(EDIT: Some people asked, so I created a community for the game here too with some useful links on the pinned post: !walkscape@lemmy.world)

Hello there, Lemmy! It’s been a while since I last posted here, and a lot has happened since!

First off, we’re once again inviting new players to our third closed beta wave. If you’re interested to give it a try, you can apply to the beta by following these instructions. If you feel like you want to support the development and want to gain access immediately, you can do so here.

I started this project more than two years ago as a hobby while studying Computer Science in the university. I have ADHD and finding motivation to be active is tricky, but gamification works really well for my dopamine craving brain. I first off tried the games on offer from Google Play, but they all either had horrendous monetisation (MTX, ads, or both) or were too distracting. Especially GPS games usually need you to have the game open all the time while you’re trying to enjoy being outside and they also pose privacy concerns.

So that’s when I started to think of what would do the trick for me, and combining my life long RuneScape addiction into fitness seemed like the obvious choice. And I’m happy to say that I’ve definitely been walking nearly three times as much this year compared to last year.

WalkScape in nutshell is a game where everything that happens in the game requires you to walk. So if you want to explore or travel to a location, want to chop some trees, or you want to craft stuff - everything needs steps. You set your character to do what you want, and then go for a walk. The game counts your steps even when it’s closed, and you can open it ip when you’re taking a break or back home to see your progress and maybe switch what you’re doing.

The game doesn’t use GPS, so you can walk on a treadmill. And it can track your steps when you don’t have internet connection, and only when opening the game needs you to be connected.

Here’s what we’ve added in the last three months since I last posted:

  • Achievement system with almost 50 achievements. And an achievement rewards track, giving you unique items or cosmetics for your progress.
  • Social features. You can add friends in the game and have your personal leaderboards with them.
  • A new underwater realm (that has merfolk!) with a bunch of new locations, more than hundred new items, new crafting recipes, activities and more.
  • Realm reputation system. You can become famous in any of the four fantasy realms we have now and gain rewards for doing so.
  • Job boards & jobs. You can accept jobs that function as miniquests and gain rewards and reputation for completing those. These work as an item sink in preparation for player trading which is what we’re working on next.
  • Privacy features. These are all opt-out, so your steps and profile are hidden from others unless you specifically want them to be visible.
  • And a lot more!

As always, I’m happy to answer to any questions or feedback you may have about the game. Also from last post, I know many users here might have GrapheneOS, and the game seems to be running on it fine if you run it sandboxed.

Keep walking, and stay hydrated! ❤️

Some pictures:

Edit: small errors and had the same picture listed twice

Edit 2: I created an official community for the game here on Lemmy !walkscape@lemmy.world after many people asked for it. For official development blogs, I still recommend to check WalkScape Portal as I can’t promise we can post them here as well. But we’ll see!

  • schamppu@lemmy.zipOP
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    2 months ago

    We don’t have an official community here (at least, not yet). And I’m quite hesitant to add one, as we already have our hands full with Discord, Reddit and WalkScape Portal communities.

    When it comes to monetisation, the model we’ve planned is what seems both the fairest and most sustainable when compared to any other alternative, which is why I chose it as our plan. You can either buy it once to gain access to the offline “ironman” mode, or pay an affordable monthly subscription to play the online mode - both of which will be free to try out, so you’ll know if it’s worth your money before paying anything.

    Going with single purchases only isn’t as sustainable for an online game. It’s much harder to keep it supported and expanding it long-term (and pay for servers) if we’re relying on single purchases, and it would tie us into needing to plan expansions that bring extra revenue to keep things running. By having an affordible subscription, we can keep content coming rapidly without needing to consider what kind of expansion pack and price tag do we need to put these new features behind, which I feel is much better from both game design and player perspective.

    Microtransactions and ads are something I’ve clearly stated we’ll never be doing, as those also compromise game design and are predatory or come with privacy concerns.

    • jjjalljs@ttrpg.network
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      2 months ago

      You can either buy it once to gain access to the offline “ironman” mod

      This sounds relevant to my interests. What updates come with this? Just security? Nothing?

      • schamppu@lemmy.zipOP
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        2 months ago

        We’re planning that it’ll receive the same updates as the main game itself and all of the features (that work offline). Expansions to the game world might come at a small price so you can enter those, but other than those my current plan isn’t to restrict features, new skills or content additions to existing regions in any way in the offline version.

        Also, offline version will include cloud saving so there’s no risk of losing your progress if the device is lost. It’ll cloud save when it has connection periodically while mostly keeping everything on a local save.

    • cows_are_underrated@feddit.org
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      2 months ago

      I really like the thoughts put into the game. However, I personally think, that micro transactions aren’t necessarily a bad thing, if you do them right. As an example for this I would call Helldiver’s. You can pay to get faster progress, but it isn’t necessary by any means. You can unlock everything with a reasonable amount of grinding.

      • schamppu@lemmy.zipOP
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        2 months ago

        But this game is tied to fitness and also has competitive elements to it. Imagine you can buy yourself faster progress here, when it’s all tied to physical activity. It would completely ruin the game and any competitive aspects in it, and devalue the feeling of achieving things in it, if players with bigger wallets gain advantage. When there’s only an affordable subscription, there’s a ceiling to spending and no one can gain unfair advantage by paying more than others.

        Microtransactions overall pretty much always compromise game design. Games usually make the grind or progress much slower than what would be actually good to drive the purchases of MTX.

        I’m also personally very against MTX and ads, I think they’re the worst invention in gaming and I hate when game design is now revolving around what kind of mechanics can make people open their wallets as often as possible instead of what’s fun and cool.

        • jjjalljs@ttrpg.network
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          2 months ago

          I agree with your ideas on micro transactions here. They create a lot of temptations to make the base game worse. “Your inventory holds 12 items but for a very reasonable price you can hold 6 more!” may seem harmless but it also sucks. The game is objectively and arbitrarily worse without that transaction.

          Purely cosmetic skins are a little better, but you end up taking advantage of people who buy more than they should.

          • schamppu@lemmy.zipOP
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            2 months ago

            Exactly my thoughts! I was just approached at Gamescom by somebody who was pitching me to put limits to the inventory in order to sell expanded inventory space. He said it’s cool, as it’s just selling “utility” to the player. I think it’s designing your game to be annoying so people would pay more for it, and I like to put game design over anything else. As a game developer, I’m proud of designing things well and would feel disgusted by intentionally designing crap just to make more money.

            Also I think the best cosmetics in games are those you earn through gameplay, which is why all of the cosmetics (which there are a lot in WalkScape) are earned by putting hard work inside the game. And also the players are proud to put the rare cosmetics on their characters to flex that they’ve achieved something. I think that’s a lot more cool than just being able to pay real money for it.

            Not to even talk about what you just mentioned here. All kinds of MTX, be it cosmetics only, really take advantage of people who can’t limit their spending. They’ll pay a lot more than they should and it encourages unhealthy spending habits.

        • cows_are_underrated@feddit.org
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          2 months ago

          But this game is tied to fitness and also has competitive elements to it. Imagine you can buy yourself faster progress here, when it’s all tied to physical activity. It would completely ruin the game and any competitive aspects in it

          Okay, you got a point there. Can’t argue against this.

        • watersnipje@lemmy.blahaj.zone
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          2 months ago

          I’m really glad to have found a fitness app made by someone with the exact same opinion as me on app monetization. I’ve been using the app since March and will happily pay for the subscription. I’m really happy to see this openness, and the fact that you still repeat this promise.

          • schamppu@lemmy.zipOP
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            2 months ago

            Thank you! The very first post I ever posted to r/WalkScape covers this and I promised that there will be no ads and no MTX, and we’re going to keep what we’ve promised. That’s also why I’ve turned down every investor and publisher, as those could compromise this by having a stake at the company.