I have some cool stuff to share with everyone so get ready for some hype!
Since there have been some questions on this topic, I’ll start this with some updates on the next season for the Battle Pass. A big chunk of the rewards for Season 2 are ready, but we still have to finish work on 2 skins and implement some way of accessing the content from the previous season. Because of this, and some of the major features we’re currently working on, we’ve decided to extend Battle Pass Season 1 for one more month.
This also means that there is some more time for those of you who are yet to unlock the Vampire skin .
What are these features that are causing us to postpone the next BP season? - you might be wondering. Well, I have a feeling that you’ll like what I’m about to announce. In upcoming weeks we’ll focus more on the social aspect of the game - this means that in the next major update you can expect to see:
Yes! You are reading this correctly! We are adding a friends list feature to Curve Fever Pro. You will be able to search for other players using their username and add them as friends, as well as see any pending friend requests and accept, or reject them. Once you add others to your list of friends, you can see if they are online or not. If they are online, there are several interactions available:
Spectate their match
Join them to play together
Chat with them
This system will be a part of the chat window, and the chat itself will be upgraded to incorporate all the new features:
The chat window will be available on all pages (menu/ in-game/ shop/ power library etc.)
You can continue chatting after leaving a game until you join a new game
You will be able to chat in private with other friends
We have replaced quickplay chat with global chat, however, new accounts need to play at least 10 games until they can access global chat.
Access to chat anywhere in-game -> you can switch between global chat, private messages from players and the in-game chat if you are in a match (room chat if in customs)
Some of our design pillars are to make a very ‘accessible’ game, as well as a very ‘social’ game. To make the game more social, we are adding friends. However, when do you want to become a friend with a stranger on the internet? There are many different things that contribute to that. Most importantly though, friendship cannot happen if you don’t meet each other often! This seems straightforward, but in many games, including our game, we have built strong barriers to simply being together. In our current Quickplay implementation, we force you to play with a new set of players after every match, even if you really enjoyed playing with the players from the last match.
We have an alternative to this, and that is Custom Games. Custom games allow you to play with the same players over and over. However, in custom games you have a hassle with hosts, waiting for players, finding the right settings, etc. It doesn’t fulfil our other design pillar of accessibility.
To combat this we introduce persistent groups. Persistent groups allow you to play your next match with the same players again, while also keeping the possibility to just play with strangers. All this while matchmaking quickly finds you opponents and lightly nudges players to ready up, so that no player has to wait long for their next match.
By introducing persistent groups we will:
Give power to the player to choose if they’d like to play with the same opponents again or change opponents
Lay a foundation for players to have shared experiences
Allow players to develop relationships with each other
Keep the game very accessible and get you in your next match super quick
We are looking forward to rolling out these features in the upcoming weeks and be one step closer to our goal of creating a social game.
Thank you for reading and I hope you all have a fantastic week!