About Servers Being Shutdown

TL;DR: I believe some servers may be taken down if player population does not increase, especially for regions other than NA/EU. Player retention requires technical tweaks, not new game modes.

ISSUE:

The player population has been consistently low for a couple of years. NA and EU servers concentrate the majority of active players, while all the other regions struggle to maintain user numbers that are sufficient to barely justify server costs. This situation raises an obvious concern about the future of those empty regions, leading us to wonder if the devs have plans to bring Vermintide’s netcode to allow localhosting, or if servers are being merged or even shut down. The first option can be practically impossible, so it’s reasonable to assume that some servers will be shut down if player numbers do not increase in the near future.

It should be clear that the quality of the server providers is not in question. I 'm not saying that the game itself handles connections perfectly, but, personally, I rarely have had any issues in my region during most of these past years.

First, I would like to ask the devs if there are any plans to increase the player population. Next, I’ll present my own diagnosis and how I believe we could remediate this situation.

CAUSES AND SUGGESTIONS:

1. Performance, Enemy Density, Visual Pollution and Hardware Accessibility.

It’s evident that Darktide’s visual feedback was designed for a much lower enemy density level. This is especially valid for Havoc, where you can see multiple flamers, bombers and monstrosities polluting the screen with enormous flames, gas clouds and many other exaggerated visual cues. You simply can’t see what’s happening because somehow the rocky ground is burning with flames as high as your eyesight point.

Also, higher difficulties have increased density so much since launch that performance has become the largest progression barrier in the game, by far. Low framerates contribute to making the game harder, less enjoyable and frustrating at the same time. Additionally, increasing inflation along with a focused pressure on hardware prices, including in NA/EU, suggests that most of your target audience won’t upgrade their machines for a very long time. Good visuals have no value if users can’t maintain playable performance when they genuinely want to progress through difficulties. I personally love the crazy Havoc density, but bad framerate is the most common complaint I’ve heard from players that despise havoc or have completely abandoned the game.

Mods that change or turn off some visual effects have become very popular for increasing visual clarity and frame rate at the same time. VFX Swapper, Disable Screen Effects, Clean Force Blocking, I Wanna See, Impact VFX Limiter, LessDoT, Clear Smoke and CleanKills are some good examples. I’m sure most players would appreciate more native video options to improve their overall experience in the game. Less frustration from low fps and visual pollution would make people more comfortable when investing their time in it.

2. Repetition.

Darktide is a repetitive game. Players often ask for new maps as if it were something simple and cheap to make, but new maps wouldn’t fix how character builds also barely change in higher difficulties.

In theory, level modifiers should create opportunities for players to use different builds effectively, but this is not the case. Taking the average team as example, just the density in High Havoc makes any psyker build other than inferno/soulblaze a waste of time. Build variation is not just low, it has become undesired by players themselves in Havoc.

To remediate this, new modifiers planned around character build themes should be introduced: Enemy Resistance to DoTs, Reduced Golden Toughness, Enemies Detect Stealth if the Player moves too fast, Reduced Density but enemies are way faster and more dangerous offensively (emperor’s fading light is a joke), some blind enemies that can only detect players when they move, etc.

I’m sure you have a list of experimental things in the fridge. Bring it on as temporary modifiers and see the feedback.

3. Havoc and Beyond.

The players who will stick to the game for longer are not casuals. They make friends, form teams, organize strategies, complete challenges that you make available and produce media about it that attract casual players. To keep those guys engaged, we clearly need something beyond Havoc 40, but maybe separated from the main 0-40 ladder (so no one feels forced to complete it).

I suggest weekly rotating missions in three difficulties unlocked beyond H40, mostly unviable through stealth. Veteran players don’t care about materials, so, if FS is not distributing Aquilas, the rewards can be 3 different titles that only last until the next week reroll. When the player completes X number of missions in one difficulty level, he is rewarded with a permanent title related to that difficulty (until next season). Make the titles appear in different tones of orange-red to crown the best players.

Hope for the best. Thanks.

If players aren’t playing it’s costing them effectively nothing. I do not think there is much cause for concern that they’ll shutdown regions. Doesn’t mean your suggestions are good ideas or not for other reasons.

The servers are hosted in AWS and dedicated server instances are spun up on demand as needed for players and stop after the match is over.

fatshark does make real money. i get paid at work to make expensive and complicated things, so idk why we are giving game devs a pass on this.

sorry if this feels overly hostile towards you in particular but i have noticed this mindset in the recent past very often. this isnt a 1 man indie show, they’re salaried professionals. we can have expectations

I wish it was as simple as that. My region has the most expensive server hosting from all AWS locations (almost 40% higher than the global price).

Depending on the hardware class, keeping potential allocation for a miserable tiny population of players can easily cost between $50k-$85k per year. I don’t think DLCs and skins pay for even a third of that cost.

Using what FS mentioned in their AWS talk, the dedicated servers for 100 peak users would be approximately $700 / month in SA region. Everything else is serverless and/or managed and usage based. If things aren’t getting used the cost is pretty minimal and worst case subsizided by other regions.

And this $700 is only if there are games being played (average of 30 players per hour). Zero or just a small number of games played per day is a much smaller number since instances are only requested when there are players and not reserved ahead of time.

100 players in total is too low. Latam servers concentrate players from Brazil, Argentina, Uruguay, Chile and other countries. I would say 250-500 players and only 5 to 30 are playing on Auric or higher at any given time. My calculation was around ~$4.200/month.

I included Morningstar idle time in the calculation. The hub probably uses a cheaper machine, but Idle kick was implemented to save costs.

If you want to play exclusively Havoc, there’re zero players. This can be aggravated by hardware being worse on average in Latam, so way more people would stay on lower difficulties. “Subsizided by other regions” still means cost.

Maybe fat shark should stop trying to tell us what we want and listen to us about what we want…which is maps, weapons and enemies. That’s it. That’s all we want. We don’t want 2000 game modes and another 2000 dlc classes.

Playing the same 2-5yr old maps with the same 2-5yr old enemies and weapons is pretty boring after thousands of hours.

It must have taken a huge amount of effort to make expeditions. Not a single person asked for it and yet here we are.

It actually is just that simple. It’s a handful of management servers for the database and what not, and then all the game play is on demand. They don’t have game servers running with zero players all the time.

If you’re interested in learning more about the backend, they made a video a few years ago. https://www.youtube.com/watch?v=ZgGYtuNSX4M

I mean, this is not the whole picture. It still has a non-negligible cost that is not covered by the local player base, either because of region economics or because people refrain from buying anything in a seemingly dying game.

The servers will go out the moment MTX money stops rolling in, and with Stop Killing Games defeated by blatant corruption on the part of the EU, there’s nothing stopping that from happening.

Make your peace with never being able to local host and the inevitable end of this game.

what they get for releasing unfinished and ignoring community calls for a solid solo mode.

its 2026 and their competition is beating them with mandatory features.

like or not the simple screw around solo mode/modded maps is what keeps this genre going. reason L4D1 and 2still has a solid community today