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General => General Discussion => Topic started by: Napalm Nick on May 09, 2016, 09:22:08 PM

Title: KRP release on Steam
Post by: Napalm Nick on May 09, 2016, 09:22:08 PM
Way to go @PiBoSo!

Looks great there on Steam out of Greenlight. Congratulations. Roll on the 30th June and Good luck with it!
Title: Re: KRP release on Steam
Post by: doubledragoncc on May 09, 2016, 09:24:03 PM
Best of luck with this Piboso

DD
Title: Re: KRP release on Steam
Post by: BOBR6 84 on May 09, 2016, 09:24:17 PM
Looks quality! Nice work PiBoSo!  8)
Title: Re: KRP release on Steam
Post by: Hawk on May 09, 2016, 09:36:16 PM
Yeah... Good luck with "KRP Pro" on Steam Piboso.... Hope it does fantastically well for you!  ;) 8)

Hawk.
Title: Re: KRP release on Steam
Post by: janaucarre on May 09, 2016, 09:45:56 PM
Good luck
I hope you are prepared to receive many comment,  and essentially complains,  i saw this on steam for every game.
I wish you a very good start on this platform.
PS: pay someone to go reading and report you what really makes the sim growing.
Title: Re: KRP release on Steam
Post by: Napalm Nick on May 09, 2016, 09:51:47 PM
Quote from: janaucarre on May 09, 2016, 09:45:56 PM
Good luck
I hope you are prepared to receive many comment,  and essentially complains,  i saw this on steam for every game.
I wish you a very good start on this platform.
PS: pay someone to go reading and report you what really makes the sim growing.

Yesss! Steam is full of the best Armchair Critics! You wouldn't find us lot giving you a hard time!  ;D Or if we did then we have hardened you to it so they just bounce off now. Get your best 'eyes rolling' emoticons ready.  ::)
Title: Re: KRP release on Steam
Post by: PiBoSo on May 09, 2016, 09:52:34 PM
Thank you everyone.
The page is just a placeholder.
New screenshots and a new trailer will be uploaded closer to release.

Hopefully the description and price tag will make clear that KRP is a simulator, and not another Mario Kart.
Title: Re: KRP release on Steam
Post by: HornetMaX on May 09, 2016, 10:06:28 PM
Yep, good luck. It will be very interesting to see how it fares on Steam.

Quote from: PiBoSo on May 09, 2016, 09:52:34 PM
Hopefully the description and price tag will make clear that KRP is a simulator, and not another Mario Kart.

Price tag under 80E is not dissuasive to players looking for silly games :)
Title: Re: KRP release on Steam
Post by: PiBoSo on May 09, 2016, 10:13:25 PM
Quote from: HornetMaX on May 09, 2016, 10:06:28 PM
Yep, good luck. It will be very interesting to see how it fares on Steam.

Indeed.
KRP is not really suited for Steam, but it is a very interesting testbed for future releases.
Title: Re: KRP release on Steam
Post by: Meyer#12 on May 10, 2016, 03:07:42 AM
This is great news! Best of luck Pib!

Sure looks good there on steam! Hope you get off to a good start on Steam :)
Title: Re: KRP release on Steam
Post by: BozoCRO on May 10, 2016, 07:41:05 AM
Good luck, hope everything goes well and encourages you to relase all the games there
Title: Re: KRP release on Steam
Post by: Boerenlater on May 10, 2016, 09:01:57 AM
I hope you get a lot of positive reviews.
Title: Re: KRP release on Steam
Post by: iVolution on May 10, 2016, 01:56:15 PM
Good luck with this Piboso. Happy you give steam a proper chance to launch your products. I think it will drastically increase your visibility and accessability to new customers and thats what a niche product like this needs.

Two questions though:
1. If KRP happens to do really well on Steam, do you expect your other products to be released on Steam sooner or later than planned initially. This with regards to that maintaining/improving KRP may require more of your time as there may be a large group of customers demanding it? Having a malfunctioning product on steam is something you should try to avoid at all cost and frequent bugfixes may be some of a neccesity.

2. How do you manage legacy licenses through steam? If we already have a license we just keep using standalone downloads from your website and if we want to use steam we buy a new license there?
Title: Re: KRP release on Steam
Post by: PiBoSo on May 10, 2016, 02:29:16 PM
Quote from: iVolution on May 10, 2016, 01:56:15 PM
Good luck with this Piboso. Happy you give steam a proper chance to launch your products. I think it will drastically increase your visibility and accessability to new customers and thats what a niche product like this needs.

Two questions though:
1. If KRP happens to do really well on Steam, do you expect your other products to be released on Steam sooner or later than planned initially. This with regards to that maintaining/improving KRP may require more of your time as there may be a large group of customers demanding it? Having a malfunctioning product on steam is something you should try to avoid at all cost and frequent bugfixes may be some of a neccesity.

2. How do you manage legacy licenses through steam? If we already have a license we just keep using standalone downloads from your website and if we want to use steam we buy a new license there?

1. It shouldn't make much difference. KRP is a very mature software, having been first released five and a half years ago, so there shouldn't be major problems. The other sims will simply be released on Steam as soon as they are ready, neither sooner nor later.

2. To be honest, it hasn't been decided yet, because I haven't looked at how it's possible to generate a Steam license from the outside in an automated way.
Nonetheless, it will never be mandatory to switch to Steam. We are making serious simulators, and it's not a good idea to require an additional software on top of the OS. Imagine being contacted by a real karter wanting to use KRP for training and having to tell him he needs to install a third-party GAMING software that also requires registration... That would be ludicrous and very unprofessional.
Title: Re: KRP release on Steam
Post by: HornetMaX on May 10, 2016, 02:44:30 PM
I think I've read once in Steam terms and conditions that when you put a game on Steam, your previously existing licenses can receive Steam keys.
But if KRP will anyway work without Steam too, the problem is not even there I guess.
Title: Re: KRP release on Steam
Post by: PiBoSo on May 10, 2016, 02:52:04 PM
Quote from: HornetMaX on May 10, 2016, 02:44:30 PM
I think I've read once in Steam terms and conditions that when you put a game on Steam, your previously existing licenses can receive Steam keys.
But if KRP will anyway work without Steam too, the problem is not even there I guess.

It's sure possible on the Steam side, because many games do this.
The problem is to see exactly how it's done, and check if there are technical issues on my side.
Title: Re: KRP release on Steam
Post by: Napalm Nick on May 10, 2016, 03:12:03 PM
Glad to hear you aren't thinking of making them Steam only despite some of its good stuff (Workshop integration for Mods would be sweet). I am very apprehensive about needing Steam for everything. Good news.
Title: Re: KRP release on Steam
Post by: Boerenlater on May 10, 2016, 03:50:06 PM
Quote from: HornetMaX on May 10, 2016, 02:44:30 PM
I think I've read once in Steam terms and conditions that when you put a game on Steam, your previously existing licenses can receive Steam keys.
But if KRP will anyway work without Steam too, the problem is not even there I guess.
The devs themselves can decide this. It's certainly not enforced.
Title: Re: KRP release on Steam
Post by: RiccoChicco on May 10, 2016, 04:47:55 PM
I think I'm one of the only to prefer a Steam version  ;D To be honest, Steam was bad few years ago but now I like it. You can manage all your games at the same place, deleting, re-installing, automatic updating, high download speed and even manage your saves.  With a fully working workshop KRP would be amazing, even if you're still able to install mods directly in Windows Explorer.

Anyway, good news about KRP beeing on the starting blocks for a huge community.  8)

As a personnal suggestion to PiBoSo for the upcomings complains on Steam forums (you'll get some, like any developer) : read it, but don't answer it unless it's related to technical support. Steam communities often go crazy fast, really fast  :D

And if it's possible for you, try to participate to Steam sales. Selling your work for 50% of its usual value may be difficult to accept, but you'll probably sell more than 2 times more licenses during this period.

Title: Re: KRP release on Steam
Post by: HornetMaX on May 10, 2016, 05:26:13 PM
Quote from: Boerenlater on May 10, 2016, 03:50:06 PM
Quote from: HornetMaX on May 10, 2016, 02:44:30 PM
I think I've read once in Steam terms and conditions that when you put a game on Steam, your previously existing licenses can receive Steam keys.
But if KRP will anyway work without Steam too, the problem is not even there I guess.
The devs themselves can decide this. It's certainly not enforced.
That's why I wrote "can" :)

Quote from: RiccoChicco on May 10, 2016, 04:47:55 PM
I think I'm one of the only to prefer a Steam version  ;D To be honest, Steam was bad few years ago but now I like it. You can manage all your games at the same place, deleting, re-installing, automatic updating, high download speed and even manage your saves.  With a fully working workshop KRP would be amazing, even if you're still able to install mods directly in Windows Explorer.
Same here. I was obliged to use it for a while, and honestly it has been improved a lot since its beginnings. To a point I would say it's now OK to have it.

And yes, the workshop thing could be very useful.
Title: Re: KRP release on Steam
Post by: iVolution on May 10, 2016, 05:58:14 PM
Quote from: RiccoChicco on May 10, 2016, 04:47:55 PM
And if it's possible for you, try to participate to Steam sales. Selling your work for 50% of its usual value may be difficult to accept, but you'll probably sell more than 2 times more licenses during this period.
Yeah in general thats a good idea but dont know if that works the same with a relatively small group of potential buyers. Dont want to discount the game for people that were willing to pay the full price but just hadnt discovered the game yet. Discounting i think is more a meassure to drag those people over the line that already were aware of the product but did not have the money or thought it wasnt worth the full price to them. And to not screw over the customers that paid the full price piboso cannot start discounting within at least a 6 month period after product release. By that time its probably clear whether KRP is succesful or not. But i agree its a very good way to create awareness off the product since i am usually only checking the discounted items and bought games there that i wouldnt have found/tried otherwise.
Title: Re: KRP release on Steam
Post by: PiBoSo on May 10, 2016, 05:59:31 PM
There are no plans to support the Steam workshop.
The plan is to keep the simulators as cross-platform as possible, and add instead a launcher that allows to browse, download, vote and submit mods, with support for multiple "repositories".
Title: Re: KRP release on Steam
Post by: matty0l215 on May 10, 2016, 06:55:28 PM
Quote from: PiBoSo on May 10, 2016, 05:59:31 PM
There are no plans to support the Steam workshop.
The plan is to keep the simulators as cross-platform as possible, and add instead a launcher that allows to browse, download, vote and submit mods, with support for multiple "repositories".

So have one Core.exe program and a sub folder for each Sim (GP, MX, KRP, WRS, TT)?
Title: Re: KRP release on Steam
Post by: TFC on May 10, 2016, 07:35:38 PM
Quote from: PiBoSo on May 10, 2016, 05:59:31 PM
There are no plans to support the Steam workshop.
The plan is to keep the simulators as cross-platform as possible, and add instead a launcher that allows to browse, download, vote and submit mods, with support for multiple "repositories".

Would that mean that there was no longer need for sites like MXB-Central?  :-\
Title: Re: KRP release on Steam
Post by: PiBoSo on May 10, 2016, 07:55:18 PM
Quote from: matty0l215 on May 10, 2016, 06:55:28 PM
Quote from: PiBoSo on May 10, 2016, 05:59:31 PM
There are no plans to support the Steam workshop.
The plan is to keep the simulators as cross-platform as possible, and add instead a launcher that allows to browse, download, vote and submit mods, with support for multiple "repositories".

So have one Core.exe program and a sub folder for each Sim (GP, MX, KRP, WRS, TT)?

No.
Title: Re: KRP release on Steam
Post by: PiBoSo on May 10, 2016, 08:00:56 PM
Quote from: TheFatController on May 10, 2016, 07:35:38 PM
Quote from: PiBoSo on May 10, 2016, 05:59:31 PM
There are no plans to support the Steam workshop.
The plan is to keep the simulators as cross-platform as possible, and add instead a launcher that allows to browse, download, vote and submit mods, with support for multiple "repositories".

Would that mean that there was no longer need for sites like MXB-Central?  :-\

Actually, the idea is quite the opposite: to try to somehow integrate websites like yours in a launcher, to make it much easier to find and download and install mods.
Also, it will be an optional service. It will always be possible to manually download and install mods.
Title: Re: KRP release on Steam
Post by: JamoZ on May 11, 2016, 05:05:16 AM
Serious question here since i never really played KRP, but does this suffer from the core.exe bug aswell? Or is GPB the only victim?
Title: Re: KRP release on Steam
Post by: TFC on May 11, 2016, 06:17:22 AM
Quote from: PiBoSo on May 10, 2016, 08:00:56 PM
Quote from: TheFatController on May 10, 2016, 07:35:38 PM
Quote from: PiBoSo on May 10, 2016, 05:59:31 PM
There are no plans to support the Steam workshop.
The plan is to keep the simulators as cross-platform as possible, and add instead a launcher that allows to browse, download, vote and submit mods, with support for multiple "repositories".

Would that mean that there was no longer need for sites like MXB-Central?  :-\

Actually, the idea is quite the opposite: to try to somehow integrate websites like yours in a launcher, to make it much easier to find and download and install mods.
Also, it will be an optional service. It will always be possible to manually download and install mods.

That's great, I think looking back I definitely misinterpreted your first statement..

I will be watching this space!
Title: Re: KRP release on Steam
Post by: Furious on May 17, 2016, 10:57:37 PM
Sorry for moaning about it again, but since Valve is promoting linux (and I use linux) is there still a chance that KRP on steam will see SteamOS badge? OFC I know it's not priority at all, but there are literally NO simulators titles for linux atm. If that would come it would be nice touch.

Also I believe that you as such great developer as I think you are, enabling linux compatibility is not a problem.

Ofcoure I don't want to push you into anything, just curious what's the status.
Title: Re: KRP release on Steam
Post by: PiBoSo on May 17, 2016, 11:13:20 PM
Quote from: Furious on May 17, 2016, 10:57:37 PM
Sorry for moaning about it again, but since Valve is promoting linux (and I use linux) is there still a chance that KRP on steam will see SteamOS badge? OFC I know it's not priority at all, but there are literally NO simulators titles for linux atm. If that would come it would be nice touch.

Also I believe that you as such great developer as I think you are, enabling linux compatibility is not a problem.

Ofcoure I don't want to push you into anything, just curious what's the status.

Some work has been done years ago to port to Linux.
At some point the dedicated server was working. However, there was and still is too much work ( with higher priority ) to do.
However the plan still is to port all the simulators to Linux / SteamOS and OSX, too, at some point.
Title: Re: KRP release on Steam
Post by: Furious on May 18, 2016, 12:10:57 PM
Quote from: PiBoSo on May 17, 2016, 11:13:20 PM
Quote from: Furious on May 17, 2016, 10:57:37 PM
Sorry for moaning about it again, but since Valve is promoting linux (and I use linux) is there still a chance that KRP on steam will see SteamOS badge? OFC I know it's not priority at all, but there are literally NO simulators titles for linux atm. If that would come it would be nice touch.

Also I believe that you as such great developer as I think you are, enabling linux compatibility is not a problem.

Ofcoure I don't want to push you into anything, just curious what's the status.

Some work has been done years ago to port to Linux.
At some point the dedicated server was working. However, there was and still is too much work ( with higher priority ) to do.
However the plan still is to port all the simulators to Linux / SteamOS and OSX, too, at some point.

Ok, that's cool with me. Thank you for the update.

Keep up the good work you are doing lately! :)
cheers
Title: Re: KRP release on Steam
Post by: Furious on June 27, 2016, 11:21:15 AM
Is the steam release date of 30th June still valid? The date is gone from steam KRP site so I wonder...
Title: Re: KRP release on Steam
Post by: PiBoSo on June 27, 2016, 04:19:05 PM
Quote from: Furious on June 27, 2016, 11:21:15 AM
Is the steam release date of 30th June still valid? The date is gone from steam KRP site so I wonder...

The June 30 release date was just a placeholder for the KRP Steam page.
There still are several tasks to complete.
Title: Re: KRP release on Steam
Post by: crash61 on July 01, 2016, 06:02:18 AM
is the placeholder not there? What do I look for on steam?
Title: Re: KRP release on Steam
Post by: Napalm Nick on July 01, 2016, 08:35:46 AM
Quote from: crash61 on July 01, 2016, 06:02:18 AM
is the placeholder not there? What do I look for on steam?

Just put the words KART RACING into the search bar top right and it pops straight up.

I hope for the sake of PiBs name that pushing the release date out regularly is not going to happen more than once or twice - preferably never. There is only one thing worse than a Steam warriors wrath  and that is a KRP Steam Warriors wrath.  :-X
Title: Re: KRP release on Steam
Post by: crash61 on July 01, 2016, 11:23:26 PM
Thanks!! I will look that up when I get home
Title: Re: KRP release on Steam
Post by: crash61 on July 02, 2016, 11:45:30 AM
thanks Napalm?? I found it and put it on my wishlist
Title: Re: KRP release on Steam
Post by: Max Tadd on July 02, 2016, 12:30:41 PM
@piboso are there going to be any previews of any of the new things coming into the first krp release any time soon?? e.g new tracks (lonato) bodyworks and other things??
Title: Re: KRP release on Steam
Post by: PiBoSo on July 02, 2016, 01:38:46 PM
Quote from: Max Tadd on July 02, 2016, 12:30:41 PM
@piboso are there going to be any previews of any of the new things coming into the first krp release any time soon?? e.g new tracks (lonato) bodyworks and other things??

Sorry for the long wait.
There were several development problems  :(
New videos and screenshots will be published very soon.
Title: Re: KRP release on Steam
Post by: Guigafumi on July 02, 2016, 08:00:12 PM
One thing I'd ask is to please always provide a non-Steam option for your games.