You have survived falling from the skies. Your ship is destroyed. You've landed on an unknown planet not marked on any starmaps and have no idea what’s going on. Find your way out from this world or make it your new home. Discover the story of this planet, reason why it's not marked on any starmaps, its dark secrets dwelling behind the closed doors of sealed laboratories. Travel through uncharted lands with various biomes, all carefully hand-crafted by our designers. Togeteher with dozens of other survivors create your own cities, economy, industry, invite your friends to join you in your exploits and uncover the mistery behind this world.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

CryoFall Dev.Blog #30 - Pre-launch preparations

Greetings!

CryoFall open alpha is approaching and we're making final preparations! We've decided to make the game completely free during the initial soft-launch period to gather player's feedback and continue improving the game before the release!

So, today we'd like to talk about some very interesting technical solutions that we've just finished implementing for the game backend and specifically - cloud game servers.

As you probably know, many online and multiplayer games quite often experience various issues on launch such as not being able to secure enough server resources (should there be too many players), latency bottlenecks, long waiting lists, etc. This mostly stems from the lack of ability to scale server infrastructure quickly to meet demand and management difficulties.

Naturally, we are a much smaller team and it is unlikely that we will see ten million players on launch, still, being a multiplayer game it is very important for us to be able to scale our servers easily. Consequently, doing it manually is simply out of the question.

Our approach for dealing with this problem is to use Docker containers and .NET Core running on cloud servers provided by Vultr!

How does it work? First and most important point is that we created a completely automated management solution that allows us to quickly deploy and manage any number of cloud server instances. Secondly, this will allow us to avoid any latency-related issues as well, as we can use cloud servers specifically from the regions where our players are actually located to provide the best connection speed and quality.

Here's the result of our first test deployment of cloud infrastructure:

And it took just a few minutes to deploy!

What's more, in the future this system will allow us to add player-owned servers for a very reasonable price - for those of you who might be interested to run your own world. We will manage the servers for you and provide technical support - including automatic updates and scheduled maintenance and backups to ensure the best experience. Naturally, you will be able to host any servers yourself too, even on your home computer.

For the soft-launch we will run only a couple of servers, most likely in North America. But from there we will be gradually increasing their number with the growth of the community as needed.

We were hoping to soft-launch CryoFall in January, but it looks like we will have to push it to February. There's still a lot of things to prepare for launch.

Anyway, stay tuned for more news and don't forget to join our forums and follow us on the usual social media: Facebook, Twitter, Reddit for all the important updates regarding launch!

CryoFall Dev.Blog #29 - Land Claims

CryoFall Dev.Blog #29 - Land Claims

News

Claiming land ownership in CryoFall - read our new Dev. blog entry #29.

CryoFall Dev.Blog #28 - More props

CryoFall Dev.Blog #28 - More props

News

More visual goodness in the world of CryoFall, read on in our Dev. Blog #28!

CryoFall Dev.Blog #27 - Character Faces

CryoFall Dev.Blog #27 - Character Faces

News

Making faces, changing hairstyles and having fun with our new Face customization system in CryoFal, read more in our Dev. Blog #27!

CryoFall Dev.Blog #26 - Development Roadmap

CryoFall Dev.Blog #26 - Development Roadmap

News

Today we want to present you the CryoFall development Roadmap! As we've always done with our blog, we want to make all of our ideas, planned features...

Comments
Guest
Guest

Looks good. Give me two!

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
CryoFall
Platforms
Windows, Mac, Linux
Developer & Publisher
AtomicTorch Studio
Engine
Custom
Contact
Send Message
Release date
Game watch
Follow
Share
Style
Genre
Role Playing
Theme
Sci-Fi
Players
Multiplayer
Project
Indie
Twitter

Latest tweets from @atomictorch

Just finished implementing our cloud server infrastructure for #CryoFall with @docker containers & @dotnet core to… T.co

Jan 16 2018

Claiming land ownership in #CryoFall - read our new Dev. blog entry here: Atomictorch.com T.co

Dec 21 2017

More visual goodness in the world of #CryoFall : Atomictorch.com T.co

Nov 27 2017

Making faces, changing hairstyles and having fun with our new Face customization system in #CryoFall -… T.co

Nov 6 2017

Our #CryoFall Development Roadmap is now public! Take a look and vote for the features you want:… T.co

Oct 26 2017

Light gets even cooler in #CryoFall with a brand-new Lighting system implementation. Read more in our Dev. Blog:… T.co

Oct 4 2017

We've just added Ambient Occlusion to the #Cryofall ! More in our blog: Atomictorch.com T.co

Sep 20 2017

Find out how to fix broken bones and cure radiation poisoning in #CryoFall Atomictorch.com T.co

Sep 12 2017

Embed Buttons
Link to CryoFall by selecting a button and using the embed code provided more...
CryoFall
Statistics
Last Update
Watchers
9 members
Articles
30
You may also like
Darkspore
Darkspore Role Playing
SGU
SGU Role Playing
Eden Falling
Eden Falling Role Playing
Aero Empire
Aero Empire Role Playing
First Command
First Command Role Playing