This is why you externalize server costs to the player whenever possible~
I’ve seen a couple people play this. Is it one of those games that got way bigger way faster than the devs expected?
I’d say so, very fun but after about a week with friends I decided to wait for more content. Mods help but meh rather wait.
It hit the spot that Lethal Company held when that stopped being fun. They were clearly aiming for the same kind of game, but I don’t think they expected it to get the attention it got.
Make it P2P or player-hosted and then you don’t need to pay for server costs.
It’s not a AAA GaaS, there’s no real reason for them to host the games.
One of the reason I can think of is some kind of “match” making. idk I never played with randoms. I especially do not want to play with randoms in a game that “requires” mic input for the monster mechanics.
Also probably P2P or player-hosted is such a foreign concept nowadays, since almost anything online-only is all centralized.
Furthermore, it helps to avoid the game dying if one day they decide to shut the servers down.
Isn’t it unusual for the mods to send data to the server? I had assumed most of the networking APIs for mods are p2p