The idea of Tiny Atlas was the introduction of new metals, as new natural resources, only available on Tiny Atlas.
these material can be used in new weapons and ammunition that can be produced elsewhere.
This was the setup and it was done.
We also said, that gradually, more such products will be introduced and be used in the production of more new products.
This is and remains the plan.
At a later stage, we came up with the possibility to produce Uranium on TA, and also as a result of some players requests and ideas, we concluded that the production of other natural resources might be a good idea.
We do not see this as a way to resolve the problem of lack of products on TA.
From the start, it was clear that everything you need, must come form the 5 existing planets.
For some, it was too complex and they decided not to play on TA.
We think that in time, with more products and incentives, it will become more interesting and profitable to play on TA.
The planet is very small by design. We did not expect very large numbers.
For most players, the 5 large planets are OK.
we do not push anyone into TA.
Maybe remind you what happened with the tournament world that was requested and promoted by players some time ago.
A lot of effort went into creating that worlds that had players consensus.
At the end, 3 players registered, one of the was the gamemaster.
we have to be careful about what exactly we do, what players really want and how fast we introduce changes.
Many players do not like changes and say that we are changing the game rules while they play.
Most new features are first hated, then, sometimes used.
Wind farms were greeted by a lot of negativity and the most asked question was: "how can I removed them". At the end, two players asked them to be removed.
we said all the time that they will be very profitable but the consensus was very negative.
Some parameters had to be changed but the consensus remained negative no matter what.
One player had a specific idea and wanted to force it into the game but it was not a good idea at all.
Now they are used a lot and they are very profitable.
We think that they are essential on TA.
Similar episodes happened in the past with other new features.
we have many more features we think will be interesting but making sense and interesting does not win.
I do not think that new players come here because of the new features they expect from us in the future.
How many new features do we need?
Maybe it is more important to fix some of those we already have.
I just improved two little things. The spending space and the workers exchange numbers. Players asked for these fixes. These changes were greeted positively.