Hello everyone! Welcome to the thirty-second issue of the RoVerse Development Newsletter, where we keep you updated on the progress we’ve made over the past week! This week, a lot of our developers have been incredibly busy at work building and scripting, and we have a few pictures for you guys this week! Galbotrix did a lot of work on the Industrial station interior this week, and has done a lot of definition on how each room will function! Above is the docking bay, where forklifts and various other vehicles will be stored for maintaining the various operations around the industrial station’s interior, as well as a place to transport all of the vital merchandise! And we have the command center (above) where the industrial foremen can monitor all of the operations in the station, and make a last stand should filthy pirates choose to board the station! Idyllic has been incredibly busy with interviews this week, however he did manage to get the first version of the pirate shipyards done, and plans on refining it much more for next week! Those pesky pirates are always finding ways to innovate their bases, and these cleverly hidden shipyards are only one of many deadly stealth camouflage base extensions that the pirates will employ! Asteroid fields will be a much deadlier place. Onigo has been working heavily on the Dogfight Alpha’s flight systems, which will be including a “kill-cam” that tracks the player who kills you. He is also working on a persistent point system, where players will be rewarded credits for their kills, which can be spent on unlocking new ships and upgrading player loadouts. His work so far has been very exciting, and we look forward to seeing it roll out into the Dogfight Alpha very soon! Sae’Tzar has been working heavily on ships this week, but unfortunately his work is carrying on into next week, so we will have pictures for you guys next week! We’re very sorry for the shorter newsletter this week. School, work, and life in general has had many of us bogged down, especially with finals coming up for some of us! We hope to have a lot more to show you guys next week, and we are very happy to have the continued support of our lovely community! Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: Will there be a squad deploy system? A1: Yes - you will be able to band together with your friends into a party, giving each player in your party will be able to communicate with one another through the party com channel. When you’re in a party, you will also have the ability to enter servers together, however there will be a limit for how many players can be in a single party. Q2: Will mobile spawn points be a thing? A2: Yes they will! Carriers will play this role in RoVerse, as they will allow players in fighter class ships to respawn from them instead of the last station they docked at. This will make carriers a very important part of faction warfare. Q3: Will there be hybrid vehicles? A3: For the most part vehicles will be classed by their role/function, this will decide what sort of firepower, speed and defences they possess. However when a faction creates a vehicle, they will be able to choose what sort of stats it will have, so some vehicles may blur the lines between the different vehicle types. An example of this would be a heavy fighter that sacrifices firepower to have agility like a medium fighter. Q4: Can frigates carry other vehicles? A4: Interesting question! Large vessels like freighters and carriers will be able to carry vehicles in their cargo hold, this will be how invasion forces will land their ground vehicles on a planet’s surface. Once a vessel stocked with vehicles in its cargo hold successfully lands on a planet, players of that faction will be able to spawn their own vehicles from it at the cost of vehicles from the vessel’s cargo. Q5: Will clans receive their tech back with scripts after submitting it for scripting? A5: Most, if not all, of the scripts in RoVerse are interconnected and heavily dependent on each other. Due to this, it would be extremely difficult to script specific clan tech and make it independently functional. It should be noted though, that we will be giving clans the means to train their members with RoVerse tech, this will likely be done through a specifically designated training area. Q6: Will there be planetary / grounds shields? A6: Cities will be protected from orbital bombardment by massive dome energy shields, which need to be disabled by ground-forces before invading forces can attack the cities themselves. As for shields which protect the entire planet - this is something we have in mind for protecting new clans from invasion when they are too new to the game to be prepared for any large scale invasions, however we can definitely see planetary shields being a late-game technology for advanced civilizations. Q7: Can you replace clan technology with new technology over time? A7: Clans will only be submitting their builds to represent their architecture and design style - these submissions would not include any scripts. The actual technology that will be used for RoVerse will be made by our scripters specifically for the game. This way we will be able to ensure the scripts of RoVerse are as optimized and sophisticated as possible whilst also being compatible with the different designs clans submit for their technology. Q8: Will there be a strategic method to the location of planetary bases, or will be relying on an established meta? A8: The terrain surrounding a player base will be of great importance, it can mean the difference between security and destruction. Not only that, but some players may want their bases to remain a secret, deep within a jungle, whilst others may wish to set up a popular trading post which is close to many cities and easy to land at. Q9: Can factions have different types of fighters? (Like heavy fighters, light fighters, etc.) A9: Of course! Factions can have as many ships as they are able to design and fund the production of. Q10: Will there be different warp effects? (Like Homeworld, with different visual effects, power costs, and time required to complete a warp) A10: Good question - warp drives will likely have the same base visual effect, but clans will be able to decide on the colour and special effects of the warp drives they produce. As for the fuel cost of using a warp drive, it will depend on the distance of the destination. Q11: Will you be able to spy on planets with spy satellites? A11: Factions will indeed be able to construct tiny sensor arrays which will grant radar coverage of the local area. The strategic placement of sensor arrays can give factions a big edge over opponents in a war, especially if one is placed secretly near an active enemy stronghold. Q12: Will large ship carcasses, like iconic flagships, become a permanent part of the landscape when they crash on a planet or are destroyed in orbit? A12: Destroyed capital ships will leave a permanent wreck at their location until it is eventually dismantled by scavengers bit by bit. Due to performance cost, there will be a limit on how many capital ship wrecks can exist in one area though. We really hope you enjoyed reading about our weekly progress, and we are really excited to share these newsletters each week! You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website! Don’t worry, we don’t bite! ~Written by Aleuvian ~Edited by Vaktus Hello everyone! Welcome to the thirty-first issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week! This week, a lot of work has been going on behind the scenes, laying the framework for more of the upcoming features involving planetary colonies and outposts, minerals and fabrication, and much more. While you'll hear a lot about this behind the scenes stuff in the coming weeks, we do have some cool pictures to show you. This week, Idyllic has been refining the terrain generation that we showed so many pictures of last week, making sure it works as efficiently as possible, and can be mapped to the spherical planets in the final release. Where the diamond square algorithm works extremely well for a flat, gridded world, a modified version had to be created to work with our icosphere worlds made of thousands of triangular chunks. (Note: We are still looking for Frank, who hasn't been seen since last weekend. If you see him, let Idyllic know.) A lovely valley, flanked by two towering mountains - the perfect spot for an ambush. This photograph shows the scale of the player's character better than the previous photos - here we see Vaktus at the normal Robloxian Scale, and next to him is Idyllic, at the scale players will be in-game. Galbotrix has continued work on the Industrial outpost interiors, getting a rough layout for the Industrial Command Module. Closeup of the holographic station monitor, which will update to the actual station layout. Lordrex has made some more progress on the in-game chat system, and has even released a module to the public to help with the creation of gui elements. Even the best of us get tired typing in values for new gui elements by hand. You can grab it here: https://www.roblox.com/library/658239146/GUIAssetModule The rest of the team has been hard at work, but nothing is quite to the point that we'd like to release a photo of it yet, so stay tuned. This is the time where the project really speeds up as we get more and more physical assets done, more can be coded for the final release. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall, so be sure to join if there's something you'd like to ask about RoVerse: ROBLOX Group: https://www.roblox.com/Groups/Group.aspx?gid=2948290 Discord Server: https://discord.gg/JU2zTv3 Q1: What Platforms will RoVerse support? PC, Xbox, Mobile, VR? A1: PC will obviously be the primary platform for RoVerse, while there is potential for additional content coming to Mobile and VR, which are both limited by their interfaces. Using a mobile device to steer a spaceship would be really cool, but in battle, not as effective as on PC. Q2: Will there be tractor beams to capture escape pods? A2: Cool technologies like tractor beams will certainly be attempted, and we'll try our best to make it happen, but in the end we are limited by the engine, so there are no guarantees. There will be a way to capture escape pods, but it might not be that complex. Q3: Can we send our designs for the main game early if we want to? A3: There is as of yet no official method for submitting designs, and they are not being added to the game yet, so hold off on sending us your files, maybe put a little more work into them, make them look cooler, and be ready to submit them for the official release. Q4: Will there be membership caps for groups? A4: There will most likely be no membership caps for groups. Besides being un-moderatable by the developers, this would only hurt the game in the long run, by breaking immersion, and artificially limiting groups' ability to do cool things. Q5: Are planets only going to be auto generated terrain and nothing else? A5: Planets will be much more than just a pretty map - they will be vital to the successful capture of star systems, and the generation of resources. Colonies established on a planet will provide an important source of income for a groups activities abroad. Q6: What type of character creation can we expect, and will we be able to change things around later on in the game? A6: We are currently working on how character creation will work, whether we use roblox assets to create unique characters, or if we will use imported meshes remains to be seen. Q7: Will there be planets that have been wiped out by a disease or something maybe a zombie like virus? A7: Special events like the ones suggested may be possible, as the universe is never truly peaceful. Bad things happen when you least expect them to, and if things get too peaceful, something may awaken to stir things up. Q8: How will you fund advertisement for RoVerse? A8: RoVerse is exclusively funded by the developers, because we dont want the community to have to pitch in to help create this amazing game, or to have the end result ruined like many pay-to-win games in the past. Q9: How large will the galaxy be? A9: Currently, the galaxy stands at 220 Star systems, each with several planets and other areas, like asteroid belts, with possible room for expansion as time goes on. We want the universe to feel expansive and huge, without making it impossible to run into other people. Q10: Can I build a secret underground lair in the heart of a planet? A10: While you are certainly welcome to try, the physics of building a base in the center of a planet may become an issue. Besides the extreme heat and distorted gravity, there may be terrors lurking below, if you dig too deep... We really hope you enjoyed reading about our weekly progress, and we are really excited to share these newsletters each week! You can support us by joining our Community Group! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website! Don’t worry, we don’t bite! ~ Written by IdyllicDestroyer Hello everyone! Welcome to the thirtieth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we’ve made over the past week! This week, an incredible amount of progress has been made by all of our developers and a ton of great questions have been asked in our community Discord and group. We’ve had a massive amount of progress on biomes, with several being completed entirely this week. We’ve had a few ships and models completed, and a lot of background scripting in the works to ensure every system is completely functional. This week, Idyllic completed an absolutely ridiculous number of biomes, bringing planetary generation closer and closer to a reality! It is very exciting to see some of the beautiful biomes he has constructed, and it is even more amazing to see how well he has cleaned them in each version. The first biome he completed this week is the mountain biome. (A space turkey is somewhere in this picture, see if you can find it!) In the same day he managed to complete the Tundra Hills biome! And the desert scrubland biome! And the rough hills biome! As biome generation becomes more and more complete, we get closer to completing planet generation, which is something we are really looking forward to showing off and toying around with! This week Stefan has nearly completed the civilian outpost exterior, which looks absolutely amazing! It has a very clean style and I absolutely adore his work on the plating, take a look! Robusttitan has created a very nice concept for the factory building of the industrial base. The 'bases' will be the ground equivalent to the outposts of space. It looks very nice, and we look forward to a lot more structures from him to create massive player-owned base complexes! Last week, WhoToTrus did a lot of work on the corporate outpost factory interior, which looks very promising so far. We are looking forward to the completion of the interior, as well as much more work from him in the future! (I failed to include this in last week’s newsletter, apologies! ~ Vakhrushev) LordRex has also been busily working on the chat system this week, streamlining it to function properly with the modules ROBLOX has already included in the recent chat API update. Hopefully, we can get some pictures, and maybe even a video out detailing it sometime in the near future! Sae’Tzar has also been busy at work with the hull for a new ship he calls the “Iphigenia.” He has also gone back to his previous ship to further detail the armaments and make it a ship to truly be feared! Unfortunately, no pictures are available yet, but we are really looking forward to his future ships! Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/JU2zTv3 Q1: When will we know what models are required for a group to submit as assets? A1: When we're about a month before the release of RoVerse, we'll be posting an official thread detailing every step a group must take to apply to RoVerse. This guide will include all of the required build submissions, as well as those that are optional but highly recommended. Q2: Will there be group specifications for RoVerse and ways to prevent group-copies from joining? A2: Absolutely, it is of vital importance that every group which joins RoVerse is capable of what it takes to survive and enhance the game world in a positive way. The system through which groups join is entirely manually run, so no copy or sub-par groups will have a chance of acceptance. Q3: Will RoVerse have an official soundtrack? A3: RoVerse will have a great deal of in-game music, both for in and out of combat. This music may be uploaded as a soundtrack, though we would want players to experience it for the first time in-game so they can absorb the atmosphere properly. We aim to incorporate a lot of player-submitted music as well, perhaps even with player-run radio stations, which owners of shops and bars could play at their premises. This way the world will truly be able to come to life, a lot like how the Fallout games make such great use of radio stations to immerse the player. Q4: Will there be billboards or advertisements in space? A4: Of course! Running advertisements will be a big part of getting your factions or sub-factions known in the galaxy. Holoboards (holographic billboards essentially) will be used all across RoVerse, both for advertising, propaganda and news broadcasts. Q5: Will there be hunger, stamina, thirst and etc.? A5: This is a very interesting gameplay feature which can really ruin a game if not done right. There's far too much in RoVerse to make it a survival game where you're never able to have fun because you're constantly searching for food. However, with that being said we'd still quite like to implement physical stats for your characters in a way that isn't so severe that it turns into a chore, but rather to be something that brings immersion to a whole new level. We'd like to see space truckers stopping by stations to get a bite to eat at the on-board diner while their ship refuels, maybe sipping a beer and chatting about their travels to fellow haulers. Perhaps a specific player-owned restaurant could become famous across the galaxy for having the best space burgers around, or a bar where their signature beer is the most refreshing and energizing. Q6: When you start accepting and approving ship designs, will a flight system be given to clan leaders so they may make their ships flyable? A6: We'll be handling all of the scripting side of the game, so clan leaders won't need to worry about any of the messy details of making the ships functional and compatible with the game. By having all scripting handled universally, we can ensure that everything is as fair, optimized and secure as possible. Q7: Will we be able to own and set up stores in space? A7: Most definitely! As mentioned in some of the previous answers, players will be able to rent out property on faction stations and customise the space to create their own clothes stores, bars, gun shops, night clubs and more! Owners of these shops will need to stock up on the items they sell and can even submit their own designs to sell, similarly to official factions. A successful shop owner could even decide to open up a second shop on a different station and become their own franchise! Q8: Will there be a lobby before you enter the game so you may enter a party with your friends, if there is a party system? A8: There will be a login screen for your characters, however in order to join up with your friends you'll need to travel to the same location in the galaxy, as your characters' locations are all persistent. There will indeed be a party system where you can send an invite to friends or nearby players through the communications menu. Players in your party will be marked with a specific icon and will be able to use a party chat channel to communicate privately from any location. Q9: Will clans be required to use laser weapons, or will they be able to use projectile based weaponry? A9: Not at all! There will be many different forms of weaponry in RoVerse, such as kinetic, missile, plasma, laser and beam, each with their own advantages and disadvantages. We want to encourage clans to 'be themselves', whether that be through architectural designs or preferred forms technology. Q10: Will there be any drawbacks to using projectile based weaponry over laser based weaponry? A10: As mentioned in the previous question, each form of weaponry will have its own advantages and disadvantages. For example, projectile weaponry will be more effective against a ship's hull, whilst laser weaponry will be more effective against shields. When groups submit new ships, they also decide on the base stats of that vessel. So, some ships may be more invested into shield defenses at the cost of weaker hull. This makes outfitting your ship wisely of great importance, as well as encouraging the value of numbers with varied setups. Q11: Will planets be able to have artificial rings built around them, like massive shipyards and defensive arrays? A11: This is certainly something we've thought about and think could be a very cool goal for extremely advanced civilizations, along with some other mega-structures we've thought of. These features may not be in the initial release of RoVerse though, since it's not a vital part of the game. Q12: Will there be neutral zones that cannot be attacked? A12: This will be entirely up to the factions within the RoVerse world. We want to make the world an unrestricted blank canvas for clans to breathe life into. It's in this way that we wouldn't have any absolute restrictions that hold players or clans back, we don't want to interfere with the 'natural order' of the game world. So, if there were to be neutral zones, it would be because two clans made a real diplomatic agreement to not allow their militaries to enter those zones. Q13: What if a ship’s exterior is destroyed? What will happen to the players inside and how will the server handle it? A13: All of these features may not be in the initial release of the game, but our goal is for when a player's ship is destroyed, the pilot will be ejected into an escape pod (on larger vessels players inside will need to get to the escape pods before the ship's total destruction). The escape pod will fly like an extremely light and unarmed fighter, but if the pilot can make it to a station without being destroyed (or taken prisoner), they will get a large deduction from the cost of replacing their destroyed vessel. Q14: What are the chances of RoVerse ever being completed? A14: Joking aside - we're absolutely determined to see RoVerse through to the end, especially with all the support we've got from the clan community. We won't stop until RoVerse is a reality, the only question is when. Q15: How will planetary fauna work? How will they interact with players? A15: Animals on habitable planets will come in many different species, some will be generally harmless, whilst others will be extremely dangerous predators. Different types of planets will host different types of wildlife, for example you won't find grass-eating fauna on a desert planet. We aren't claiming to have infinite types of creatures, but we aim to make them as varied and interesting as possible with the way they respond to players and each other (for example, predatory animals will hunt weaker animals for food). Some creatures will be a lot rarer than others, and their hide or bones can be sold on the player market for a high price to those who want to decorate their homes with ornaments of exotic alien beasts to show off their wealth. Animals will also be able to be harvested for their meat, which can be used to cook special meals to gain temporary buffs. This is another area where a player could set up a restaurant for serving fancy cuisines, or a corporation which sells the meat to restaurants across the galaxy! We really hope you enjoyed reading about our weekly progress, and we are really excited to share these newsletters each week! You can support us by joining our Community Group! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website! Don’t worry, we don’t bite! ~ Written by Vakhrushev ~ Edited by Vaktus Hello everyone! Welcome to the twenty-ninth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we’ve made over the past week! This week has been an amazing one, and my first with the RoVerse team! A lot of optimization, interior work, ship design, planning, brainstorming and coding has been going on this week, and a lot of refining has gone into what we showed off last week. As a reminder in case you missed last week’s newsletter, we have an official Discord server now! You can keep up to date with the latest news updates, chat with us in real time for questions, comments and concerns, and ask us questions that may end up in the newsletters! You can join our Discord server by clicking this link: https://discord.gg/JU2zTv3 This week, IdyllicDestroyer has made a massive amount of progress in optimizing the desert biome, smoothing out each dune and giving it a cleaner, more natural look. These dunes require an incredible amount of math to generate properly, and have been almost completely smoothed with the amount of work he has put into refining the algorithms determining dune generation. Just take a look at these beautiful dunes with this before and after comparison! Before: After: Galbotrix has been busy at work refining halls for the Industrial Station, starting with a simple design and evolving it to a beautiful and conservative design that is optimised and fitting with the overall theme of the station itself. It is amazing to see the progress he has made in such a short time span! Concept: First iteration: Final iteration: Main room: Meanwhile LordRex has been continuing his development of RoVerse's custom chat system, making use of the modular assets from the ROBLOX chat as a means to allow several different means of communicating with other players in RoVerse, such as Local chat for nearby players, and Long Range chat for the full server. You won't need to worry about spam either thanks to the native ROBLOX filters. It is mostly code at the moment, but it is moving along at a great pace and we expect to be able to see the first versions of it soon! Sae’Tzar has put a lot of work into designing a beautiful frigate, featuring five main weapon batteries and several smaller batteries for dealing with small craft, this ship is the ideal choice for the captain looking for the firepower to showdown with the bigger craft, while maintaining an advantage in speed and manoeuvrability. We look forward to seeing this beauty flying! RexClassic, one of our newer developers, has been busy at work this week creating a lot of the smaller props that will be seen dotted around on both the planets’ surfaces and the interior of stations, and has made a wide variety of props to increase variation. He has made some very lovely props inspired from a variety of games and concepts that will enhance the environment and create a nice ambience for each individual location, while providing great variety. We can expect many more props from him in the future. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall, so be sure to join if there’s something you’d like to ask about RoVerse: https://www.roblox.com/Groups/Group.aspx?gid=2948290 Q1: Can mesh objects be submitted for ships? A1: Yes definitely, as mesh objects are much better for performance than unions. However, there will be specific requirements for submitted ships, such as markers to indicate gun and system locations. Q2: Will there be an in-game ship building area? A2: Unlikely, seeing as ROBLOX Studio already offers such a comprehensible building kit that can be easily used to create models for use in RoVerse. Most players on ROBLOX are very experienced with using Studio, so unless there is a large demand for an in-game ship building area in the future, we do not see much need for one. Q3: Will we be able to use ships on the planet surface? A3: Of course! Players will be able to fly their ships pretty much anywhere they want, that is unless you get shot down by angry locals of course. Q4: Can we put thrusters on planets to move them? A4: As interesting as that sounds, this likely won’t be in the game, since moving a planet would probably be game breaking!! Q5: How will stealth work? A5: Well, in space you will actually be able to hide from sensor detection of other players when you are hidden behind a spatial object, such as an asteroid. A large part of stealth for players such as smugglers would be avoiding patrol routes or regularly travelled areas. Having a powerful sensor array would be very important, as it would allow you to see other players on your contacts list before they see you. Most capital ships, especially military ones, will have the most long-range sensor arrays, as they have the mass and power supply to mount equipment that totally outmatches anything a smaller vessel can equip - so it’s very important to avoid capital ships when in enemy territory. On the ground there will be opportunities for sneaking into enemy facilities to sabotage the defences to aid an in an imminent assault. In order to do this you'd need to invest in stealth gear to go undetected by the defenders, however the disguise will only work for a certain amount of time and won't fool people up close. An alternative would be cloak gear allowing for temporary invisibility. These specialised forms of equipment are not only expensive, but take up space in your kit that could otherwise be used for personal defence or advanced assault gear. Q6: How will ships be transported to other star systems, and how will the crew be transported with the ship? A6: Ships will have a number of ways to travel between star systems - the most common way for colonised space would be through warpgates, these are extremely safe and reliable. These gates are built around wormholes by the government of the star system in order to stabalise it for safe commercial travel. In uncolonised space the naturally occurring equivalent to warpgates are wormholes, these are much more dangerous and unstable though, usually causing a large amount of fuel drain and wear on the ship. The least common and most expensive form of travelling to a different star system is with a warpdrive, which can only be mounted on a capital ship. These open temporary stabilised wormholes to a specified location for roughly 30 seconds, at which point any ship can enter until it closes. The distance of the destination defines how much fuel is required to open the wormhole. Q7: Do you have to build your own clan versions of space stations? A7: Yes, being able to design and build your own clan’s station is one of the main tests to show your clan has what it takes to be an original culture in the RoVerse world. If a clan is passionate enough about their ideology and theme to join RoVerse, then building a station design should be simple. Q8: Will people be able to buy personal servers to train in? A8: We don’t want to treat players above or below others because of their money, everyone should be given a fair playing field. However we will be more than happy to supply the clans of RoVerse with the facilities needed for training their members in. Q9: Will you be able to breach or board a capital ship in combat? A9: Yes you will! Though it may not be in the initial release of RoVerse, we definitely plan to have full ship interiors that can be boarded and fought throughout in order to either sabotage the vessel or take control of it. This will be especially useful for pirates who wish to commandeer warships for their own sinister deeds. We hope you enjoyed reading up on our latest progress! Let us know what you think on the RoVerse Community Discord server and remember that we are always in need of active talented scripters, so if you’d like to help don’t be afraid to get in touch with us through RoVerse_Official on the ROBLOX website! ~ Written by Vakhrushev ~ Edited by Vaktus |
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |