woud stay up all times.
The only true drm free multplayer that has a online component woud be a game that saves the current state of the game or games where you are allowed to export your characters or progression.
The only games i can think of doing this is dark souls and terraria if im not mistaken
Lots of people interested in this, for those who haven't been following the project I am the API guy :)

Let me see if I can answer some of these.

Galaxy does support it's own matchmaking "without DRM" basically as a form of meshwith servers run on individual's PCs... however if we were to implement that our matchmaking would be made very complex by having to support the specific matchmaking calls for Steam, Galaxy as well as other services without matchmaking APIs (Oculus, etc). And all the players would be locked into the specific service they were running under. By using our own API and matchmaking we bypass that complexity and allow all our users to play in the same field.

MP without effective DRM is actually a possibility as others have pointed out through LAN play (or even WAN where you would trade IP addresses amongst each other and connect to a specific user's server bypassing the API matchmaking). This is actually on our roadmap but as we are a small team, we always have to prioritize what to get done when. Since that kind of implicit matchmaking is very specific (you have to have a bunch of people who know each other, etc) it had to take second seat to the more centralized MP world... but we still plan on providing it.

MP with player run servers but with online matchmaking. This too is on our roadmap. See the previous paragraph for the challenges that cause it not to be there yet.

"Galaxy Only" MP is a side effect of having to authenticate the user to the API for online matchmaking. When the time comes that we are able to provide MP outside of our API (lan gaming) it might not be necessary and it isn't our intention to "flip the switch" and keep it galaxy only just for the sake of achievements and whatnot... if / when it makes sense to remove that limitation we will. We are all gamers, in fact I started out as a kickstarter backer (backer #1 ;)) who volunteered to help and got sucked in. My personal background in the gaming industry is actually only as a gamer, my primary focus before this point was in other industries. So trust me when I say, we hear, understand and often even share your concerns but as anyone who has worked on a game before can testify, making a game is a huge juggling act and sometimes you have to choose what to work on first.
low rated
Besides all the DRM stuff.
The main problem is it doesn't feel like descent, and currently it's boring.

GOG really needs to get Overload, a true sequel to Descent.
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SpeedBo: Besides all the DRM stuff.
The main problem is it doesn't feel like descent, and currently it's boring.

GOG really needs to get Overload, a true sequel to Descent.
Whether it feels like descent to you is often an extremely subjective thing... to get into the technical details, our flight model fits descent 1 completely down to turn rates and the like (verified numerically and extensively). Our "space" and general bot and ship sizes are also patterned after Descent 1. Where we differ from Descent are in things like variable hit-box sizing (smaller ships have smaller hit boxes), multiple ship-types, asymmetric gameplay and configurable field of view. For some users those features break the "feeling", for others they do not, however in our opinions they are critical functions of a modern game. Just as any other game franchise grows and adds features and changes things as sequels occur, so to has Descent.

Don't get me wrong, many of us on the team are Overload fans and backers... Gaming isn't a zero-sum game. You can be a fan of Descent: Underground without it being a betrayal to Overload and vica versa. Sometimes we as gamers fall into the trap of thinking that game creation is a battle ground where you have to support your favorite games to the exclusion of other games. It really isn't like that, we have nothing but love for the Overload project.

As for "GOG really needs to get Overload", that is something that is entirely in the hands of the Overload team, GOG was very open when we approached them about including our title and I have no doubt they would feel the same way when/if approached for Overload. Again, gaming isn't a zero-sum game, GOG can have both, gamers can enjoy both, we are all gamers at heart.
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WingmanDU: Yep, if you want Linux, you can get it on our website as well. www.descentunderground.com
I thought your matchmaking needs external client, how is it handled in the version on your site? Is it just using Steam for matchmaking in the end?

LAN play and player made servers are always the way to go for me though since it doesn't depend on official support for decades and is usually DRM-free anyway.
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WingmanDU: Yep, if you want Linux, you can get it on our website as well. www.descentunderground.com
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Klumpen0815: I thought your matchmaking needs external client, how is it handled in the version on your site? Is it just using Steam for matchmaking in the end?

LAN play and player made servers are always the way to go for me though since it doesn't depend on official support for decades and is usually DRM-free anyway.
Downloading directly from us just has the launcher ask for your descendentstudios.com username and password.
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aelana: My personal dream is the idea of buy once play on any service (steam, GOG, local site, oculus store, XBOX, PS4, etc) but due to the ways a lot of these stores are set up it is difficult to figure out how to do that. In fact some of the platforms (can't name names due to NDAs) actually explicitly forbid it.
Man, what a perfect gaming world that would be! I sure wish more developers / publishers felt that way.

I want to thank everyone from Descendant Studios who have responded here. It's very refreshing to have a developer come in and make honest and open comments about everything. Kudos to you guys/gals. If I hadn't already bought the game, I'd buy it based on this.
Post edited December 22, 2016 by hummer010