April 25th, 2025 Video
Experimental
https://youtube.com/embed/Kk0bnT3VoTA?autoplay=1&start=141&end=293
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want to touch on the point of experimental at all. Uh, and that point is not to launch 1.1 or any update really as some sort of like early access with the intention of delivering the complete 1.1 in this case experience to anyone because of course we all would like the game early. Uh, no, the intent is indeed for the game to be up there for testing and feedback purposes. Satisfactory is a massive game, both just the game itself and its success, in comparison to how small our studio is. even considering external testers which we do have. Um so EXP is a great way for us to launch just optimization tests, server tests or in this case major update tests so that many people who want can opt into this branch knowing that stuff will be blatantly broken maybe unfinished, and still just you know test all the features bring feedback bring bug reports because that is kind of what the branch is about. So, if you are someone who enjoys exp maybe for the first time, please be aware that yes, instabilities and broken stuff may be a bit more apparent, obvious compared to the live game, which is bug-free, of course, as we all know, because you should never release a game if it's bugged. You would never do that back in 1995, and we shouldn't do that today either. Of course, this exp period is especially nice for features that are brand new to the game that we want to introduce to live Satisfactory. so that we can address issues that people have feedback on while these new toys are still heavily under development. A great example of this in 1.1 is controller support. Controllers are not an afterthought or an attempt for us to simply replicate keyboard and mouse movement into a new button layout. In fact, we are even partnering with Fish Labs for their expertise for this move onto controllers who designed the magic with our input and blessings. With Fish Labs, we want to make sure that controllers have genuine thought behind them, properly making or molding game functionalities around them with features such as autofoliage pickup or sub menus in menus or inventories. On top of finding comfortable button combinations, features like these are crucial for controllers to feel like a seamless, fun, smooth way to play. But it is new ground for us with this game and thus a perfect time for us to hear what the community thinks about what we are making while we are in the process of making it. And so we have experimental. All right. So for the news