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#13011 Dual Universe FAQ/Sources

Posted by Cybrex on 01 August 2016 - 03:21 PM

This is a "General Knowledge" thread to help provide newcomers with a list of hot topics, answers, FAQs, videos, and other miscellaneous information that pertains to Dual Universe. This will not contain everything about DU, but it will help point you in the right direction on popular topics and put you on track on how to find what you want.


If there is something you think is missing and should be added, just private message me with the information and sourcing (preferably the same way it looks here).


PSA: Use the SEARCH FUNCTION in the forums before making a thread if you are new. Chances, it has already been discussed and beaten to death.  



General Reference Links (Official)


FAQ from the Main Website


• Developer Blog




Video Links


• (June 16th, 2016) 2016 PC Gamer Presentation


• (June 22nd, 2016) 2016 The XPGamers Interview by CaptainShack


• (July 18th, 2016)  2016 10 Minute Gameplay Demo by JC Baillie


• (Aug. 3rd, 2016) 2016 Lighting Tech Demo For Planets


• (Aug. 6th, 2016) 2016 GrayStillPlays interview with JC Baillie


• (Aug. 16th, 2016) 2016 Server Technology Review by JC Baillie


• (Sep. 7th, 2016) 2016 Dual Universe Kickstarter Video


• (Sep. 24th, 2016) 2016 Kickstarter AMA video by JC Baillie


• (Sep. 23rd, 2016) 2016 Novaquark Open House Presentation


• (Sep. 21st, 2016) 2016 Pre-Alpha Voxel Tech Demo


• (Sep. 12th, 2016) 2016 Pre-Alpha God Mode Tour


Forum Links


• "Ask Us Anything" Thread by NQ-Nyzaltar (Community Manager)


• Forum Rules thread by NQ-Nyzaltar (Community Manager)


Other Media


(Music) Dual Universe Soundcloud/Soundtracks


(Youtube) Dual Universe Youtube Channel


(Reddit) Dual Universe Reddit



Other (Non-Official) Media:


(Podcast) Dual Universe Explorers Podcast


(Fansite) Dual Universe Sleepers


Common Topics: (NOTE: All information below is subject to change at any time. Official responses from the developers, and sources, have been linked to each subject.)


• Price Model will be Pay To Play



• Free Trial period: between 2 and 4 weeks.

• Monthly subscription (optional with a PLEX-like system)

• Possible (cosmetic only) Cash Shop. If deployed, we will make it in order that every month, players who have paid a subscription will be able to get some cash shop items for free.





• "Virtual Simulator" for builders to build in peace


Virtual Simulator: enabling player to enter a virtual world (call it “inception syndrome”!). While in that virtual space, the player would be able to design any construct, in a completely peaceful setting. This would help builders to design their construct and create their blueprints safely, without being interrupted by any PvP action. For ships, it will also be possible to test their flight mode, without risking a crash or wasting resources!



• "The Economy"


Standardized Currency: Currently, there is no plan to enable players to create their own currency, for several reasons: - Risk of imbalance: If there is something that needs to be stable for a sandbox game, this is the in-game economy. 


- Development priority: Many features are quite long to develop (even the basic ones). And as this type of game mechanics implies a complex game design behind it in order to work well, it would cost a lot of development time. And for now, it's far from being in priorities


- Fun to play: We are not entirely convinced that enabling players to create their own money would be fun on the long run, nor really very easy to understand and master for most of the players (look how the economy in real life is complexified just by that). While we don't want to go "mainstream" in the game design of Dual Universe, we don't want either to go for a game that will only appeal to a very small population of players. We also need numbers to create a MMORPG full of player-driven stories!




LUA/DPU: We just finished designing and implementing one of the most critical and distinguishing feature of Dual: the capability to script any construct that you make. A construct is anything that you build in the game, it can be a ship, a building, a space station, or whatever. It is a physical object, it can move, collide with stuff and potentially include hundreds of "Elements", which are operational units that you can craft or buy, and freely position inside your construct to add functionalities to it. Examples of Elements are: propulsion engines, control units (computers), doors, weapons, batteries, containers, accelerometers, radars, targeters, drone bay, elevator, and many more. The way the construct orchestrates all these Elements is through scripts, and what we call "Distributed Processing Units".



• "FTL Travel" answered by NQ-Nyzaltar in the Ask Us Anything thread


Warp Bubbles/Stargates: We have in mind to introduce FTL drives at some point. We want to gamify this notion, to make the FTL drive a central element of a large ship infrastructure. You can imagine being heavily damaged during a battle and unable to flee because the FTL drive is detroyed or scrambled, which would start a race to try to repair it and escape. Some people in the ship crew will most likely be dedicated to maintenance of the FTL drive, no matter what. To clarify: the goal of FTL drive is to allow your ship to do interplanetary travel.
Interstellar travel will be the realm of Star Gates, which is another matter entirely. FTL is just "super fast speed" with something like the Alcubierre warp bubble as the underlying tech, and Star Gates are about "instant travel between two nodes" with something like wormholes as the underlying tech. We are not yet sure whether ships in FTL mode will have a physical presence on the server side, if they will effectively travel in some hyperspace and can be intercepted.



• "Unigine 2" Dual Universe will be running off of the Unigine 2 Game Engine


Unigine 2: Unigine is a rendering engine that was well known for GPU benchmarks showcasing advanced Direct X11 features. Quoting their web page, �Unigine 2 is designed to handle virtual worlds of unprecedented scale without limits: double precision of coordinates, supersonic speed of data streaming and huge visibility distance.�. Well, that�s exactly the kind of technology we needed for Dual Universe.


"Single Shard Server" In Dual Universe, all players will be playing in the same server

(Video) Server Technology review by JC Baillie


Single Shard Server: The server synchronization is done transparently in the cluster side. You, as a client, will not see any change. There might be a bit of delay internally for the different actors to synchronize within the cluster, but it will most likely be unnoticeable by the user, as the typical Internet latency will be ways beyond the kind of latency your have in a high performance cluster. You, as a player, get regular updates about what is going on around you, not mater which physical server these updates are coming from. As you fall in the shopping mall, your avatar will register and de-register from several zone several times, and people subscribed to these zones (the people “living” on each floor) will get a notification of your passage. Well, that’s the theory and what we get from our first testing scenarios.



"Active Lock On Targeting" In Dual Universe, combat will not be twitched base


Lock On Targeting: It's too soon to give a lot of details, but here are the basics: what we can say is that it will be much more about tactics than reflexes, in part due to the fact that targets will have to be locked and then fired upon. This won't change as it is a technical constraint to make large-scale battles possible. In Ship vs Ship combat, we will intend to make it valuable to have a crew onboard a ship with several people managing weapons and a central command room to help coordinate the action. As ships will be destructible (as they are made out of voxels), we have currently several ideas in mind to develop combat in some unique ways. For example, the ability  to breach a hull and board an enemy ship. This if of course just an idea at the moment, as we still need to ponder if we can implement such gameplay in a meaningful and balanced way.


"Character Progression" There will be no character levels in Dual Universe


Character Progression: In Dual Universe, you won't have a character level. In fact, it will be more a horizontal character progression like EvE Online: Players will be able to learn skills from various fields of activity right from the start and we're trying to design them in a way that the first level of a skill for a basic activity (gathering resources, piloting a construct, using a weapon, etc) can be researched in a matter of minutes, to make all basic types of gameplay available very quickly. For each basic skill, there will be a skill tree. Advanced skills will provide efficiency improvements, or unlock the ability to use advanced tech for a specific activity.

Here is how learning skills is represented on the lore side: Cryogenic sleep maintained during several millenia has damaged memories of the Arkship passengers. It doesn't affect instinctive memory like the ability to talk, walk and such, but knowledge is gone for the most part. Arkship passengers might even have forgotten their family in the process, as an unplanned side effect (after all, cryogenic technology has never been tested on such a long period before!). The way to compensate this memory loss is to learn again selected knowledge through brain implant over time (a bit like when Neo learns KungFu in the film "Matrix", but at a much slower pace). The interesting thing is this automatic and perpetual learning doesn't prevent the character to practise another activity in the meantime. It's like a task running in the background onn a computer. Such automatic learning isn't stopping when you disconnect from the game.


"Survival Gameplay" Currently NovaQuark are still considering adding survival elements


Survival Elements: We are considering to implement survival gameplay. In the case we would develop this aspect, we haven't decided possible features yet. Some ideas we are currently looking into are harsh environmental conditions, like atmosphere toxicity, gravity, temperature. The goal is to have survival gameplay when you explore a wild, unknown planet, not colonized yet. But once proper gear or element is crafted and population start to grow on the said planet, all the survival aspect would slowly fade as the environment start to be controlled.



"Territory Control" In Dual Universe, you will be able to own pieces of land


Territory Units: A territory tile is an asset like any other, and when you claim it, you become its owner. Like any other asset, a tile is associated to a set of powers that define what can be done with it. For example: whether you can enter it, create constructs on it, mine it, open a market in it, etc. Compared to a neutral tile, an owned tile does not bring much more to its owner, because the owner has all the rights on it. What is interesting however is that, like with any other owned asset powers, the owner is free to grant or limit these powers for anyone by associating them with appropriate tags (see the previous blog post of “Rights & Duties Management System”, or “RDMS”). If those tags are granted with financial duties, the territory is effectively rented, against a certain monthly fee. So you can for example own a material rich territory and rent it for mining to a mining corporation. You can also decide that only very special people are allowed to build constructs on your territory, making sure that you surround yourself with friends, etc.


"Rights And Duties Management System" Sophisticated system for managed roles in your organization


RDMS: The central idea of the RDMS (Rights & Duties Management System) is the notion of “tag”. A tag is basically a string of characters that you can create. The owner of an asset can do two things: 1. assign some tags individually to each of its powers, 2. give tags to other players (or organizations). Thus, being granted a particular power is simply a matter of owning at least one tag that is assigned to that particular power. Example: I own my container C and I create a tag “friend” that I assign to the power “open” of C (this power might have already other tags assigned, it doesn’t matter). Then,I give the tag “friend” to Alice, my friend, so that she can access the container C.


"Stealth Technology" Stealth tech is currently being considered by NovaQuark



• Stealth: We plan stealth technology in Dual Universe (even if it's not planned soon).


Afk cloaking is indeed a problem in EVE.

Psychological warfare is interesting, as long as it involves activity from the player wanting to do it.


From what we have analyzed, afk cloaking has been possible because of a few things:

- the fact that all players in the solar system are displayed on the local chat. If you see someone you don't know, it migh be a spy, or someone planning an ambush.

- the fact that a player can leave from a safe area (space stations) from a unique point (easy to ambush). 

- the fact that a player wanting to leave the solar system generally needs to use a stargate (also an easy place to ambush).


As Dual Universe won't work "solar system by solar system" and there won't be only one point of entry/exit for a safe area, this kind of abuse should have a lot less impact in Dual Universe. And if it still does... well, we keep your suggestions in our papers as possible ways to handle it  ;)


  • Michaelc, Lady_Astrum, Shadow and 30 others like this

#12 Introducing yourself

Posted by NQ-Nyzaltar on 16 March 2015 - 09:05 AM

We expect visitors to come from various places and have different player backgrounds.

That's why we opened this section, to know (and understand) each other better.

If you want to introduce yourself, your organization (guild/clan) or just say "Hi", this is the right place to do so!

  • Michaelc, nora, SebioC and 21 others like this

#47333 Introducing the DU Search Engine

Posted by Lord_Void on 08 March 2017 - 07:47 AM

I am very proud to introduce the latest product from Evil, Inc!


We have been working to develop tools that benefit the community, and the first such tool is a new data tracking website for Dual Universe at www.du-stats.com


This site will function very much like zkillboard.com does for EVE Online. Right now it is very basic and only shows a map of the community. This will expand as time goes on with new features coming online over time. Most of the back end tools have already been built and feature development is now more a matter of web design than anything else! Upcoming features include forum statistics, friends list tracking, in depth user profiles, change over time displays, alt detection and organization auditing! 


Now for some FAQ:


What can I use this for? This is a good tool for checking on people who are in your organization, or want to be. It's also a good tool to see which orgs share a lot of members or figure out who that person you are talking to is.


Is the data real time? No. The data is not real time and represents the last time when the website refreshed its data.


How often does the data update? Depends. It generally is updated once every two days, but sometimes can be a bit faster or slower.


Why isn't it real time? There is no need for real time data at this stage. Updating that frequently takes a lot of server resources. The update time will be reduced once there is a need for faster data. When the game comes out, the goal is for a 15 minute update time.


Will there be new features? Yes. This is very much an in-development project. Also, I'm not great at web design, so it will be simplistic for a while.


How long have you been working on it? About 4 months.


What do I do if I found a bug or security flaw? Please either report it here or pm me. 


I want my org to be excluded from this, can you remove it? Nope. If it exists on the official site, it exists here. If you don't want people to see it, don't create it.


I searched for my name and didn't find anything. Why? The map that is currently there only shows people who are in an organization. If you are not in an org, your name will not appear. Future features will show accounts even if they are not in any orgs.


Does it work on mobile devices? Maybe. It isn't currently designed for that, but hopefully will be in the future.

  • Cybrex, Falstaf, Aetherios and 20 others like this

#36470 The Community Management team is expanding! :)

Posted by NQ-Nomad on 12 October 2016 - 03:20 PM

Hi everyone!
Thank you Nyzaltar. It's been a couple of months now since I joined Novaquark and I'm super proud of working on Dual Universe!  I'm still catching up on the numerous things that have happened since the company was founded but I'll try to be as accurate as possible with you, as soon as possible. 
So expect to see me from time to time on the forums and regularly on social media. It's already been a pleasure to exchange with some of you, even if you didn't know it was me at the time ;)
It's very exciting to be part of such an incredible project. The Kickstarter campaign was an amazing (and exhausting) ride. I'm more thrilled than ever to be on board and a lot of work still awaits us! 
Thank you all for reading and your interest in the game and talk to you soon. 

  • Comrademoco, Cybrex, Atmosph3rik and 19 others like this

#14945 BOO - Band of Outlaws

Posted by Cybrex on 12 August 2016 - 06:01 PM











Discord: https://discord.gg/mhAaKmA







Band of Outlaws promotes independent thought, freedom, and initiative for it’s members and sub-groups. Many of us have been apart of communities that demand you be here at XYZ time for reasons. BOO wants to break from that, and simply encourage solo and cooperative play among it’s members. Your time belongs to you, and we understand that. When Dual Universe launches, we plan to be the premiere organization for players who enjoy the outlaw lifestyle. This can be in the form of piracy, smuggling, mercenary, privateering - you name it. We have a range of members who will love to build ships/cities, PVP, PVE, even RP in Dual Universe, and we promote all of those play styles. If you think you’re cut out for the outlaw life, then Band of Outlaws is the place for you. We are currently seeking out individuals and organizations to join our brotherhood.


NOTE: Make no mistake about BOO, we aren't going to be making friends any time soon with entities outside of our organization. You are either neutral or hostile, and to some to include myself, consider those two to be the same. Just because we are not "griefers" does not mean we aren't going to rain on your parade when we feel like it. We'll just be doing it with a clear purpose, whether you agree with it or not. 






Band of Outlaws wants to create a community for those who wish to play out their inner rebel, whether that be through pirating, smuggling, being a mercenary, a bounty hunter, and everything else in between. We want to be the go to group in Dual Universe that those outside our organization come to to get the dirty jobs done that they can't do themselves, or want someone else to do. We want to promote free trade within the galaxy, and encourage a life of independence from those who wish to dominate through absolute rule. To accomplish all of this, we will embark on community projects within Band of Outlaws and outside to support this way of living. Below will be a list of our current projects in the pipeline. 


Project Tortuga: Band of Outlaws plans to accomplish many tasks within Dual Universe with the help of volunteers within our community. We want to create a safe haven for outlaws like you and I, and are planning to construct a free port away from prying organizations who seek to control everything. Dubbed "Project Tortuga", our free port will be available for anyone to use, not just the Band of Outlaws. This project has also been extended to the greater Dual Universe community, and with the help of the Band of Outlaws, we can all have a place to call home.






Ever wanted to be a cunning space pirate like Captain Harlock?


Or a famous spice-running smuggler like Han Solo?


Or a gun for hire mercenary like Alexander Toombs?


Maybe even a ruthless Bounty Hunter akin to Boba Fett?


If those personas excite you, then that is what it means to be a member of Band of Outlaws. We want to let you live out your swashbuckling play style in Dual Universe. BOO takes much of its inspiration from shows such as Captain Harlock, Firefly, Star Wars, and various other sci fi universes.








• Primary language: English primarily.
• Time zone: We accept anyone from around the globe.
• Goal:  Blow things up, make money. 




Band of Outlaws encourages players to make their own organizations/groups within our community, or even joining Band of Outlaws with their current one. It helps create more diversity, and offers niche groups within our growing communityfor others to participate in. Below is a list of all current organizations that are apart of the Band of Outlaws.



Black Guard


Shadow Corporation


Red Hat Systems


United Systems of the Outer Belt




• Security in numbers: Our safety network will you keep you and your assets safe.
• Community: We have a vast network of players with a wide array of goals in the game, we all support each other.
• Freedom: We want you to play how you want, when you want.
• Trade: We plan to have a vast trade network, where you can get the best deals by being in Band of Outlaws.
• PVP: BOO will need to protect its assets, and we plan to be very aggressive. We will teach you how to fight, and provide you with the ships to do so.
• PVE: We're not sure how PVE will be in the game, but we certainly plan to be apart of it as we know many players may not want to do PVP.
• Exploring: There is a big galaxy out there, so of course we're going to explore it!




Dedicated teamspeak server for all of your gaming needs.


Website/Forums to hang out with other BOO members. (WIP)


Weekly Game Nights where Band of Outlaws and the DU community can come together and have fun playing other games.


A chance to help create something unique and inspiring. Come make history with us!






Band of Outlaws is not out to be the next mega corporation with an umbrella controlling every sub-organization within our community. Everyone abides by a simple code of conduct, and goes about their personal business. Players and groups within Band of Outlaws can come together to fight our enemies, execute projects, and do whatever else they feel they need to do. I may hold the keys the castle, but anyone in Band of Outlaws can become, and lead anything they choose. Here, your only limitation is your imagination.


Leadership will be chosen by myself to help with administrative duties, and nothing more. This includes membership recruitment, managing diplomacy with other organizations, and server moderation/administration. While these individuals may hold a position of leadership within Band of Outlaws, they are no more important than any other member/organization. As the game comes closer to launch, and even afterwards, I may find that I will need more help with ensuring that all of our member/organization needs are met, but we will cross that bridge when we come to it. My role as the Band of Outlaws leader is to provide direction for the organizations players and its member groups. Rarely will I interfere with anyone or any group so long as everyone abides by what Band of Outlaws stands by.






Band of Outlaws will not drag you down with rule after rule. To sum up how we expect members to behave - don’t be a dick. We’re all here to have fun, and there is no reason to be rude to each other. This includes flaming, hate speech, starting drama etc. Let’s act like grown men and women. This also extends to how members are expected to act towards other organizations. Be respectful, regardless of affiliations.







We are always looking to recruit new players, or organizations within the Band of Outlaws. If living the outlaw life is for you, then this is the best alliance to be apart of. We encourage you to apply immediately, and be apart of the greatest organization made for rebels and outlaws like you. Below will list minor details to help you when you apply to Band of Outlaws.


• Applying by yourself as a player? Simply head on over to our community portal and submit an application. Your application will be reviewed, and a voice interview with yourself before we finalize your enrollment. This is simply to make sure we can maintain some sense of security within Band of Outlaws, and that we can both get to know each other and be sure that not only you would be a good fit for us, but that we would be a good fit for you. If you are interested, just apply on our community portal - Band of Outlaws Portal Link


• Applying as an organization? We are always looking for other player organizations to join the Band of Outlaws alliance. Being a member of our alliance has benefits that are listed in this post above. Among those, you will benefit mainly from a wide market audience and support network. Band of Outlaws members and organizations are forbidden from openly attacking each other. We are all allies here with the same idea, and we want you to be apart of that. Simply send a private message to Cybrex, and negotiations will be made. 


If you have any questions regarding Band of Outlaws, please contact Cybrex.






  • Peregrin, Aetherios, Kongou and 18 others like this

#29751 My Community Has Withdrawn Our Pledges

Posted by NQ-Nyzaltar on 17 September 2016 - 01:15 PM

Hi ChipPatton and welcome to our forum.
There has been indeed a few people on the Kickstarter saying DAC was a "Pay to Win" feature.
We also replied to why it wasn't and why we went for this feature. 
We also agreed that it probably wasn't a perfect model, but it was the best we found until now. 
This was our official reply:


We're not going to be Pay-to-Win, at least not what we define as "Pay-to-Win": you seem to think that trading a month for in-game currency is a Pay to Win mechanics. In our books, it's not. What is really pay to win (from our point of view) is the following: If an item gives an advantage to a player against other players, and this item is obtainable ONLY by paying real life money... then yes you are in a case of Pay-to-Win. That's the exact, original definition of Pay-to-Win. 

In our case, selling DACs for in-game currency allows just have more in-game money. Will they be able to buy many things with in-game currency in a short amount of time? Sure. But all they will have bought can be bought by anyone. It will take just more time to gather in-game currency by just playing. Not a perfect system? probably... but one of the best possible. 
Because if we are totally honest here, if DACs are not implemented, the players having significant amounts of real money to spend and wanting quickly a lot of in-game currency will get it anyway from shady websites. Waging wars against goldfarming website is an eternal battle that can't be won because there will always be demand from some players. In that case, what's the best compromise? The one that has already been implemented in 3 MMORPGs among the most popular: EvE Online (with the PLEX), World of Warcraft (WoW Time Token) and Wildstar (with the CREDD). That way, those who will spend real life money to get in-game currency will help at least those who have a lot of spare time to play but not the necessary budget to pay a monthly fee to keep them playing. Not a perfect solution, but the best compromise we found so far, as this system has been proven quite efficient to keep goldfarmers away too.


The DAC/PLEX/CREDD system isn't at fault there.
The problem is elsewhere because without this system, the problem remains: it's just hidden.
And it's not because something is hidden that it doesn't exist.
The people we got in contact with (probably your officers) turn a complete blind eye on our point of view.
They didn't try to understand our position or even suggest an alternative.
It's always easy to blame or criticize something without trying to come with a better option.
In this situation, how could the discussion go anywhere?
Threatening to cancel the pledges (and doing so) won't change the situation either if there no dialog and just threats.
We want to listen to feedbacks from all people interested in our game and take them into account, but without constructive feedback helping to find a good compromise for both sides, it's not possible. Also, while we want to satisfy as much players as possible, We are also aware that we can't satisfy everybody. 
In any case, we remain open to discussion if you have more to say on this topic.
Best regards,

  • Atmosph3rik, Falstaf, Anasasi and 17 others like this

#46558 The February 28th Q&A with JC

Posted by ATMLVE on 01 March 2017 - 08:19 PM

I have “transcribed” the Q&A from the video of the conference that was held on February 28th. This is not a direct transcription; I have cut out general conversation, anything that was repeated, and just put in an overall format change to make the discussion that occurred more appropriate for reading. The idea was to isolate information. It was often difficult to hear exactly what was being said, so this was further reason not to quote the conference verbatim. I have not added anything that was not said (there were times when I was tempted to add in some of the things I know about the game, but I didn’t!). If you feel that anything is left out, or that something should be changed, then please let me know!


Something else that I have added in is ‘extra info’. This is stuff which was not directly asked about, but which came up in discussion and I thought appropriate to add.


This documentation begins around the 30 minute mark of the video (which can currently be found on their Facebook page), when the Q&A started.



How in depth will the mechanics of refining resources and creating alloys be?

There will be some pretty deep recipe networks, which will make building complex or high-end elements quite complicated, to the point where the specializations required will be so varied that some of the components will most likely have to be purchased from the market. There will be different alloys which can be created by combining different resources and materials, which can be used to create interesting materials and properties. Alloys may be something that the player can research, to allow for them to find new ways of combining different resources to achieve different properties.


Can you transport hover vehicles inside of larger ships; in other words, transport small ships inside of larger ships?

Definitely yes, this is the whole architecture of the game. The technology of the servers are all made for that, so yes.


How is in-game currency generated? Do you do missions, sell stuff, buy orders?

It is unlikely there will be missions, but this is not completely ruled out. They may be added later, but the main source will be from NPCs/bots on the market, where you can spend your money or sell your stuff. One of the issues with bots however is that they have to be designed such that they do not disrupt the economy; the economy is intended to be shaped by players. The intent is that market bots will amplify or emulate transactions that are occurring between players.


Will market bots be permanent, or will they come and go away after a while?

The idea is that, if there is a lot of activity by players, they should go away, but this is not final. They may be used later in the game's life to make changes to the amount of money in circulation to regulate the economy. The main thing is that the amount of money in the game should be proportional to the number of players, as well as the type of activity taking place and the amount of the respective activity.


Extra Info:

The name of the currency in the game will be quanta. Quanta, the plural of quantum, is a unit of energy; since the currency will sort of be the “energy” of a lot of the game, the name quanta is appropriate.


Does having things in your inventory increase your mass, and does that influence construct physics?

Definitely yes. If a player has a lot of things in their inventory, and they step into a ship, they might push the ship down. A ship with lots of containers may fly well with no cargo, but if the containers are filled up then the ship may not be able to fly anymore.


Will there be chat systems? Global, regional, planetary?

There will be some sort of local regional chat. However, regional is not easily defined in the game; for example, a planet could have hundreds of thousands of people on it, so regional is not something that is precisely defined yet. But there needs to be something at least that allows players to talk to other nearby players.


Will there be such a thing as ship linking; will there be docking ports?

Small ships docking inside of larger ships is definitely a planned feature. However, docking two ships of the same size together gets a little bit more messy. With that feature, large layers and chains of ships could be created. At this point, which player is controlling the physics?


How will construct repair work?  Will there be repair units, or will it all have to be done by hand?

It will always be possible to repair by hand, but there will be repair units that will be able to restore a ship back to what it initially was before it was damaged, provided the unit has the required resources, energy, and time. The repair unit will know what the construct it is a part of is supposed to look like, and it will have the capability of restoring a construct back to that original image if the construct is damaged.


How does the production of ships from blueprints work? Is it an instantaneous process, does it happen after a specific time, part by part?

It is not going to be instantaneous, it is going to take time. It will take resources and energy, and probably if it is significant then it will need to be defended in some way, unless it’s happening in the safe zone. The required time will be proportional to the size of what is being built, so mass producing battle cruisers is not something that will be able to be done overnight.


What happens to a flying ship when I destroy its engine in space? Does it just come to a stop or does it continue at the last known speed?

Engines are physical. So if there are two engines, one on each side of a ship, and one of the engines is destroyed, then the ship is going to spin. The core idea is that engines are physical, so if they are destroyed then that can impact how the ship moves. There is a very good chance that, given that there is no friction in space, a ship will continue to move if its engines are shut off. However, if a player were to be in a moving ship, log off, and come back three weeks later, they would find themselves in the middle of nowhere; this is not desirable.


Will there be cloaking?

There will be cloaking. It will probably not be around at release, but it is one of the features that seems obvious for a game like Dual Universe. This is desirable for a player than may want to log off for a while; they can cloak and lock a ship to keep it safe.


What methods will be available to detect constructs, and to avoid being detected?

There needs to be a way to detect others in the game. There will be ways to scan for players, whether on or below ground; and similarly there will be something like a distortion field that allows you to be hidden from sensors. But, there should never be a totally foolproof way to hide without some weakness. It will also be possible to put trackers on ships, and a corresponding countermeasure to that.


Extra info:

The nanoformer will be able to 3D print basic and fundamental parts and components for the player to use.

Ships can be stolen and reverse engineered; Lua scripts can be read by those who steal a ship with a script on it.


How are scripts shared between players; a script runs client side, but is it shared with players?

Scripts are always running on the players machine, but the text of the script is synchronized, so everybody can see it. So if there are different control units with different scripts in them, one player can start one of them and another can start the other script, and they will run in parallel. Similarly, whatever the scripts do is synchronized by the server for all players. Scripts are run on the clients computer, but several players can be simultaneously running and using different scripts which are all made by a single player (and thus running on that players computer), and all players can see the effects of the scripts. One exception is that you cannot have two players controlling the same element at the same time.


Can scripts be hacked?

Hacking will be a skill within the game which will allow a player to bypass RDMS systems. It will require time, and is a planned feature, but may not be present at release.


Extra Info:

Locations are something that can be itemized; as an example, the coordinates of a vein of ore within a planet can be “itemized” whereby it can be sold on the market.

Reputation will be a mechanic within the game, but exactly how it will work is not completely finalized.


Will armors for players be modular (i.e. heavy armor chestpiece type-A with legpiece type- B ), or are we looking forward to a single-piece type of armor, and in an extent, will weapons be a part of an armor or are they separate customizable entities?

Armor will be separate; that is for sure. It is likely, certainly at release and at least for a while, that player armor mechanics will remain simplified, but the concept has potential to expand.


Can a solo player fly a warship with many weapons, or does each weapon need a player?

There needs to be a player for every weapon; that is the requirement. This is for several reasons, one being that the game is an MMO intended to have players working together, another that it doesn’t make sense for one person to single-handedly control a huge warship.


Have you considered how you are going to do the updates?

There will be expansions every ~6-12 months. Updates with new features will come out at regular intervals.


If you claim two territories next to each other, do they fuse together as one big one?

There will be ways to link territory units. Players will also have the option of having lots of little territory units, or one big territory unit that links everything. This gives the option of having one large easily defended tile which covers a huge area, or lots of distributed and less easily defendable tiles which only allow access to the local territory. One mechanic which may be present is that a claimed territory tile cannot be attacked if it is surrounded by other claimed territory tiles, provided they all have the same owner.


Will players ever need food?

The question of food is linked to survival gameplay. There probably will not be survival gameplay at the beginning, because it requires so much work to be functional, but it is something that has the potential to be added later.


Extra Info:

A bowl of rice is 8 dollars in San Francisco.

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#9003 COPS - Coalition Of Pirates & Smugglers

Posted by Kiklix on 13 July 2016 - 08:11 PM

​Cops has been disbanded. Sorry for wasting your time. This was a lone decision by Kiklix and does not reflect the other legate lady astrum nor the members.



​The following are the answers to why COPS has been disbanded.


Drama:  Certain populous organizations and their legate have been concocting rumors about COPS. Legates from other some what populous organizations have made assumptions about COPS and presented these as facts. In every case these people are wrong and only serve to create drama. There is no reason for all the hate I have received and COPS has received. I am done 'playing' with a community full of children.


​EDIT: Removed this section due to clarification by Novaquark.

​​I would like to thank everyone who made the decision to join cops. I am sorry it could not pan out. I wish you all well, I wish Novaquark the best.






COPS - Coalition Of Pirates & Smugglers.
The arkships landed. We woke anew, scared, unsure. Groups formed, factions aligned. Power corrupted. For all the efforts to save our species, the millennia we traveled, we reverted almost instantly back to that old human nature. Not even extinction could change our habits, our instinct.
We have all been there. Watching and witnessing the mega-corporations metastasize and feed off the livelihood of the less fortunate. Class warfare, poverty, slavery...being forced to work by some clown sitting at the top of his ivory tower barking commands. I’ve had enough of it, most likely so have you. It’s time to break from those chains and live a free life. It ain’t easy, ain’t too much glory, but it’s honest (for the most part) and fair.  We are a coalition, a collaboration,  a consortium, a conspiracy, a communion,  a clan, a crew, a club, a confederation, a confederacy collecting cohorts connected, conjoined, combining efforts to be a free people, free from tyranny, terror and totalitarianism.
Ever want to pilot the Millenium Falcon?
Ever dream to have a crew who works together like Firefly?
You want to be that solo guy who searches for bounties like Boba Fett and his Slave I?
This is how we dream to play and we intend to play this way. However Dual may require efforts from a  larger group. If this is true, we just want to have a system in place so that people can come together to fullfill their visions. We want solo play, but under the safety net of a larger organization.
We are NOT GRIFERS. COPS are pirates, smugglers, outcasts, ninjas, mercenaries in the ROLE play sense, NOT in the griefing sense.

• Enrollment: Some will get invited, some will inquire. If you want to be part of a free alliance just ask.
• Primary language: English and gibberish.
• Timezone: Only mega corps keep up with time.
• Goal:  Solo or co-op gameplay within a larger group. We all like to do our own thing, but somtimes you need to be part of something larger or you will get left behind.

COPS is an organization created and designed to bring together like minded people who prefer to play solo without constraints of typical guild requirements (be here on X day, at Y time to raid Z...ya its tiresome).  We realize people have limited time to play and that real life takes place first. That being said, Dual Universe looks like this might be a game where cooperation and collaberation are keys to success. If we find this to be true, there might be more expected collaborative gamplay required. We don’t want to force anything on anyone, but just ask people to step up if it is required to do so.  In the end it’s not about making a large guild rich, its about making sure your needs are met, our mutal needs are met. We endevor to create an enviroment where co-op game play is actually fun and rewarding.
• Security: Safety in numbers.
• Community: A network of people to work together with if so desired.
• Freedom: Free to play your way but with the undertanding that freedom requires effort and work. There will be times we need to work together, its the only way to keep an alliance strong.
• A Trade network. Not sure how Dual is going to work with trade, but within a group there will be communication lines. We will be able to trade with each other and help keep our alliance strong.
• Veteran ship builders: We have members who have crafted some of the finest voxel ships to ever exist.  Our fleet will impress, this I can promise.
• Veteran home builders: We have members who have crafted some of the finest voxel sci-fi mega structures to exist. Our home world wont look like a cut rate hostel.
• PVP: Lets face it, even if you only care for PVE, PVP might and will happen at some point. If you intend to fly in a ship, once you are out of the ark safe zone, pvp will happen. We intend to create smart ship designs that will help to ensure pvp victories, but you will need to know how to fly it.
• PVE: We know some people have no interest in PVP. Hopefully we can get a civilization started with trade, harvesters, crafters etc. It’s good to have folks who specialize in these categories.
• Exploring: It’s at the heart of Dual Universe, of course we will explore!
• If i can be done in Dual, we intend on experiencing that content in one way or another.

Don’t really intend on having some massive over inflated group of power hungry people running the show. I have no interest in that, however there does need to be a head or some form. Castles have kings, homes have breadwinners. Even a pack of wolves looks to their Alpha. I intend on holding the main key of power or have it distributed among a very close group of friends. Those who know me know I fight tooth and nail for the little guy, for honesty and integrity. I have no intent on telling you how to play or what to do...but internal conflicts will occur and those will need to be resolved. We want everyone to be happy and to play together...its the best recipe for success. 

If COPS sounds like a style of gamplay that you find appealing, speak to Kiklix or LadyAstrum.

  • Peregrin, Lady_Astrum, Atmosph3rik and 14 others like this

#36469 The Community Management team is expanding! :)

Posted by NQ-Nyzaltar on 12 October 2016 - 03:19 PM

Hi everyone!


It was announced a few months ago that a new CM would arrive in reinforcement as the community was growing.

In fact, he has been there in the shadows for quite some time now: he has helped tremendously during the past two months, especially on the social media (if you have discussed with us on Twitter and Facebook lately, there is a high chance it was him who replied ;)).


So we hope you will give a warm welcome to NQ-Nomad! :)


Best regards,


  • Comrademoco, Cybrex, Atmosph3rik and 14 others like this

#33130 Kickstarter: What happens if it reaches the goal? if it doesn't?

Posted by NQ-Nyzaltar on 28 September 2016 - 04:44 PM

Due to recent events, this question is understandably coming up more and more frequently, so we are going to be as transparent as possible and describe all the possible scenarios.
- If we hit the starting goal: 
Reaching €500k is proof that there is a demand for a game such as Dual Universe. This is not the total amount necessary to fund the game BUT reaching this milestone is still vital. If we gather €500k, our investors and partners will provide the remaining funds to complete the game. Reaching more than €500k will help us develop features included in the first stretch goals faster.
- If we don't hit the starting goal: 
1) On your side: you will not be charged as pledges will just be canceled. No one will pay anything. 
2) On our side: if we don't meet the starting goal, we can't promise anything. We might have to make compromises on our vision for the game with partners still willing to finance the project. Or, in the worst case scenario, the game might be canceled if our partners and investors are not convinced enough to raise the appropriate funds.
We are still solidly optimistic that we will reach the starting goal, as the rate of pledges usually accelerates a lot at the end of most Kickstarter campaigns, just as much as during the first days of the campaign. However, we wanted to be crystal clear on this question, just state the facts as we feel we owe that to all our backers.
Best regards,

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#12635 "Ask Us Anything" Event

Posted by NQ-Nyzaltar on 29 July 2016 - 11:56 PM

Q&A 22: Friday 29th July 2016


Will the mentioned stargates function as point to point or more like a dial system from the trope-naming show/movie?


Stargates will be part of a player-made network of nodes. A given node is able to let ships jump to any node that is within its maximal range, which depends on the level of the Stargate. Effectively, this draws a map to where you can go in the galaxy, but unlike most other games, the map is not static and not predefined. Players are creating the stargates, and players can also destroy stargates, nearly blocking routes or even isolating some part of the universe for some time in the process. Building a stargate will involve sending a proxy probe to the desired new stargate position. The probe will travel at FTL speed, but will still need weeks to reach distant destinations. Once deployed, the probe will allow for just one jump, that you can use to send the necessary material and personel to start building the effective Stargate and activate it.

  • vylqun, Aetherios, Dygz_Briarthorn and 14 others like this

#8225 "Ask Us Anything" Event

Posted by NQ-Nyzaltar on 07 July 2016 - 09:58 PM

Q&A 7: Thursday 7th July 2016


How long are you intending new players to play before they are able to build vehicles capable of travelling to space? Will we be playing for weeks or months researching the technology to get there, or will we all be flying around by the end of the first day?


(Keep in mind this aspect of the game is still in early development, so what is explained below can change significantly through the game development)


Flying from a planet to another should be a real achievement in our game vision. So it would not be available on the first day of the official release. If a player is here from day 1, it might be weeks, maybe a few months before the travel from planet to planet becomes possible. This is still a topic heavily discussed in the team. However, later on in the game, when the global tech level of civilizations built by the players will have reached a certain point, it will be possible for a new comer to simply buy or be given a ship to fly with as soon as he arrives in game (he will still need to learn a few skills to be able to fly it however, but the basic levels should be reachable between a few minutes and a few hours, according to the flying construct complexity). In short, the game experience for a player present from day 1 might be very different from the game experience of a player coming several months after the game has launched, also different from the game experience of a player entering the game one year after official launch (where many solar systems will be, without a doubt, already discovered and colonized).

  • Kiklix, Michaelc, Code24 and 13 others like this

#46093 Dual Universe Radio Network

Posted by yamamushi on 22 February 2017 - 05:41 AM

Hello Dual Universe Community,


We are bringing you today a new idea that is in the works and we want your opinion. The Alioth Broadcasting Corporation invites the content creators of Dual Universe to take part in creating a 24/7 live audio streaming network of content focused around Dual Universe.


We envision a platform that allows anyone from the Dual Universe community to apply and DJ/host on this station, creating their own shows or podcasts based on Dual Universe in some way or another. DJ Hosts are allotted time slots that work with their schedule where they can play music, talk to players, run radio games, talk DU news and more.


At the moment we are still in the early phases of testing our streaming platform and trying to integrate player ads and DJ interfaces in a cohesive manner so that it is as seamless and automated as possible.


We're asking that any organizations that may want their ads played to send us (on discord preferably) 30-60 second ads based around your org (think radio ads). For now, just come up with short, simple ads for the community to hear. We are going to be using these ads to test airspace and control.




In addition to ad content, we are also looking for people who might be interested in being a  DJ, whether live or just pre-recorded content so that we can start running through a beta schedule. That also includes talk shows or broadcasts centered around your organization. If you would like to be a DJ or want to try it out, let us know and we will start testing with multiple people. Requirements for becoming a DJ are a clear microphone (if you're going to be speaking) and you must be able to download (install and setup) the appropriate streaming software onto your own computer. You must also have free time(s) available sometime during the week for about 1-2 hours minimum.


Over the next couple of weeks we will be running through a beta schedule, and while we don't expect much content to fill the air until at least alpha launches, we wanted to get this up and running now with a sane scheduling system and enough content-producers lined up so that we can launch the complete station all at once.




If you would like to be a part of Dual Universe Radio Network, let us know by sending us a message through discord or the forums (this forum). As this is a new idea, we would love any input the community has, so let us know your thoughts or questions below.


We want to stress that this is being built as a neutral, 3rd party group that will take no bias towards any other organization. Our goal with this network is simply to keep it operational and to keep it fun for our listeners. We don't favor one group or another, however, individuals on the network are free to represent their own thoughts and opinions under certain guidelines we will have in place.

  • Cybrex, Aetherios, Anasasi and 13 others like this

#41483 Thank you NovaQuark

Posted by yamamushi on 12 December 2016 - 03:02 AM

Before Dual Universe I spent countless hours scouring the internet looking for -that- game. I think many other people know exactly what I'm talking about. -The- game that would tie you down and keep you immersed for hours, where you could live in a virtual world and be part of something bigger, where you could build your dreams and be part of a whole other universe. 


I was feeling rather down, depressed or sad take your pick, in the months before I learned about DU from E3. I was feeling kind of burnt out about things happening in projects I was involved in (I was a dev on Bitcoin Classic) and just generally was very mopey. I wasn't sure what else was going to come along that would suck me in and make me feel like I could contribute in any meaningful way. 


When I discovered DU I was ecstatic, and I don't think there was a grain of pessimism inside of me. As soon as I saw the trailer, as I'm sure others can attest to, I knew exactly what it meant for gaming as a whole (especially sandbox gaming) and I just knew what it was NovaQuark was attempting to create. 


I don't think I've been as happy in a long time, being part of DU Explorers, flying out to PAX to meet JC at the NQ booth, getting to be involved in various happenings here and there, everything Dual Universe has been a very positive experience in my life this year. 




Lately, I've been feeling down again. I don't know if it's because of the lack of interest in getting people to be on DU Explorers for another episode (we haven't had one in 3 weeks...) or if it's seasonal or something else entirely. I couldn't even bring myself to write anything for NovaWrimo with all the back and forth banter and arguments between different organizations. I'm just exhausted. 


I'm sure things will turn around here after the new year. Although, unless I can get another episode of DU Explorers together soon, I think I'm going to be taking a break from DU for a few weeks. 




Regardless of all of that, which are purely my own problems, I think the main purpose of this was for me to say thank you to NovaQuark and Happy Holidays to everyone there for everything that you're doing for us.


Even in these early stages of development, what you're doing has had a special impact on hundreds if not thousands of people. I don't think anyone here will disagree that you're doing something that has changed our lives forever.


Between all the new friends we've all made, and all of the excitement we've been able to be a part of (Kickstarter was a nerve-wracking blast), we've certainly come a long way and it feels like we're not that far away from actually being able to interact with each other in-game. 




Thank you NovaQuark. 

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#39451 Official Dual Universe Lore Bible

Posted by NQ-Nyzaltar on 16 November 2016 - 02:26 AM

Before starting to read the Lore Bible, here are three things to keep in mind:


- Some names and acronyms (put between brackets) in the texts below are still temporary names/placeholders. The final names will be decided in the following days. The update will be announced on the forum and on the social media. We don't want to keep these names, for different reasons varying for each case. Once in its final version, it will be published on the Community Wiki hosted by Gamepedia in a more structured way.


- It was a difficult decision but we have to consider that some parts of the short story written by Alain Damasio will be modified or removed. We all agree in the team that Alain Damasio has made a short story of the highest quality, but this short story was written more than a year ago (July 2015) and at that time, too many points regarding the game universe were unclear or undecided. With all the recent additions to the Lore Bible (those released today publicly and those which remain hidden as "secrets" for the time being), it generated some inconstencies difficult to solve. We tried to find solutions or workarounds, without success. Some points were also not possible to represent in-game, gameplay wise. While the short story will be updated in the near future to fit with the current Lore Bible, in the mean time here are the specific points from the short story you should not take into account when writing a Fan Fiction for Dual Universe (if you want it to be eligible for being integrated to the official backstory of the game, of course. If not, you are not bind to such limitation).

  • Unfortunately, Sohan Decker is not a member of the Alpha Team, as he woke up just a few weeks before the Arkship landing on Alioth and do not participate in the neural simulation that will take place more than a year and a half before the landing. Aphelia memory must have had a glitch when talking to Sohan for the first time.
  • When approaching some Kyrium, the matter doesn't reflect human faces aging or growing younger. Sohan Decker has probably some hallucinations, a possible side-effect of the long cryogenic sleep.
  • While probably convinced of it, Sohan Decker didn't communicate with an invisible entity by using elements and he didn't get some schematics of a high-performance reactor in Kyrium as a reward. The proof? When asked to show it, he's not able to find it anywhere! Poor Sohan. Probably another hallucination. Cryogenic sleep seems to have a lasting side effect on him.


- The Novaquark might slightly change the Lore Bible over time, but we will try to keep those changes to a minimum, to ensure that it doesn't contradict fan fictions that have been already integrated to the official lore. These changes will occur mainly when an inconstancy is discovered in the official lore. And in this regard, we count on your feedback to track down every little detail that might seem inconsistent (some details may be awkward on purpose though ;)). As always, we remain open to your feedback on the Official Lore. Let us know what you think about it!


That being said... Happy reading!



Dual Universe Lore
Dual Universe takes place about 10.000 years after the Grand Exodus, when humanity left the Earth to establish itself in new star systems. The information below is meant to help answer the most common questions about the game environment and try to set the general framework where fan fiction can be written.
Main historical dates
2027: Discovery of the doomsday Neutron Star that is heading towards the Earth. Collision will happen in 498 years. There are margins of error, so we don’t yet know if it means annihilation or simply major disruption in the solar system’s planets, but the end result is the same: the Earth will not be able to host humanity anymore. The event is nicknamed the [“Star Kiss of Death”], or [SKiD]. It’s basically the Armageddon.
2049: Creation of the [United Mankind Federation] [(UMF)], a transnational institution in charge of coordinating humanity’s efforts and response to the SKiD. After concluding there was no hope to save Earth, the “Rebirth Program” is launched to analyze possible responses and escape strategies. New measures are voted to encourage natality in the population, to fight against a nihilist movement that advocates a “no future” philosophy, and maintain a sufficient level of humans in the long run to fuel the Rebirth Project’s considerable needs.
2084: Better measurements have narrowed the margin of error. We are now certain that the neutron star will hit our solar system, and will actually collide with the Sun, turning into a black hole that will ultimately swallow or eject into deep space all the planets, Earth included. There is no hope anymore. Major funding is directed towards the Rebirth Program. All nation states must contribute at least 20% of their resources
2100: Mankind is entering a new era where robotics and AI have profoundly transformed society. Work as we know it has long disappeared, and social influence has replaced money as the currency of value. People do not “work” anymore, they have “activities” that can get them socially recognized. Money is still used, via a Universal Revenue, mainly as a way to control the scarcity in production, and balance the availability of goods against their rarity.
2130: AI have reached a threshold of global sentience. It is active in political, economic and social debates, and, while its benefits are recognized because it allowed the transition to the post-work era, more and more concern is raised about the sentient aspect, and the potentially uncontrollable dimension of the AI agenda. Irrational fear rises. The AIs try to reassure the population that they have no rational reason to threaten humanity, but it only increases the level of suspicion within society.
2145: Massive rebellions all around the world signals the end of sentient AI, introducing a permanent universal ban on this technology, enforced by the very powerful [UMF]. Against all expectations, sentient AIs accept this and willingly shut down without any form of violent action.
2150: Society is reorganizing itself, as many “jobs” that needed sentient-level AI (surprisingly many, including low skill manual work), are once again left to humans to perform. Robots in general are banned also, as most of them required sentient-level AI to function properly. Early attempts at designing automated non-sentient robots all failed in the late 21st century, as it was discovered that sentience was a necessary byproduct of any sufficiently sophisticated AI for it to be able to interact with a complex world.
2200: A major summit of the [UMF] signals the alarming lack of progress on project Rebirth at the dawn of the 23rd century. Debates continue  for years afterwards about priorities, what technology to use to build Arkships that could help evacuate Earth, who would be eligible if we cannot host the 3 billion people still in the current population.
2200-2400: Major political events keep slowing down humanity and the [UMF] in its attempts to advance the technologies needed to build functional Arkships. Many wars, economic crisis and nihilist terrorism is plaguing the progress.  
2400: A period of calm and peace opens up. Major progress is suddenly made in the technologies needed to build the Arkships. Some are scheduled to be built within the next decade.
2440: Several key technologies are unlocked: cryosleep modules, nanoforming technology, nanopack condensers, resurrection nodes (it is unfortunately too late to use this to save humanity, as we would need to install billions of them out of the solar system, on a hospitable planet. There is not enough time for this).
2450: The Arkship technology is now mastered. Mass production begins. The race is on to produce as many as possible.
2500: Terrifying high resolution images of the neutron star are provided by our most powerful telescopes. Riots break out all around the world over the selection process that dictates who gets to board the Arkships. The process was created by a scientific committee from the [UMF], aimed at gathering the maximal amount of genetic diversity, plus a lottery to offset the fact that not everybody could go. Massive euthanasia programs were organized for those who had to stay, in order to provide them with a painless death at the time of their choosing.
2510-2536: The first Arkships leave Earth. Each Arkship is heading towards a particular part of the galaxy. One of them, the Novark, is heading towards the Scutum-Centaurus arm.
2538: The neutron star annihilates the solar system. Arkships are on their way, heading towards different regions of the galaxy.
12477: The Novark arrives on Alioth with a mighty thud as it deploys itself into the planet surface. From afar the planet shows many similarities to that of Earth, a blue and green marble sitting in the goldilocks zone of its star. Large continents surrounded by equally large oceans define the planet's appearance. Mountain ranges suggest continental drift, and large forests have taken hold over most of the planet. Primitive lifeforms are abundant. There are no obvious signs of advanced lifeforms.
Year 0 after arrival (0 AA): It will be your turn to write History in-game.
The world in 2500
In the century that preceded the Grand Exodus, the Earth’s population had dropped considerably, down to something less than 1 billion people. The “no future” movement had gained a considerable momentum. people were simply trying to tend to their immediate needs; losing any vision for the future or any concern for the consequences of their actions. Natality had dropped to all-times low, crime had been continuously rising, and nation states as we know them had long disappeared. 
The [UMF] was the last large scale social structure still holding, among a myriad of medium to small sized city-states. [UMF] representatives and offices, research centers, production units, etc, were scattered all around the world within the largest city-states. The [UMF]’s role now extended far beyond its initial goals, including a feared and powerful armed force to maintain order and insure that the proper funding was collected from all city states, in order to fuel the Rebirth Program.
A global language shared by all people on the planet started to emerge at the end of the 21st century. By the end of the 22nd century, almost everyone was speaking at least two languages: the global language (the “common”) and their local native language, each city-state having somehow evolved a variant from their original country’s language.
During the first half of the 21st century, the Internet quickly decentralized the economy, removing intermediaries and frictions. Anyone was able to open their own marketplace online, with powerful central aggregators to help integrate available offers. This was both true of goods and services. This highly distributed model of economy stood the test of time, both during the sentient AI era, and even after, up until the last century.
One of the main challenges of the last century, after the city-states model had become the norm, was logistics. Transporting goods over long distances carried the risk of being attacked by pirate hordes living outside of the city-states. The UMF and other independent security groups were in charge of insuring protection, but still, the risk made inter-city trade dangerous, and local markets were the preferred method for basic commerce.
A global currency, the [U2] [(Universal Unit)], is installed by the [UMF] at the beginning of the 22nd century. It has acquired a growing support over the years, and is still used as a reference currency on Alioth to help organize the exchanges of goods and services between colonists.
Culture & Society
At the moment of the Grand Exodus, humanity, and more precisely the [UMF], was divided into four main political movements, essentially different from each other in the way they decided to answer one simple fundamental question: what is the main driving force in the development of humanity? Behind this question lies the promise of a political agenda on how to best rebuild civilization after the Grand Exodus and where to put priorities.
The [Luminous] are the first group. They consider the main driving force to be knowledge and wisdom. They value science, industry and technology as the main sources of progress, and were heavily involved in the Rebirth Program, which led to the construction of the Arkships. They are, of course, very much respected for this even if some may criticize them for their all too rational take on things.
The Alphas are the second group. For them, the main driving force is, well, … force. They believe that people will respond mostly to strength and balance of power. They favor military action as a way to control and orient the evolution of the world in an attempt to avoid chaos and prevent instability. Their intentions are good, but they often fall to scandals involved with their expeditious way of handling subtle situations.
The [Ethereans] constitute the third group. They believe in the power of culture and arts. For them, humanity needs to be driven by dreams, beauty and ideals before anything else. This is what gives us meaning. They are not against more practical endeavors, but like to see these activities as a way to expand and support their vision. They have many supporters, but are also often criticized for their lack of pragmatic action.
The [Emporium] is the final group. They believe in the power of money and commerce. They think that this has been the life and blood of human societies for millennia and, even if they will gladly regret it in private, they think this is nevertheless what gets the job done and can really set people in motion. Some point to them as a cause of an ever greater inequality, but they know how to silence critics and make people happy.
None of these movements are inherently good or bad, they all value human life and sincerely want to help drive humanity to success again.
Science & Technology
After the early 2400 years, science and technology suddenly advanced very rapidly. Incredible innovation occurred, becoming the foundation of the industrial, societal and economical program of Project Rebirth. Here are some of the most prominent breakthrough:
Nano fields: an expected advance in theoretical physics led to the discovery of a new force in nature, called the nano force due to its scale, that allows the fine control of the molecular dynamics of matter with incredible precision using high frequency nano fields. Nano fields can be focused and modulated in a very precise way to destructure, collect or deploy and assemble matter in a short range radius. This is the core technology that gave birth to the nanoformer that every colonist is now equipped with.
Calabi-Yau Compactification: the science behind CYC has been inexplicably lost in the Arkship archives. It is the technology that powers nanopacks, which are extra small containers (that colonists wear on their suit), capable of amazing volume and weight reductions of almost anything contained in them. All we know is that it seems to work based on the possibility of storing  matter within the extra dimensions of space-time allowed by String Theory, inside what is called the Calabi-Yau space. The exact science and understanding behind them has been  lost and attempts at reverse engineering have all failed. Due to the limited number of Nanopacks available and their considerable value, further attempts to reverse engineer them are discouraged.
Nano fields displacement: this is a direct application of nano fields, used to collect, store and maintain matter within containers. The matter constituting objects is analyzed and de-structured first then stored using stable nano fields and can then be retrieved later via a reverse process that reconstructs the original object. Unlike with CYC, only limited volume gain can be obtained, and no weight reduction is possible.
Nano 3D printing: based again on the versatile nano fields, advanced 3D printers became possible. They are capable to assemble matter from reservoir sources to build small sized technological parts; from electronic to industrial units. Coupled to the automated assembly, this quickly became the basis of the industrial chain.
Quantum branching: Quantum Branching is at the heart of the Resurrection Node technology and is based on the “Many Worlds Interpretation” of quantum mechanics. At any moment, in particular when you die violently, several versions of the universe coexist in parallel. Scientists working on EPR pair experiments unexpectedly found a way to instantly switch one universe with another, and in particular to switch the universe where you die with another one where everything would be exactly the same, except that your body position would be inside a Resurrection Node. The amount of matter to switch increases the energy cost of the operation, so RN teleport only the minimal set of mass to get the desired effect, which is... your naked body. A Resurrection Node is paired to your body and cannot be used by somebody else. It will make you virtually immortal, even if natural aging will probably get you out of the loop at some point.
Propulsion Engines: the conquest and exploration of the arrival star system, as well as nearby other stars, is a clear objective of the UMF for each arkship colony. Several engine technologies have been perfected as part of the Rebirth Program to allow for various flight modes, either within the atmosphere, or in space. Warp drive technology was near completion and should become available a few years after the arrival, and even stargate instant transport has been sketched as a not too distant possibility, but was unfortunately still not available at the time of the Grand Exodus. Warp drive speed is believed to be in the range of 100 times the speed of light, while super warp probes, that could be used to seed stargates, could reach up to 10.000 times the speed of light Making it possible to cross the entire galaxy in just 10 years. 
Environment & Alioth
Alioth is a rocky planet orbiting a yellow dwarf star, very similar to the Sun. It has been selected due to its very similar Earth-like environment, including oceans, forests, mountains and lakes. It has a moderate fauna and flora. The temperature during the day is similar to what can be found on Earth, but nights can be extremely cold.
The planet underground contains all the usual materials needed for basic industry, but more rare resources may have to be later harvested from one of Alioth’s three moons, or even from more distant planets in the system.
The planet day/night cycle is only 5 hours, and its weather pattern is relatively stable. Overall, Alioth is a very life friendly planet, carefully chosen to facilitate the starting years of colonists.
The Arkship
The Arkships are a marvel of technology. They can host millions of people in cryosleep for extended periods of time. Made out of Kyrium, they can sustain incredible amounts of deceleration or acceleration, and absorb the corresponding crushing forces for whatever stands inside them. The origin of Kyrium is not well documented, and it seems that the material cannot be produced from a known industrial process, but has probably been found during some mining operations within the solar system.
Designed to travel close to the speed of light for extensive periods, the Arkship engines are also not part of the colonist [UMF] documentation and no assembly schema could be found within the archives. There is much debate over why the [UMF] would intentionally withdraw such potentially useful information. 
Each Arkship is controlled by a proto-sentient AI that was allowed to be built against the very strong [UMF] AI ban, because it was argued that it would have been to hazardous to let the fate of humanity rest with dumb automatic machinery that would possibly not be able to react to unexpected situations. While being an exception to the AI ban rule, the onboard AI is still however not allowed to take control of any machinery or robot besides the Arkship itself. The Novark AI is called “Aphelia”.
Once on approach to the destination planet, the Arkship is designed to literally “plant” itself into the planet, to allow the deployment of deep geothermal energy collectors that should sustain the ship functions for potentially unlimited amounts of time. One of the key functions of the ship once arrived, is to deploy a 20km radius safe zone area where colonist would be free from any form of aggression from the outside, or… from themselves. It was indeed decided that the potentially violent nature of mankind under stressful situations should be mitigated with appropriate supervision. Within the safe zone, Aphelia is in charge of maintaining order, and providing support and information to colonists.
Regrettably, one known consequence of prolonged cryosleep periods is that the subject will suffer from aloss of episodic memory, as well as most high level cognitive memory like expertise, skills or know-how. To mitigate this side-effect, the Arkship archive contains large data banks that are transferable to colonists via a wireless data transfer process involving brain implants capable of stimulating neural activity. The process is slow and can  take days for the most advanced skills, but is an effective way to re-enable lost knowledge for long time space travelers.
The Arkship extreme energy efficiency, designed to allow the ship to travel for millennia, forced trade offs on what could be embarked in order to minimize the total mass, and of course human bodies where prefered over any other “mass”. For this reason, and because nano 3D printing would make it possible  to easily rebuild them, no ship or industrial machine was included inside the Arkships’ cargo. Humanity would have to rebuild civilization from scratch. A large set of Resurrection Nodes tuned to each registered colonist where however installed inside the Arkship to avoid any loss of precious life once arrived on the destination planet. For these reasons, the inside of the Arkship, besides the propulsion machinery, is mostly occupied by cryosleep pods, as well as Resurrection Nodes.
Alpha Team
While most of the Arkship passengers will wake up after the Arkship landing, a few thousand among them become half awakened between a few years and a few weeks before the arrival: the Alpha Team. While their bodies are still asleep, their brains are awakened and connected to an advanced neural/computer network that immerses them collectively within a virtual reality that is meant to simulate their first steps on the destination planet, for education and testing purposes.
During this simulation, of course, nobody can die (this represents the Alpha phase in-game). They are given easier access to certain resources in order to help them experience various stages of the tasks they will have to face in real life when arrived. The Alpha Team will then be in charge of guiding newcomers and helping to bootstrap the first months of civilization rebuilding on the destination planet.
The cryosleep memory loss side effect, and the apparently incomplete archive, has given birth to several mysteries for which colonists have developed many “theories”:
  • Kyrium is an absolute mystery. Nothing is available in the Arkship archives about its nature, how it was found, how to create it or even manipulate it. No colonist have the slightest memory about the Kyrium. If Aphelia is asked for information on Kyrium, the Novark’s AI will just give an elusive answer, explaining its lack of information as  memory loss. Obviously, this is not a satisfying answer.
  • Aphelia is in charge of the Novark and the well-being of all the passengers. She seems as caring as invasive in the private life of the colonists. While she doesn’t seem brutal, hostile or coercive by default, her behavior is perceived as if  she monitors every action of each human that has been aboard the Novark. She also seems to avoid disclosing information on some specific topics - at least that’s the feeling of some passengers - despite the fact she always says if she doesn’t give a satisfying answer, it’s because the answer is beyond its capabilities. For these two reasons, many colonists think the AI is not trustworthy. Aphelia seems to have incredible defenses against hacking, far higher than anything the most experienced colonists in hacking have ever seen, reinforcing the feeling that the AI might hide a lot of things.
  • The Arkship light speed engine is completely undocumented. No schema is available to rebuild one using 3D nano printing, or by any other means.
  • There seem to be no trace of the records pointing to the destination of the other Arkships within the galaxy.




Best Regards,

The Novaquark Team

  • Aetherios, yamamushi, Halo381 and 13 others like this

#38758 Dev's troubling silence

Posted by NQ-Nyzaltar on 31 October 2016 - 06:21 PM

Hi everyone!
Despite how you might feel, we are not going in radio silence mode.
A few points that we want to clarify here:
- We never expected either to have a success as large as Star Citizen for many obvious reasons: we started to really communicate about the game a few months ago, we had no celebrity in our team and no big brand to put in front. That alone were legitimate reasons to keep our expectations realistic. We are already amazed to see how far we went in a such short amount of time and we are not going to stop there!
- As Pang_Dread mentioned it, we communicated in the last Kickstarter update that the communication now won't be as intense as it was during the Kickstarter. 
- A few things are coming soon:
1) new forum sections will be opened on Wednesday 2nd of November
2) a newsletter for the end of the week (with some stuff that might interest more than one :))
3) a fan fiction contest that will take place from Tuesday 15th November to Thursday 15th of December! (more info very soon!)
We can understand that you are concerned about our current lack of presence. However, you should understand in return that you can't expect the same presence from a Community Manager in a big company or being a part of a big structure than one in a small company. Why? Because in small companies (like indie studios), people are generally brought to do more than the exact job written on their contract. If not, then the company might quickly run into some problems to work properly. 
Just a few examples:
- Apart the communication from JC, all the comm from the devs is handled by the CMs (who are doing the link between devs and the community).
- Managing discussions on Facebook and Twitter is totally within the job of the CMs (it's really disturbing to say the contrary).
- This might be shocking but yes, Customer Support can be something a CM has to do (and right now, this is also part of our job).
- Internal, invisible tasks related to Kickstarter and hugely time consuming are also among the things we currently have to do.
- Despite what you're saying, Reddit can also be an appropriate place where a CM might have to interact with people interested in the game.
All in all, we would love to interact a lot more with you guys than what we are currently doing.
We will do our best to increase our presence in the coming months.
A few replies are coming soon to some important topics.
Best regards,

  • Kiklix, Atmosph3rik, peskyboyz and 13 others like this

#30828 Letter of appreciation to Novaquark

Posted by le_troll_des_bois on 20 September 2016 - 07:40 PM

I just got back from the event held in Paris at Novaquark offices. I had to leave a little early, but still, this was quite an awesome evening.


I'd like to thank all the team members at novaquark for hosting this event, you guys rock ! 

Quick run down of events for those who didn't attend:


- Introduction to the dev build we would lay our hands upon a few minutes later by the man himself: JC Baillie

- Fool around with the dev build previously showcased in NQ videos with some members of the dev team to help us out when needed 

- QA session with JC again

- Little drink with the rest of the team and attendees


Where do I start ? 


First, we met very dedicated and enthusiastic people at NQ. At no point did I feel I've been fed some PR bull*hit, or that the enthusiasm or willingness from dev to talk about their game was faked.

These guys really want to push themselves to deliver the best possible experience with this project, that's for sure.


I viewed JC as a strong leader, with a clear vision for the game, an acute knowledge of the challenges ahead and how to overcome them. From what we've seen from the team, my guess is that this project is in pretty good hands.


As expected from a dev build, the control scheme and performance were not ideal, but it ran perfectly. The nice thing is that the game ran on a server, meaning that we had 5 computers running at the same time with people fooling around.

I gotta say, seeing people zooming by in a newly built ship (the first one was built within a couple of minutes), or vandalizing editing those already placed by the devs was really cool.


There was a lot to cover during the QA session and little time to answer all the questions, but the community managers who waited for us with the drinks were kind enough to answer all of the remaining questions. Thanks for your golden patience and, again, enthusiasm guys !


I'm glad I was able to attend and meet the people behind the project, it really gives another meaning to my backing on KS.


Anyways, thanks again guys, and all the best for the things to come ! ;)

  • Aetherios, Code24, GalloInfligo and 13 others like this

#47028 This has to end...

Posted by NQ-Nyzaltar on 06 March 2017 - 11:14 AM

Hi everyone!
The following organizations will be removed very soon:
1) Internet Banking Federation (IBF): https://community.du...-federation-ibf
- Real life people represented
- Real life company names involved
- Imaginary people from popular IP represented
2) United Gérard Depardieu: https://community.du...erard-depardieu
- Real life people represented
- Fake accounts spam
About the preventive measures we have in mind (we would like to have your feedback on this):
Giving the right to join an organization only if the user is a backer is a bit over the top in our opinion. 
However, we are considering to give the right of creating organizations only to backers. This should limit abuses on this topic.
This is not explicitely forbidden at the moment as the Forum chart doesn't cover some cases that could occur on the Community Portal.
However we should update this soon. 
All in all, it's also a matter of common sense:
As long as an action can have a negative impact on the Community Portal (flooding with fake organizations, fake accounts, and inappropriate content), damaging the visibility of legit organizations and/or members, yes, some action will be taken from Novaquark side (and later, with the help of the Community Portal team).
Regarding this phenomenon, while it won't impact directly the game development, it will impact it indirectly. 
Here is how it works:
- As the community is growing, relying that mods will handle always this kind of things manually eternally wouldn't be very smart.
- The most logical way of handling such situation, would be to update the portal in a way to dissuade such behavior.
- Until now, the Community Portal has been developed internally, by developers who are also developing the game. At the moment, updating the portal means we take dev time that would be used on the game itself otherwise. That's an issue, we are aware of that, and that's why we are currently looking for recruiting a Web developper, that will be dedicated to the task, in order to have everyone focusing on their own specialities and to prevent any disruption in the workflow of the developers who are supposed to work on the game itself.
- Handling such abuses on the Community Portal is also time taken away from Community Managers to work on more constructive things. True, this is part of our job, but while we are handling this kind of situation, we aren't doing something else (regular reports to the dev team, new wave for the Alpha team, internal tasks related to the Alpha phase preparation, internal tasks related to the Community Portal, Moderators selection, helping the Customer Support, writing Kickstarter Updates and Newsletters... and that's far from being the whole list).
Best regards,

  • Falstaf, Aetherios, Warden and 12 others like this

#34099 Kickstarter AMA Event - Second Part

Posted by NQ-Nyzaltar on 03 October 2016 - 02:23 AM


About the subscription process, will it be difficult to farm DAC in-game or is it going to be entirely dependant on the economy and the players ?


The in-game price of a DAC will be the result of the pressure on supply and demand and will not remain constant. It may also vary depending on the particular market you are looking at, even if they will tend to uniformize over time. So, it is hard to say whether it will be difficult to farm DACs, but what it is likely that if many people want to buy DACs, and not so many people sell them, the price will go up. Until it is too high, and people stop wanting to buy it. Then it will stabilize, but still evolve over time.



Approximately when will the physical items be shipped?


End of 2018, when the game is shipping.



Territory: are the boundary lines visible or display a warning?


Yes, you will need to know that you are crossing a boundary. We will not make this visual feedback permanent however, unless you want it, as it would ruin the landscape! But as you get closer to a boundary, a visual feedback will help you to understand what is going on. You will also be warned if you are not allowed to enter, with a timer to react before possible retaliation measures enter into action.



Are the Lua scripts and html screens able to get resources such as images, etc. from the internet or are they restricted to an internal pool of defined endpoints?


As a general rule, we want Dual Universe to be a genuine alternative reality that should allow you to escape the real world and enter into a fantasy universe. Opening the doors to the real world Internet might be an issue considering this policy, but we have not yet decided how far it should go. For example, having a web-based organization page inside a game internal browser could be a legitimate example.




Are there plans to add different behavior to tech elements of different sizes (besides the obvious, like different amounts of thrust for engines), e.g. large engines needing quite some time to power up / warm up, so that piloting a capital ship wouldn't feel like piloting a small fighter (which a player may enter and be able to just take off almost immediately)?


Yes, it's possible we have different behaviors for different classes of Elements. In the example of the engines, we will limit how much force the engines can deliver, so that a very large ship will not move instantly simply because the Newton law F=M.A will prevent (M being large and F limited, the acceleration will be small). Of course you could try to put a large engine on a small ship, but then the mass will increase anyway to sustain the engine itself, plus le very large containers needed for the fuel. 



Are turrets, automated defenses and traps programmable? (I am a maze maker and would love this)


We will definitely look into trap mechanics that can be scripted, yes. The open question is whether we will allow some simple server-based action/reaction triggers to be implemented, that would run even when you are offline (which could have a cost on server performance), or if you need to be online for the LUA scripts to run. We will look into this in the coming months.



As a Linux-preferring gamer passionate about virtual worlds, do you plan to offer support for Linux? How about other non-Windows OS such as OSX? I implore you to build your game and all the tools necessary to provide it using multi-platform friendly APIs (ie Vulkan ) and ideally, pledge you support for a Linux client from the start. Many major crowdfunded titles, including MMOs, that support Linux succeed wildly thanks to the dedicated Linux backer community. DU seems to be a perfect project of interest for the Linux community, especially with your emphasis on in-game scripting and the scope of the project (Linux users will be some of the most technically viable testers you'll find) , but before the word can spread, we will need to hear your plans regarding our OS of choice! Please bring Dual Universe to Linux!


First, we love Linux! Actually, several of our programmers are running Linux on a daily basis as their main programming environment. The game currently runs on Linux every day, on these programmers machine. Now, it does not necessarily mean that we can ship the game on Linux, there are many issues that we need to solve: compatibility of all the third-party libraries we use, selecting a distro, deal with the maintenance efforts that goes with having a code base that runs on clang and visual studio, etc. It is not impossible, we would love to do it, but ultimately it will depend on the market size relative to the costs of maintenance. So, if we can see a strong movement of the community in favor of Linux, it will significantly increase the chance of the game being released on Linux.



As an Emerald lvl backer, will we have all 5 ground pets? And will they act as storage and retrieval units for us while we are exploring? Will they be able to help us build and protect our territory?


Yes you will have the 5 Kickstarter in-game pets at an Emerald level. Pets are going to be mainly cosmetic and cannot give you an in-game advantage. They will follow you and we will try to make them funny and lively, but that's it.




At what point will the spaceship and the weaponry be customizable/programmable?


Weapons will not be customizable, they will come in various types and levels, and you will be able to improve them by learning skills. The spaceships however are entirely customizable, since you can build them entirely from scratch. The scripting inside the ship (based on LUA) is optional but will allow to customize certains aspects of piloting and possibly fighting (we are very careful not the break the game equilibrium by allowing this). There are a devblog about scripting that we recommend reading: https://devblog.dual...ocessing-units/



Will we be able to reserve/buy "landplots" and build there without others interfering on that plot or will we be able to build all over, no matter how close we are to other people?


Territory tiles of about 1km side will be claimable via Territory Units. When an organization or a player has claimed a territory, it is possible to set rights on edition, mining, etc on this territory. In any case, player-made constructs are built within a "building zone" that cannot overlap with another building zone, at least not for static constructs (a moving construct can overlap another construct building zone, for example to get inside a space station)



Can you make your pets stay in a pve area while you go out to do things?


Pets are going to follow you wherever you are, unless you dismiss them. That's about all they can do, as they are purely cosmetic entities.



Concerning pre-registration of names, are names going to be first and last, first only, or a common last name between all account characters?


We are going towards a First Name + Last Name, with no string attached to the underlying account.


Is the source of gravity a location at the center of the planet or does the game actually generate gravity based on the amount of mass concentrated in a location of space? what starts to happen to gravity physics around that area of the game as a planet eventually succumbs to such a fate? If the community accomplishes splitting a planet in half by eating away a disc through the core of the entire planet, and we now have "two bowl halves left" of a planet, where is the player drawn towards, when traveling inside the space between? If we turn a planet into an eggshell left, hollow inside, can we walk upright from the inside of the planet or is the player now falling towards an empty space of nothing-ness that would be the planet core?


For performance reasons, gravity is going to be simply modeled by having a force pointing towards the center of the planet, regardless of the distribution of mass. While it could be possible for certain planets that do not have a lava core (like a small moon) to be split in half, we believe that the amount of work to do this will make it quite hard to achieve! If so, however, both sides of the planet would remain "glued" invisibly together.



Do you plan an insurance system or will you loose everything if destroyed?


We are looking into this, even if it will most likely not be in the initial release. We are also considering the possibility to give the proper risk assessment tools in-game for player to be able to create their own insurance companies.



Many of the most successful games allow users to "lock in" the "era" of their pledges and upgrade them later. Furthermore, allowing existing backers to purchase gift pledges for others from their "era" (ie a Kickstarter pledger could, for the next year or two, be able to buy Kickstarter tier pledges to be gifted to newcomers, who would otherwise have to buy post-Kickstarter pledges that may include less content.) can also help evangelize the game. Do you already have any plans for pledge upgrades and if not, will you please consider it?


We will look into it, but can't promise anything at this stage!



Have FTL grapplers been confirmed? if so, how will they operate?


FTL will be handled in a very basic way at release, but we might add the fact that FTL flight happens in a "parallel" hyper universe in a later stage after the initial release. The idea would be then that FTL travel happens in a hyper space, where you could possibly add bubbles that, when intersected, would take you out of FTL space, back into normal space.



Have you ended the classic "Ask Us Anything" event on your forums?


This will restart after the Kickstarter campaign is over. We have opened an AMA already during the Kickstarter, with so many questions (including... this one!) that we are already very busy answering as much as we can now!



How can you get pets in the game? Can you find them or build them or are they purchase only?


For now, the only pets you can have will be the Kickstarter rewards. It's important to make the difference between pets (which are only cosmetic) and "companions", which are generally NPCs (in Dual Universe that would be droids) that will have a gameplay purpose. We have not confirmed the availability of companions at the moment, and if they are made possible, they will most likely not be in the initial release, but rather in a (free) expansion later.



How expensive (days/weeks of farming?) will it be to build a spaceship or other stuff?


We are balancing the game so that building a spaceship from scratch, without using any of the in-game markets to shortcut-buy anything, would take several days of work. You would have to collect the resources, setup the industrial chain (3D printers, assemblers) to make the Elements, etc. Now, if you just arrive in the game and go on the in-game market to buy all you need, the physical integration of the basic building blocks should not take more than a few minutes for a basic ship (like the one we have demonstrated in the ship building gameplay video, for example)



How far up do we control in our territory?


Territory owners will be able to set rights like: editing rights (who can mine), construct creation right (who can create a static construct), enter right (who is allowed to enter without being flagged as "intruder"), taxes (amount to pay to use the above rights), and more and more possibilities as we expand with the community what is needed. The way this will be done is by following the principles of the "RDMS" or Rights & Duties Management System, as described in the corresponding devblog.



How high can we build? Is a space elevator a possibility?


Because planets should turn around their axis in the future (if no particular technical problem prevents us from doing it), we will limit the altitude of what you can build to avoid having to handle collisions on the server for potentially millions of nearby constructs. In practice, anything below the max building altitude will "turn" together with the planet. This should be a few kilometers high. So, no space elevator, or else no turning planets!



How is it with ground bombardment from space? Will it be possible to lock some large ground structures from space? Will players on the ground be helpless or able to build ground weapons with the ability to shoot against starships in space? (defense) How far will be the maximum range of the weapons in the whole game?How is it with ground bombardment from space? Will it be possible to lock some large ground structures from space? Will players on the ground be helpless or able to build ground weapons with the ability to shoot against starships in space? (defense) How far will be the maximum range of the weapons in the whole game?


This all boils down to the max range indeed. We are running some tests as we speak to answer this question, so it is not clear what we can promise at this stage. In any case, players on planets will have several ways to protect themselves: the Safe Zones (one is around the Arkship), the protection bubbles, and... building underground. 



How well is the game expected to run with the amount of players you're intending on having? In other words, how well will the game run with thousands of people running around in the same area or in ships? Yes we can have enormous fleet battles with hundreds of crew per ship, but if it runs at 5 fps, it probably won't be very fun.


We have published a video to explain our "Dynamic Space Splitting" algorithm and why we think that can help having both large battle and decent frame rate. We have made some tests, we have some mathematical models, and so far everything seems to be working as planned. The truth is, only the live tests will tell us how good it is, so that's what the alpha/beta will be about.



How will cutting trees work? Do they grow back?


We plan on giving the possibility to players to plant trees at some point (maybe not at release). This would allow you to regrow entire forests. But basically no, trees don't magically grow back.



I heard the movements of constructions will be physics-based, does that mean that player creating space station may have to calculate and stabalize an orbit for it?


We are considering the possibility to "anchor" a dynamic construct, when you want to state that it should not move anymore. Otherwise, an active dynamic construct (active = someone is running a flight control unit) will be subject to gravity, and as such should be orbiting the planet if given the proper velocity.



If an organization is a member of a larger one, will all of its members be members of the larger one? Legates of the larger one?


No, membership is not inherited. Rather, one legate will represent the lower organization in the larger organization. Legates can decide who is going to represent them.



If there is no territory in space, are all of the space stations defenses player-manned, or can it still be automated?


The automation of defense systems is still in discussion, as we want to avoid to get to an all-automated warfare type of gameplay. Besides, there will be no territory in space at the beginning, but we are working on ways to expand the territory system to space in a future expansion of the game.


If we can terraform the planets with tools or by mining, what mechanisms you are going to have in place to not let us exhaust the resources? I can imagine that masses of players working on their creations could overtime reduce countless planets into ugly wastelands. However, I don't mind if that happens as long as there is enough resources in other worlds as those can be transported. Maybe only the starting zone could have some safety mechanisms so the area is kept nice for new players?


Resources can be exhausted, because they don't regenerate. We may indeed have to make an exception for the starting area, but otherwise, the idea is that the exhaustion of resources is a way to push players to explore new worlds (even if it will not be simple to exhaust a planet, there is so much space in it!), and also help prevent organizations to be sitting on an infinite source of wealth. So, yes, explorers, mineral prospectors, will be crucial professions in the game, and very meaningful.


If we can control sky, is the distance we control based on surface or a sea level (x=0)?


It will be based on sea level, to simplify our calculation.



If we don't reach the stretch goal for construct vs construct will you set up a donation campaign on the website so we can make it happen anyway?


We are thinking about it. It is true that CvC is a crucial feature, but also, we need to be careful about the promises we make. We would rather add it in a further expansion after game launch (and do it well) rather that promise everything and deliver nothing.



If you intend to make a thriving player-driven economy, do you have plans to ensure an economic benefit to all lines of work? Because I have a concern towards that end that may clarify what I mean. Building constructs (ships, bases, space stations) is going to be a major cornerstone of the game play. In addition, you will be able to make blueprints of these things to sell on the market. This is excellent, however, is there anything in place to prevent someone from purchasing a blueprint copy, build the construct, and then make a blueprint of that construct for later use? This scenario would devalue the economic benefit to being a builder or artist.


Absolutely. Any construct made from a blueprint will not be "blueprint-able" again, unless you allow it. This is a fundamental game mechanics to avoid the industry to collapse.



Is it for casual players or hardcore players? Will old players have a great advantage over new players? As everybody know, it's impossible for most of us to spend all day on playing games.


Casual/Hardcore is a subject of definition. What we have in mind is "easy to learn, hard to master". We want players to be able to dig into any part of the gameplay and get better at it as they understand more about the subtleties of it. But more "casual" gamers can also enjoy the game at a more basic level, there is not need to become an expert. 



Is Kickstarter your last round of funding or will it be a stepping stone to outside investors?


We have said several times in our official statements that the Kickstarter is a way to help make us stronger in possible future negotiations with our current or future investors. We need to send a message: gamers like this kind of innovative ideas. It is not at all easy to sell otherwise, because innovation is almost always something investors avoid at all cost. 



Is the game currently being programmed to make use of multi-core processors and HT technology? Or will we be seeing single core affinity like the majority of other games currently out? My feeling - I truly hope that programming the game to effectively use as many cores as possible has been thought of and is being implemented to better improve client side performance.


We are fully using multithreading technology whenever it is possible, like for example on the voxel algorithms. We will continue to use the maximum amount of resources, with the constraints we have (engine, third parties, etc)



Is the game still going to be free to play once bought as well as using the DACs? (eg. premium/regular account) If not, and DACs are needed to play, how much will a lifetime subscription cost? Will it be an option to buy a lifetime subscription later if you have already bought the game?


Lifetime subscription are only for our crowdfunding backers and we don't plan to sell them once the game is released. As for the way DACs are working and the trial access, we have given more details in our first update.



Is the territory control limited to planets or will we be able to sanction sections of the space around planets?


Territory control will be limited to planets at the game launch, but we will add more possibilities later in a territory focused expansion. It is likely that planetary space (a volume around a planet) will be managed as a whole entity for control, as well as system-level control and cluster-level control, all with hierarchical levels of political influence. Not an easy system to setup, and we plan to discuss it with the community to make it right.



Is there a maximum amount to a players in an organization? Or will it be like in EVE, where you can train a skill to increase the amount.


No, there won't be a maximum number of members in an organization. We might indeed try to add a skill to stage how large it can be, up to "infinity" at the higher level skill, and doing so by taking into account the skills of all the legates, but the particular mechanism to do so is not defined yet.



Is there a way to set it so only you or your organization can edit or build on your structures?


Absolutely, yes. The mechanism to handle that is what we have called the "Rights & Duties Management System", which is described in this devblog: https://devblog.dual...agement-system/



It has been mentioned that my scripts only work if I am online and near them. Does this mean my base's automated defenses will only work if I am online and near them? What about an Organization, does this count everyone in the organization, or just the one person that scripted it?


For the first release of the game, yes, the defense scripts will only be active if you are online. The fundamental reason for this is that we don't want to run any arbitrarily complex script on the server side. Now, in future expansions of the game (expansions are free, by the way), we may introduce some very simple action/reaction offline scripting possibilities, but the precise working of this feature is not yet defined. About the second part of the question: as long as somebody as the right to run the script (that is, to activate the Control Unit that hosts it), he or she can run it. Within an organization, it will be possible to give various rights to various members (with the Rights & Duties Management System), so it means that it should be possible for many players to activate a given script.



It was said that players will have to travel to or hire someone to retrieve their purchased items from the store they were sold at. How will the hiring someone else work?


This is the contract system, that will allow to hire someone (and make publicity about it, so that you can get candidates) to do a task in exchange of money or goods. The enforcement of the contract will be handled by the game, to avoid the problem of building trust. It will also be possible to setup collaterals to protect your goods against stealing or destruction. The contract system is still in discussion at the moment, and may not make it to the first release of the game (but will be in a future expansion in any case).


Regarding single shard universe, how will you handle geographically distant players? I live in China and connection tends to suck to Europe. Will there be servers in Hong Kong or Singapore for example ? If yes, how will they integrate with the rest of the world?


It is not clear yet whether we would be able to have one single server capable to welcome people from all around the world. This was not possible with Eve Online, for example, and they started a dedicated server in China. It is too soon for us to make announcement of that kind, as heavy testing will tell us how far we can go.


Regarding territory rights -- You guys have said you plan to have in depth access usage settings for your own territory that you control yourself or manage within an organization. One example being the right to (or not to) let someone else mine the resources within your territory. I like this concept, but have to wonder if there will be ANY ability to if not mine, then destroy the terrain that is owned by someone else? If an organization wants to bring war to another organization's city, would it be possible to infiltrate the city by digging underground tunnels? Given that the other organization will most likely have its territory configured to not allow people outside of the organization to mine the land.


If you don't have the right to mine (or edit) terrain or a construct, it means that you cannot use the mining tools to modify it, and possibly recover some material in the process. But it will always be possible (outside of a Safe Zone) to destroy it, using weapons (otherwise, there would simply be no PvP!). Digging an underground tunnel would be an option, but you would not mine the tunnel, you would have to blow it up bits by bits!




Say I wanted to build a base inside of a mountain, with a large door blocking the entrance-way (à la Kingsmen). Would it be possible for an Lua script in my ship to activate an Lua script in the door, opening it? And is it even possible to have door large enough to fly a ship through, or will it be like a pseudoship?


About the doors: this is something we are thinking about with the idea of pivot and slider Elements that could be used to connect voxel structures together. This is not going to be possible at release time, but may come later in an expansion. About the script interconnection: this will be made via "Communication Units" that are able to send and receive signals. Your door would then subscribe to "open" requests, check the identity of the caller and react accordingly.



Special thanks to you for going with a subscription model, the fairest and most equitable game-world monetization scheme. Can you please confirm that there will be no "microtransactions," "Item Malls," or any sort of items for sale in game that require a real-world cash purchase somewhere along the line - including cosmetic items? Please confirm that if a player subscribes to DU, they can obtain just about every single in-game item without additional financial outlay?


Thanks! About cosmetic items: we may introduce them, but it will be possible to sell them on the in-game markets for in-game money: so, you will always have the option to either buy them with real money, or with in-game money. No aspect of the game will ever be locked to the fact that you have to pay real money to have it. Note that the conversion rate between real/in-game money will be dictated mostly by the fluctuating price of DACs.



Thank you for offering both "digital" and "physical" pledges. Do you think you could make the physical items available a la carte at a later date, for those who purchased a digital pledge? For instance, someone with a Digital Sapphire may be willing to purchase the ID Card and T-Shirt if they were made available. Allowing the physical items to be purchased by any Kickstarter backer would be appreciated.


This is something we are clearly thinking about, yes. More details will come soon!



There is approximately 20-30KM radius of safe zone around the Ark, are these Hexes Controllable with a T.C.U.? If not, can anyone build on or destroy my built items?


We plan to make the territory tiles inside the Safe Zone claimable, yes!



There was a suggestion a while back about having a player council control the ark safe zone - has there been a decision on this?


We would like the control to happen within the game, using the game mechanics (territory, delegation, RDMS, etc). Now, about having a set of players elected to represent the community in discussions about the evolution of the game: this is a very good idea (like Eve Online's CSM) and we are going to look into it.



What can we, the Linux community do to help solidity bringing the title to our OS of choice? Is there anything we can do to help? For instance, could bringing a certain amount of backers/pledges/forum posts show there is enough interest to lock in support? Would you consider adding a stretch goal for confirmed Linux support to ensure you have the manpower/knowledge etc..for the platform? Knowing the impediments to confirming Linux support and any way we can help to overcome/prove that supporting Linux is worthwhile would be appreciated.


hanks a lot! As we said in a previous question related to Linux: we love Linux, and several of our programmers actually work with Linux stations, running the game on Linux every day already. Now, to move this to an industry-grade support, it will involve more costs (testing, maintenance, rendering tweaks, etc). We need to measure a clear market drive to help convince us that the benefits will exceed the costs.



What is the visual quality target of the game? Sure, an Alpha is not meant to look beautiful but Unigine could be quite powerful even though it depends on manpower. I need it to look better than average if it's supposed to be played for a long time. Not looking for a Star citizen-level of quality but I'd hate to have it looking exactly like space engineers.


We are going to try to make the game as beautiful as possible! We like realistic looking graphics and everything that can help immersion. Now, keep in mind that beautiful assets are expensive to create, and also that we have a very particular setting for Dual Universe: unlike almost all other games, we cannot pre-calculate a lot of things because the world is completely modifiable. Also, the landscape is procedurally generated. The engine cannot expect anything to be in a given state, and the size and depth of what you can see (from space, for example) makes this even more challenging. So, we are entering into fairly unknown territory, with lots of innovation and new ideas. There will be tradeoffs to make, compared to a carefully handcrafted level design, but we hope that the result will be beautiful and a world that you can call your own!



What would "endgame" be like in this game?


There will be no "endgame" in Dual Universe, just like there is no endgame in real life. There will always be yet another planet to explore, to conquer, yet another innovation in ship design to overthrow the markets, yet another alliance to make or break, etc. We suspect however that the control of Alioth, the starting planet, will become a political drive in itself. Could it be one day under the control of one mega organization? We don't know that ;)



When have you planned to release the demo? I have friends who don't even give step (to backer) without being able to try a demo.


We would love to release a demo today, but we are not ready yet. The game is in pre-alpha stage. But still, hundreds of people have already had the opportunity to try it at our booth in PAX West, as well as during our open door day that we organized in Paris recently.



When wanting to enter FTL speed traveling will a construct need to get up to speed or will it be a larger power requirement for a faster launch scenario?


FTL drives will be dedicated high power Elements that you can add to your construct. When activated (through a Control Unit), they will set your ship in motion towards the registered arrival coordinate. The specific of this gameplay aspect are not set yet, as the feature may be postponed to an expansion post release.



Why is Construct vs Construct a stretch goal when I others feel that it's an important part of the base game?


There are many important other aspects of the game that we plan to add as stretch goals. We simply cannot put everything in the commitment we make for the release, so we have to draw a line. But if the CvsC feature does not make it as a stretch goal, remember that we have a MMO model, based on expansions that will come (for free) after release. So, in the worst case scenario, it would be delayed to an expansion, but not cancelled forever.



Why are subscriptions the same in $ and €? $10 doesn't have the same value as 10€. In Europe, the subscription will be more expensive than in the US. Can we choose which currency we want to pay in?


It is traditional for international businesses to display prices in €/$ that are similar. We will see if the currencies relative value would justify an alignment when the game ships, but currently at about 10% difference, if you factor in the costs of bank fees to switch currencies, the difference is very slight.



Why such a title for this game? Is there a secret entry somewhere for an anteverse? Dual Universe means two of them, right? A normal one and an antimatter one.


The name of the game is refering the well known concept of duality in mathematics: two entities are "dual" when they have a different form, but share the same functional structure. You can "map" one to the other. We like to think that DU could be the "dual" of the real world one day: another form, but the same core dynamics! Check this: https://en.wikipedia...y_(mathematics)



Will be there a protection against superior scripts? For example against taking control of other ships, houses, industrial complex?


You cannot take control of other ships, houses or constructs unless you are allowed to, or unless you have somehow stolen this construct.



Will DU support multiple controller inputs such as joysticks, track ir, and vr?


We will look into whatever is possible with the time we have, but if popular demand is there, we will definitely consider adding support for various hardware in future game expansions. We would also try to give access to those devices to scripting, to make them usable in ship piloting for example.


Best regards,

The Novaquark Team

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#48466 What are the actual chances of this game being any good?

Posted by NQ-Nyzaltar on 22 March 2017 - 02:30 PM

Hi Bleep_Bloop and welcome to our forum.
Not sure if this is the best way to introduce yourself in a positive way, but that's your choice.
We know our project is ambitious and we don't force anyone to believe the Novaquark team on words alone. We communicate as much as possible on the game development, we show what we can show. We do our best to avoid overpromising things (we stick to what seems to be technically feasible to us) and we try to be as transparent as possible in the development process, then it's up to the players to make their own opinion. 
If you have a hard time to imagine how a game can contain many planets without being extremely unstable, keep in mind that the game world won't be hosted on just one single hardware server, but hosted on a server cluster. 
we suggest to look at:
- This page on our website describing the "single shard" technology: http://www.dualthegame.com/technology
- This video explaining visually how the game world is splitted in real time across many servers to keep a global stability and handle the workload proportionally to the number of players gathering in specific areas: 
After that, if you still have questions, feel free to ask.
About Brian Fargo:
You might not like the games delivered by his studio (maybe they don't suit your tastes) but they have been successful and the numbers disagree with your opinion. The fact that you don't like them doesn't mean they are bad. Beside, it would make no sense to compare Wasteland 2/Torment: Tides of Numenera with Dual Universe as they are two completely different types of games (the first ones are rpg solo games with deep storyteling designed by developers in 3D isometric view, the other one is a Massively Multiplayer Online RPG Sandbox in first person view where the story is made by players).
Best Regards,

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