BellHop Studios
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Reception devlog · Part 4 of 6

Going live

· BellHop Studios

On 30 September Reception went live, and within hours real players were in it.

One game, not two

Up to then the browser ran its own copy of the game logic alongside the server's, and the two had drifted apart. On 30 September we deleted the browser's copy. Now there is one simulation, and the screen only draws what it says.

The same day every change to a save became a command that the server applies. Each account is kept on the server, players sign in with a token, and moving to a new device takes a passphrase, which signs the old device out. A printed recovery code no longer opens a save on its own.

The research behind this set a firm rule: no save files in players' hands. Nothing earned may sit on the player's computer, so import and export became developer-only.

Live

playreception.com went live at about 12:57 on 30 September. The first thing testers taught us was how much the screens needed to explain, so the week filled up with what players asked for:

The cuts testers caused

Most of our cuts came in the week after testers arrived. Starter gear went, and every account was wiped on 1 October, after bare Common heroes turned out to clear the first dungeon 90% of the time anyway. "Runs left" counters and warnings that blocked nothing were removed because players understood fatigue without them. We go through all of them in 70 things we cut.

More from the devlog

How Reception was built

The whole story in one read: eleven weeks, six bursts of work, about 300 changes and 70 cuts, from a dot wandering a grid to a live alpha.

70 things we cut

About 70 features were removed or replaced on the way to the alpha. What went, what replaced it, and why.