November 4th, 2025 Livestream
Q&A: How long will fixes take to reach Console?
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Uh, I was going to, touch on that actually. We kind of Oh, I kind of missed asking you guys, but, updating like say we have super urgent stuff that needs fixing on consoles. Can we jump on that as readily as we can on PC? >> So, I can give a lot of this because- I've also this this ties into the console parity thing. Oh my god, it's such a amazing feeling to not have double >> double voice. >> Yeah. But, the short answer is, can we like respond the same way we do on PC? And, this is actually going to be a pretty big change, for our like team dynamics overall. Um so for for more context by the way because again- I left it a bit ambiguous, during my introduction but, for organizing patches like both from okay we need to to to get this set of fixes done, or and we need to to delegate this to for example programming needs to do these fixes art needs to do these fixes and whatnot. >> Uh and then we need to get everything into a build. We need to get it tested. We need to actually push the patch. you need to do the the whole, patch notes, smoke testing, you know, the whole process. Uh it is actually pretty much just me like mobilizing all of this. Of course, >> the delegation part, you know, like everybody helps out like programmers do the fixes, guru does some of the testing. Uh like sometimes the fixes are not instant either. You know, there's still a back and forth that a bug will be sent to guru, hey, can you can you try this like 10 times >> and each time we find like new things to to that bug, >> right? Um it's a it's a very long process >> but, we try to like get these things, like happening and moving as fast as we can and on PC we have that luxury that we can just you know turn around like okay we start a build it looks good you know this this one crash, it seems fixed okay let's p push patch >>, on console we actually cannot do that anymore >>, like patches are a much more complex, process >> that would take like honestly probably a full day to just get a build, up there. Um so it's it's very likely that the way we structure our patch is going to change for console. >> Mhm. >> Uh this at least from my current, assessment, it it probably will mean short term that we're going to patch less, but the patches are going to be bigger on console., probably contain containing like several, weeks worth of of content that it would be on regular PC size patches for example. Uh but obviously on how this will actually turn out in execution we don't know yet. >> I think it's something that we'll figure out like how does it work with our team and with the requirements, from both, sides and we'll try to find like a happy medium. >> Yeah. But, it is it is a big change. Uh and with this question the will we have a console parity, like with the features and and the updates and everything, that is a goal. >> Uh but again because of all of these changes, we don't know exactly how this is going to turn out but you know we would love for that to be the case. >> Yeah. Uh because just like with 1.0 when 1.0 do launched. We had Satisfactory entering a finished state in terms of the base game being launched. But then, you know, that time marked a period where a lot of devs here in Coffee Stain at Coffee Stain, were now entering a time where they for the first game were putting a finished huge game behind them. And so, you know, people here had to find their footing for how to move on from that. Especially when we decided to very easily, decided to keep Satry going beyond 1.1 1.0. So, kind of the same vibe here. Not in terms of keeping Satisfactory going because that's very much in the on the on the, table on the map now. But again, like we have quite a few people here now who are for the first time releasing a full game on consoles. So there will be a lot of exploration in terms of how to, keep on developing for console, how to, work with Sony and Microsoft as move forwards and you know just stuff to learn for all of us as we find a rhythm and a footing.