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Broken Arrow RTS Creator Addressed Fans in Russian - Developers Simplified the Game Too Much and Are Now Changing Course

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Recently, the developers of the real-time strategy game Broken Arrow published an address from the head of Steel Balalaika studio. Sergey “Seryoga Samara” Kuzmin addressed the community and spoke about future plans for the game.

He explained that the developers have recently sought to simplify the game and reduce lethality. Now they believe that this approach to the development of Broken Arrow has exhausted itself:

If we look back at the past year, we tried for too long to make the gameplay as comfortable as possible, primarily for newcomers. For this, we reduced lethality, extended TTK, slowed down aim-times, and gradually moved away from the gameplay we once wanted to implement.

The Broken Arrow team believes that comfort should primarily be provided by other aspects, such as in-game tutorials and quality matchmaking: “At the same time, more experienced players should not pay for a low entry threshold with the quality and depth of their own gameplay, naturally losing enjoyment from the game after a couple of hundred hours.”

Starting with patch 1.1.1 on July 30 and in all subsequent major gameplay updates, Sergey Kuzmin will be responsible for transferring changes from the test version to the release version.

The developers will refine the gameplay and test changes on the test server. Currently, the studio continues to work on “increasing lethality, tactical depth, predictability of game mechanics, and the balance between various ways of defeating an opponent.”

Sergey Kuzmin urged players not to rush to conclusions and to share feedback on the test version of Broken Arrow:

I have a request: do not rush to draw conclusions about the chosen course to increase lethality. It is better to first try all the changes on the upcoming PTE yourself, and then be sure to leave your feedback.