Feedback to Devs Regarding Communication

COMMUNICATION THROUGH OFFICIAL DEV ARTICLES :scroll: :pen:

You should start to post Dev Blogs more frequently, instead of going radio silent for months or just chat the progress via Discord, Twitter, the Wicked Forum and Youtubers Interviews.
Wicked Insides are great, but they are not enough. Instead of waiting just few weeks before the planned release and announcing everything at once, without giving yourself enough time to fix anything based on early feedback.
Start by creating small articles showing progress on specific topics you are currently working on in between every big update. Everything published through Official and Mainstream channels, as Official Site, Official Socials (Instagram, Twitter ecc) and not just the Forum.

That is also the easiest way to get a lot of feedback BEFORE it gets in the players hand, lowering the risks of backslashes on content release and giving yourself time to adjust things based on earliest responses.
Of course, some players will still be mad at something anyway, but the wave of negativity would be smaller and less chaotic.
Surprises are cool and all, but clear and precise communication is just better, especially when your main objective is currently to also reach OUTSIDE players so that they buy your game.

Its easier to share the link to a Dev blog than to share a bunch of random messages from a discord server or twitter to inform potential new players.
Its more EFFECTIVE to share a well structured and written Official article, than to share a comment on discord, twitter or a youtube interview out of context.

To be clear, IM NOT saying that speaking within the already established community is a bad thing or that you shouldnt share any information in advance to them.
However whats the benefit you get by sharing somewhat important informations ONLY to them? How do you plan to attract new players if you only “feed” those who already love the game?
And so how do you expect new players to already know whats to come if the only ways to find such infos is through unofficial means?

We live in a society where the image given is so important.
Therefore proper communication is able to connect a lot of players, while poor communication is able to damage so much a game reputation.

:cyclone: EXAMPLE OF A GAME STUDIO DEV ARTICLES FREQUENCY :cyclone:

DISCLAIMER: This is NOT a comparison between the two games. Its a comparison between how communication is handled by the two studios working on the games.

Taking as an example V Rising and Stunlock Studios, they do small Dev updates showing bits of animation progress, teasing incoming features, weapons and other stuff once every 2/1 month(s).
They are small articles, but they are somewhat “frequent”, at least compared to what No Rest for The Wicked got until now, with 7 months of silence between The Crucible Update release (July 25th 2024) and the latest Wicked Inside (March 11th 2025) on the OFFICIAL site.

YES, they were complicated times with Moon Studios going independent after Private Division fall.
However were small blogs, updates showing fragments of The Breach, like landscapes of Lowland Meadows and Marin Woods truly something that impossible?
It may sounds trivial but it gives the avarage player hype, expactations and overall keeps them engaged on whats to come. We surely dont want them to forget the game.


Now lets apply this and use for an EXAMPLE the upcoming Multiplayer and CO-OP Update.
On the 30th April 2025 The Breach Update was released.
Now lets SUPPOSE Co-op releases in 6 months from there. (there isnt any confirmed date yet)
On late june, a very small DEV blog releases exaplaining some of the Hows and Whys.
On late August, going a little more into details, showing bits of what to expect, also inting about the when to expect the release.
On september the Wicked Inside releases going all in into details.
On october the co-op update releases.

This way you will be able to slowly introduce the player to how “Shared Realms” within Wicked works, what are the PvP rules, how Friendly Fire is handled, what tech and infrastructure were used to build the servers.
Show small clips of PvP internal playtests MONTHS BEFORE the actual release, hyping up the community already.
Show the Arena environment beauty and brutality.

Currently the avarage player knows nothing besides its a 4 player coop. Most infos were distribuited through unofficial means as answers on Discord, Forum or Interviews.
We cant keep going on using the current method.

:double_exclamation_mark: EXAMPLE OF COMMUNICATION “MISTAKE”, First Preview of our Class System :double_exclamation_mark:

NOT BLAMING Thomas on this, I’ve watched all his interviews and I can tell he is really passionate about the game, he truly wants to create something unique, however sometimes his enthusiasm and straightforwardness lead to storms of reactions.

For instance why showing us THIS preview on The Class System, with so little informations attached to it?

Of course when players see the word “Classes” their first thoughts are the avarage class systems known, chosen at character creation and unchangable.
It cannot be expected for them to know it is a kind of SOFT class system if no one tells them in the first place.
Poorly explained and organized informations, lead to misunderstandings and misinformation spreading on the internet , as for example in gaming articles.
Why are you shooting yourself in the foot? In this case specifically for a system which currently ONLY EXISTS ON PAPER and that will only release in 1.0. (years, YEARS)

No wonder a lot of players freaked out in the comments.

:speech_balloon: IN CONLUSION :speech_balloon:
Of course I may be mistaken and my opinion is actually shit, however I strongly believe that relatively small and “frequent” Dev Blogs would be much more beneficial than what we have now for the future of the game and the “attraction” of both new and old players.

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They can do both, there are many things they can share without spoiling and ruining the surprise. They can also do Q&A with shorts on youtube, there is not even a need for us to ask them questions directly, as long as when they read the feedback they keep in mind the points people are discussing and can give an answer, even saying that they are still thinking about something it is better than remaining silent.

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I don’t think any of that will happen, if they havent learned their lesson now, they won’t learn it ever…

And its weird that mahler rather kinda begs for good reviews instead of working on actual good communication, and a lot of people here on the forum saying that an obscure chatlog hidden in a discord chat history is good communication. I cant facepalm myself that hard without knocking myself unconscious. the outside world needs proof and reliance, all they got is a begging, a mostly negative breach update and a botched together list of a class system characters that will only appear in the game in 1.0? that sounds like the opposite of trustworthy to me, but it seems it is just the way moon studios has always worked, at least that is what they say about their ori development.

My guess is that they are not the type of studio to do early access, history is proof, and that wont really change, until they maybe realize that they can pump actual sales with proper early access communication, maybe that would finally (out of desperation) push them towards doing an actual proper early access job. because if mahler tells them that their studio might close in a couple of months of bad sales, they are closer to that point than we all want to admit… its eiter that or an even less trustworthy, manipulative form of communication and another thing i don’t really want to think about anymore…

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Yeah I agree, they can have a blend of both, but yes.

@TomlaCapra has a strong point here… I mean, is a good game already, and considering is EA much more well developed than even some officially launched games out there… but there’s been some drama, as well bad info circulating, I gave a copy to a friend who was not interested at all, but changed his mind after actually playing the game (and watching some gameplay and comments on gameplay)… communication hasn’t been as good as the game itself is, and I’m not even saying Moon is not listening, cuz they clearly are… but yeah, trying convince the ones who are already “sold” on the concept is not the objective, “selling” it to non believers is, and more importantly try and not have the believers refund their purchase just cuz of mishaps in communication… XD

yeah, nope… that’s not how “surprises” generally work… peeps don’t dislike good surprises, only bad ones, but then again we can only know after the fact… as @TomlaCapra said, clear and precise info is preferable over the promise of good surprises, specially when it comes to stuff people might not even get right away… heck, as Mahler said, many don’t even seem to understand how basic legacy systems work (the classic attribute system), let alone a novel concept… one can only build hype on stuff people in general knows what to expect…

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Maybe I didn’t explain myself well, but what I mean is that players can be reassured by sharing the information they are looking for, answering questions in an official way.

But surprises can remain, for example new types of weapons that have not been mentioned, new bosses that are not spoiled by trailers, basically if we ask for something like specific QoL features players must be reassured that they are coming, but if the devs have a couple of QoL that players have not asked for, they can keep them as a surprise.

One of the last things Thomas let us know is how he rethought the fast travel, and then he mentioned a series of things connected to the same system, including a “Bonefire Ascetics” like mechanic, this would have been a surprise without any negative effect, no one necessarily needed this mechanic, but it is an important mechanic that enriches the game.

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To be fair this should be the first time they do Early Access, so its normal they dont have much experience with it.
Previous games were silence until deadline release, but with any Early Access developers are ““requested”” by the players to constantly communicate in a clear way, theres no room for misunderstandings and internet does not forgive the slightest.

Non-Early Access games are a “gamble”.
Early Access games give the tools and possibility to limit damage in case of failure and to slowly grow an “Empire” if done correctly.

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oh, ah yeah… makes sense XD

To add on the topic, with any existing game when the player wants to check news and stuff, they usually search for the Official Site or Socials, they do not search for the main designers accounts, or the forum used for feedback, or the discord server general chat where things get buried.

So to a new player No Rest for The Wicked history status probably feels like
Early Access release > Silence > Crucible Update > Silence > Breach Update > Silence
When trying to search any news and updates about the game.

While there have been actually a lot of infos and news, but they were just given ONLY through “personal/informal” channels/broadcasts.

3 Likes

Absolutely. Meanwhile, small indie studios are able to put out patches every week—often more frequently—with detailed patch notes and everything.
No one expects that level of output, but a biweekly update on any relevant topic isn’t asking too much.

Even most standard software companies do this internally: at least a biweekly update per branch or topic, just to keep their teams informed.

And for agencies building custom software, it’s the norm to have at least one or two meetings a week with their client to keep them in the loop.

But if there’s no pressure from the top to implement something like Scrum, companies with opaque workflows—like Moon—aren’t likely to change their habits.

You can’t force it. The result is that they’ll just lose out on sales.

What they really lack is a specialist who can quantify the cost of poor communication. If someone could translate that uncertainty into a clear number, responsibility would shift to the communication team.
Suddenly, proper updates wouldn’t be optional anymore—because failing to communicate would now have a real, measurable price.

So:
Co-op, when?
Combat update, when?
New class system, when? (1.0 is too late, shouldn’t have been communicated that early then. empty or too far away promises won’t bring you sales it just proves that you don’t know how to properly communicate)

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Well, credit, where credit is due:

they actually used the main channel.

Still a bit lackluster regarding information. (which fixes/changes?, which new features?)

But a step into the right direction nonetheless.

Kudos for that :wink:

1 Like