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  1. Welcome Daniel

    I would like to be the first to welcome Daniel to the SandBoxd team as the new community administrator. Daniel will be focused on communicating with the community to address issues and improve transparency so you guys will have a better idea of what we are up to and vice-versa. He will also concentrate on finding the weaker areas of SandBoxd to help new users to get involved in discussions surrounding the games they love. In the end it will be your suggestions that will help us to find bugs and improve SandBoxd. Daniel will take your suggestions and work with JPill and myself to prioritize what needs to be addressed first. I want to thank every one of you. Your continued support is what makes this place possible. I understand sometimes it seems things are moving slowly, but we are still firmly committed to the future of SandBoxd. We want SandBoxd to rise to its full potential, and Daniel is here to help us get there. Welcome!
  2. Push Notifications

    Introducing support for push messages on devices running the Chrome browser starting immediately. This includes both Chrome for desktop and Chrome for Android. What this means is you will receive a notification regardless of whether SandBoxd is open or not. We feel this is a huge improvement to bring the SandBoxd ecosystem further into the realm of what was originally only possible with native apps. Push notification support is made possible using a recently added web standard. Chrome is the first to adopt this standard, but we expect other browsers to follow eventually. The initial version of push notifications will just be used for chat messages, but we plan to expand on this to include all site notifications. We will be making improvements along the way based on user feedback and experience. You can subscribe to push notifications in the settings menu of your profile, and unsubscribe at any point if you don't want to be notified anymore.
  3. EverWorld Launch

    A couple things came up last minute with EverWorld, but we managed to fix the problems and meet the launch deadline of today. The game is now publicly available here: https://www.sandboxd.com/games/159 I would like to re-iterate that this is a *very* early beta with just the basics. We fully plan on improving the game over the coming months to make it truly awesome! During this initial couple of weeks we will not be actively promoting the game outside of SandBoxd in order to make sure things are stable before getting more people online. Once we feel the game is ready we will begin promoting it elsewhere. If you have any suggestions, bug reports, etc please use the EW forum here: https://www.sandboxd.com/threads?forum=179 We will use your input to improve the game. Have fun! :D
  4. EverWorld Beta

    We've got a launch date! Be ready to jump into EverWorld beta on Monday provided there are no catastrophic issues between now and then. JPillz and I have been playing a bit and we feel the game is stable enough to be playable by all of you fine folks. :) Please keep in mind this is a *very* early beta, and as such we plan on expanding/adjusting the game over time. The core concept is fully playable at this point though. During this initial beta phase we will be ironing out all the major bugs such as server crashes and such. After that we will be looking into bringing more outsiders on in a more public beta. Anyways, be excited. We definitely are!
  5. EverWorld Update

    So as always game projects tend to take a bit longer than you anticipate - especially towards the end. Just wanted to say that EverWorld is very close to completion. We have just finished putting together the menus, character creation page, etc. JPillz and I have been playing the game. We expect to launch into a beta within the next few weeks. Definitely in February. Thanks for the patience.
  6. Introducing EverWorld

    Well here we are in the new year, and with the new year comes the announcement of EverWorld! Don't worry we aren't starting a new game, we just decided to change the title of Genesis to EverWorld because we felt the latter fit the game more appropriately. The game is not quite ready so we put together a promotional video to give you an idea of what the game will be like. So without further ado here is the video: https://www.youtube.com/watch?v=fPl7zI9dxVQ If you have any questions, feel free to ask in the comments section of this blog post. More to come very soon! :D
  7. Upcoming Genesis Announcement

    Happy new year everyone! So the month of January is almost here, and it comes with major announcements about Genesis! Specifically we will be making said announcements on Monday or Tuesday next week. We've been working non-stop on Genesis for the last 5 months, and we do not think you guys will be disappointed by the end result. :)
  8. Announcing Project Genesis

    Over the past year we have focused most of our efforts towards our website SandBoxd leaving little time for much else; we haven’t done much in terms of game design. Remember that we originally wanted to create a website for ourselves as well as any other game developers out there to be able to easily host and create infrastructure for the super-versatile HTML5 games. Having reached a point where we are comfortable with the site, we have begun to shift our focus back towards our roots of game design, thinking of what the next project could be. We have decided to start Genesis. Looking back at our previous major title, ZED, we saw that it fell short in a lot of regards, and can be looked at as somewhat of a flop. Deconstructing the reasons why, we noted in particular design crippling scope-creep that fed into a lack of cohesive project management which ultimately brought us to a project that was a far bigger proverbial bite than we could chew. What is important to us is to understand that we fell short of our goals, and in the end learn from the experience so that we won’t let our users down in the future. The biggest thing we needed to address was the scope-creep--the process of slowly increasing the features of a project so that it doesn't seem like large additions, but the aggregate of them becomes an unfinishable project. As game designers excited about a real world zombie RPG, we were giddy with all the cool things we could add to make an amazing experience: “It would be great if there were many zones procedurally generated…” “Yeah, so then we should create a subway system for fast travel!...” “Cool! so then we should add factions you can create with friends and control territories…” etc etc. From there, our concepts got blended together to the point where one critical minimum feature was then tied to an advanced feature that really didn’t need to be in first release, and then everything suffered. SO…. Our goal now is we want to nail the core mechanics of the game down. Figure out the exact minimum framework we need, and build upon those mechanics. Make something that is fun, and attainable. From there, we work forward introducing more advanced features, in discrete modular updates, using our overarching design blended with your suggestions and comments for balancing and playability. Performance is also another major concern of ours. Our previous titles suffered from rather laggy or choppy experiences, and we want to be sure that the product we deliver is not only playable, but engaging across all devices PCs, Macs, Tablets, Phones, and most any device compatible so that we can increase the users available to play, Our goal is to deliver the minimum viable game by Spring, 2015. So let’s get to it. What will this game be about. First and foremost, yes it will be multiplayer. However, we are taking a different approach from our previous shooter titles. Genesis will be a constructive, non-violent game with an infinite persistent world. The game will be oriented around survival, economy and trade. Players control a single character that is “you” in the game. Players will be able to mine various resources with their character and with those resources they will be able to construct buildings to help them survive and prosper. We wanted to create a game experience that models the excitement and adventure of exploring a new land, and the importance of survival. Much of the early gameplay is all about surviving as an individual, the hunter-gatherer mindset of exploring to find food to sustain yourself as you cross the world. To create depth and breadth to the later game experience, we wanted to put in the functionality for users to band together towards bigger goals, and more extreme progress. Akin to the prehistoric times, tribes and communities will be what allows you to progress. It takes a village, after all. The main mechanic will be resource management, so you must mine, gather, collect, and turn it into valuable output, and then scale your operation. But bringing it back to what we were imagining earlier, we wanted to strip down the framework so that we can achieve our goals and deliver something you can play, so we broke everything down to the most fundamental mechanics, so that all we do is give you a set of rules, but it will be up to you to create your world, fund your empire, and keep to your civil duties. We are hypothesizing that this will allow you to create your own towns, cities, or metropoli, assuming you set your controls in place, managing your resources, and forming groups with the right people. Yes, that description seems like a pretty lofty experience to attain, but again we should reiterate that we are just giving you a fundamental world, with fundamental rules. It will be up to YOU on how to materialize your goals. We supply the building blocks, you make the structure. Genesis will be exclusively available on SandBoxd. It is one of our goals with Genesis to demonstrate what is possible with modern gaming in our multi-device world. We want you to be able to play Genesis whether you are home at your computer or out and about in the world on a smartphone. No matter where you are you will still be able to enjoy a high quality, social gaming experience. Anyways we hope you guys find this news as exciting as we do. We will be releasing updates and screenshots as we go. Feel free to comment with your questions and concerns.
  9. Site Speed Up

    Starting now you should start seeing much faster load times on SandBoxd - especially on mobile. Although we always strive to provide a fast and smooth experience for our end users, we have spent some extra time over the past few days cleaning up some old code that was not performing so well. As a result you will spend less time waiting for SandBoxd to load and more time playing the games you love! In particular, browsers that use a "loading" cover will now display SandBoxd much much faster than before. This includes installed versions of SandBoxd on Apple products and Kik messenger. We will continue to push the boundary of what is possible in the web space and continue to do so in a fast and responsive way.
  10. Social Logins

    Starting today you can log into SandBoxd with either your Facebook, Twitter or Google+ account. You will see these options below the regular SandBoxd login. Our hope is to ease the sign up process for mobile users.
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