FortressCraft original était un des best-seller indépendants de tous les temps sur Xbox Live Indie Games. FortressCraft Evolved fut développé sur cette base solide, avec un mode de construction et de création incroyablement détaillé. Suivi par un mode de survie qui mélange le jeu de construction, de stratégie et de gestion logistique.
Évaluations des utilisateurs :
Globales :
plutôt positives (1,146 évaluation(s)) - 76% des 1,146 évaluations des utilisateurs pour ce jeu sont positives.
Date de parution : 9 nov 2015

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29 avril

Patch 7 now available

All items marked as [T4] are for the Frozen Factory Expansion pack. This is slated for release in patch 9 which, all things being well, should come out at the end of June.

I'd like to apologise in advance for a number of missing icons. The 2d texture artist got run over by a car. Whilst he was sitting at a restaurant. This really happened. He's ok now, but it has ofc impacted on the schedule!

Major new features!

  • Cargo Lifts. These wonderful new machines will absolutely answer the prayers of all the Minecart fans; "How do I get resources from -600 to the surface?" - the answer is the modular, upgradable, and above all easy-to-use Cargo Lift! Q: What is the maximum depth these go to? A:There is no maximum depth. Uh, about 500 light years I guess.
  • Scanning a Storage Hopper will now give you a readout of its contents. (ty to Zen for prompting this change)
  • Absolutely loads of help files updated and added.
  • Added 3 new tiers of Matter Mover. The fastest one can shift 4800 items per minute, addressing all your short-range, high capacity transport needs.
  • Added useable ARTHER Power Cores. Craft these in advance and keep them on your hotbar; select and Use them in emergencies for boosts of power!
  • A complete new resource tree; Hardened Resin can now be removed, utilised and indeed farmed. Research Resin Handling from your Laboratory for more information. Those poor hiveminds.

  • Added a Hardened Resin Detector. This should guide you towards the nearest active Hivemind, and source of gloriously useful Hardened Resin.
  • Added MK2 Organic Solars. More power, and a reasonable amount merely from the light of the moon.
  • Moved to Unity 5.3.4. This should alleviate a number of Linux-related issues.
  • Added crashed parts containers. Keep an eye on the sky. You can't miss 'em. They should arrive approximately once per hour currently.

  • Significant improvements to storage hoppers and conveyors on network games, and a reduction in the memory footprint of dedicated servers.
  • Added Chromium and Molybdenum across the game. This is NOT accessible without Frozen Factory Expansion or Patreon
  • Added WorkFloor Excavator. These should allow you to clear out useful-shaped and sized work areas, slowly at, but ever so fast if you have the power to run 'em flat out!
  • Added Minecart Logic tracks. You can now turn Minecarts around (no more awkward loops!) , and also predicate Minecart movement on FULL or EMPTY. This should improve the effiency of your Minecart networks by hundreds of times.
  • Laboratories have been re-balanced, and *assuming you have the power available* are upto 3 times faster!
  • Added MK2 FALCORS. These can carry items between Beacons attached to Storage Hoppers, to their base. MK3s with Exemplar filters are planned.
  • Added Casual Resources - 2 ore per bar, double speed smelter, much denser Ore veins. Designed for those with jobs and children. This also gives a 'starter pack' of Storage Hoppers, Lasers and Power Storage Blocks. This should make the start-game go past extremely quickly. Not recommended unless you've already played the game on a harder difficulty tho!
  • Hiveminds now have much better graphics, and should die when nuked from space. It was the only way to be sure.

Known Issues
  • Cargo Lifts can suffer from occasional duplication issues.
  • Black Hexagons on certain video cards, when in the cold or magma caverns, due to low specular. (Unity issue, hopefully fixed in next patch)
  • Flickering fog particles (Unity issue, hopefully fixed in next patch)
  • A few missing icons. Apologies for this.



Frozen Factory Expansion Pack



This is all work towards the future release of the Frozen Factory Expansion pack. Patreons gets preview access to this : https://www.patreon.com/Fortresscraft?ty=h

  • Added the Cold Cavern Climate Control Centre. (C5 for short). This item will allow you to 'terraform' the Cold Cavern into something habitable. This will require the Frozen Factory Expansion Pack. Patreons will get early acccess.
  • Cold Cavern Climate Control Centre (CCCCC or C5 for short) should now be craftable and buildable by Patreons. WARNING - BY BUILDING THIS, YOU WILL START THE NEXT SECTION OF THE GAME, WHICH INCLUDES ENVIRONMENTAL-BASED ATTACKS FROM CRYOPLASM. NOT FOR THE FAINT-HEARTED!
  • Added the Hard Rock Grinder. This will allow access to grinding your very first T4 ores. This will require the Frozen Factory Expansion Pack. Patreons will get early acccess.
  • Fixed Frozen Factory research
  • GeoThermal Plants should no longer need an attached hopper with a pipe in it to start working on reload.
  • Grinders now craftable
  • Grinders have improved start/stop graphics, and a larger power pool
  • Fixed erratic network sync/flood of CCCC, Grinder, MagmaBore, Mk4 battery, T4 Conduit and SpiderBotBase.
  • Added ARC Smelter. This upgrade will allow Smelters to smelt T4 ore. This is extremely inefficient and power-consuming, but will allow the player to move onto bigger and better smelting T4 systems. Patreon-only until Frozen Factory Expansion is released - of course!
  • Fixed error with crafting Heat Conductant Pipes (thanks Tychon)
  • Added CryoPlasm defence reearch and CryoPlasm Lancer; that should allow you to hold off against the CryoPlasm.
  • A bunch of fixes and visual improvements to the Geothermal Plant.
  • Lots of work on the Magma Bore. Graphics still 100% placeholder. It's very... very... big

  • [FrozenFactory Expansion only]Continuous Casting Basins, Blast Furnaces and Casting Pipes are now all craftable.
  • Trenchers now empty slightly quicker, and shouldn't end up with 9 ore lying around in them.
  • Trencher internal storage now increased to 450 ore, meaning it should be able to work 100% of the time.

Cargo Lifts
  • Added Cargo Lift, research, rack railer, rack rails, and 3 tiers of Lifts. The first should be available with Lithium-level resources, the second with minecarts, and the final one about the point where you're looking to automate biomass and T4. The largest lift moves at 15 metres per second, and can carry 3,000 items - that will be limited to Frozen Factory, as it's T4, but the other 2 lifts will be available to all!
  • Cargo Lifts should work without issue for networked clients
  • Cargo Lifts now allow you to remove the Lifts without error
  • Cargo Lifts now allow you to re-scan the rails, in order to extend your lift.
  • Cargo Lifts rescanning no longer wastes and duplicates previously-placed rails.
  • Cargo Lift Glow represent power charge of the lift controller.
  • Cargo Lifts no longer have issues when loaded remotely
  • Cargo Lift UI should no longer screw up
  • Cargo Lifts are no longer marked as T4 machines
  • Cargo Lift now authoritates power state over the network
  • CargoLifts can no longer get stuck in an endless acquiring inventory state
  • Cargo Lifts now use power relative to the fitted Cargo Lift type
  • Cargo Lifts now load faster for higher tiers.
  • Cargo Lifts no longer load everything immediately, but stagger it depending on tier of lift.
  • Cargo Lifts - Slightly improved floating combat text readout
  • Cargo Lifts can no longer load more than their maximum
  • Cargo Lifts no longer attempt to pull more than the available resources out of a storage hopper
  • Cargo Lifts now pause after loading to allow visuals to catch up
  • Cargo Lifts now come to a near halt if they run out of power
  • Cargo Lifts now support MK2 and Organic MK2 solar panels
  • Attempting to upgrade a Cargo Lift whilst it has cargo will no longer longer lose the upgraded Lift.
  • Cargo Lifts now have full audio for arriving, leaving and travelling.
  • StorageHoppers now count up the number of free slots once a Cargo Lift has emptied them. This means they will no longer be empty, but report full.



Matter Movers
  • Boosted MatterMover power pool by 50%
  • Boosted MatterMover power transfer rate by 50% - they should hopefully no longer run dry.
  • Reworked Matter Mover visuals for all tiers, added sound effects
  • Matters Movers will IGNORE Remove Only status and WILL add to these; this is to allow usage of MMs for Cutter Head Delivery
  • MatterMovers are now capable of firing directly at each other
  • MatterMovers will drop their stored item on deletion
  • Fixed MatterMover max distance to be 64, not 63!
  • MatterMovers will no longer remove from Locked or Add Only Storage Hoppers.
  • MatterMovers will no longer add to Locked or Remove Only Storage Hoppers.
  • Various MatterMover timing and storage hopper issues fixed.
  • MatterMovers are now Server-Authoratitive.
  • Added 3 new tiers of Matter Movers. These will become craftable tomorrow.



Other Fixes and Changes:
  • SpiderBot will no longer leave the base if he has received a Power Core in the last 10 seconds.
  • ARTHER will not bug you about Lithium for 2 hours
  • ARTHER will not bug you about T2 materials for at least 6 hours!
  • Crashed DropPods no longer drop 1 item per player.
  • Fixed networked 'centre request' for many multiblock machines.
  • Grey spawn chance raised from 5% to 15%
  • Iron Gears now require Base Building Automation
  • OverMinds should no longer appear and disappear near the edge o the screen
  • OverMinds can now kill you in a variety of interesting ways
  • Fixed boot error with ARTHER
  • Changed organic cutter head to use refined resin. People argued. I disagreed.
  • Mildly tweaked the intro
  • Added Help for all Power Boosters.
  • Added help for Research Parts, fixed help for Hive Brains
  • Doubled Density of Biomass veins
  • Boosted Density on Casual
  • Increased Biomass Perlin Zoom Factor by 50%
  • Significant improvements to busy conveyor network syncing
  • Improvements to Storage Hopper removal duplication issues.
  • CamoBots now have 3x as much health on Hard mode.
  • Slimes will no longer be angry at the player if they take fall damage (ty to Zen for prompting this change)
  • Slimes now take substantially more falling damage. Make traps dammit!
  • Ores and Materials now come back as different colours on unknown pings
  • Chromium and Molybdenum now have unique colours
  • Unknown Pings will now give a breakdown of types, ores and materials on the scanner.
  • Known Pings will give a specific breakdown of ores on the scanner.
  • Lots of new help files and documentation for new machines added this patch.
  • Reduced Macerator max power storage from 1500 (!!) to a more sensible 150.
  • Added support for "URL" links in the handbook; primarily will be used for tutorial videos. Got a great tutorial video about a specific machine? Let me know and I can link it!
  • Added Resin Liquifier UI popup.
  • Made ARTHER power bar more obvious
  • Icons that are clickable in the Handbook now grow and change colour when hovered. This should make them much more obvious that they ARE clickable!
  • Fixed Mk5 ARTHER Power Cores.
  • GeoThermal plants now require pipes in order to build.
  • Added extra debug to Mob timings; /debug will now give a breakdown of the spent mob time.
  • Fixed issues with Novas getting rather too large. Oops.
  • Orbital Strike Controllers can no longer fire when 'too close' to the CPH. DO NOT ATTEMPT TO VERIFY THIS FIX OK?
  • Orbital Strike Controllers now give the readout for the current quadrant they are placed in.
  • Balanced the cost of MK2 induction kits to be multiples of eachother, for automation. LMK if I got this wrong.
  • Reduced the Nickel cost of MK4 inductions; increased the gold cost. They should now be a *tad* more balanced.
  • DeOrbit containers. I'm gonna let you find out about this one yourself. ;)
  • Destroying a DeOrbit container will net you a ResearchPart, which can be researched for 5 RP.
  • You can no longer manually feed T4 ores into a smelter. Nice one.
  • Fixed issue where time ran at the wrong rate. NOVA AHOY! (You're fine)
  • OverMinds now have a death animation
  • Fixed a MAJOR error with the Mob/Orbital Strike/Tower Defence loading saving. This possibly hasn't been working properly for months. I GUARANTEE* that all Orbital Strikes will now work.
  • Fixed complicated internal issue with SuperDig that could have caused all sorts of horrible knock-on effects. If you've been using vacuum hoppers and superdig, you might see machines refuse to use the ore. Sorry!
  • All Generic AutoCrafting machines should now correctly research cube/value type products. (Mesh Weaver was a specific example)
  • Generic Autocrafters can now directly offload crafted items onto conveyor belts.
  • Generic Autocrafters can now directly collect items from conveyor belts. This ONLY applies to machines that have a SINGLE input; an example would be a Coal Enricher. You CANNOT put multiple types of items on multiple input belts - you'll need to interface via a Hopper.
  • Generic AutoCrafters will animate according to XML again. Sorry about that, modders!
  • Added Craftable PowerCores. When used, these will give power to ARTHER No-they-don't-stack-in-your-inventory. There are 5 tiers,
    each of which needs the result of the previous tier. The highest rank ones are pretty amazing!
  • Nova Timer can now progress past 7 days. This should also fix the Server Uptime readout too. #floatingpointaccuracy
  • Added an Upcraft ('C' menu) recipe for converting (many) MK2 batteries to MK3s.
  • Geological Surveyors are now limited to 1024 metres of scan range. If you need to scan deeper, place it deeper!
  • Fixed dig audio on WorkFloor Excavators
  • Fixed random crash on WorkFloor Excavators
  • Added Chromium and Molybdenum bars and various other recipes related to them.
  • Smelter can now have per-metal melting point. All T1/2/3 metals are still 1139; Chromium and Molybdenum are now set correctly. Feel free to google and check ;-)
  • Blasts Furnaces can now connect to Continuous Casting Basins. These should now be considered testable. Graphics == Placeholder.
  • HiveMinds will no longer drop brains scattered around a 48m area. All other loot is, mind you - go looking!
  • Mynock/HiveMind interaction code has been belt-and-braced, and I am confident in saying that only the closest hivemind to the CPH will grow.
  • Mob spawning should cause less of a CPU spike on servers
  • Fixes to Ablators, Liquifiers and Lancers loading off disk during their clearing phase; they should not longer get stuck!
  • Added the Work Floor Excavator; this clears a 33m, 3m-tall circle around itself, using power. Ideal for setting up neat work areas and for clearing unknown terrain.
  • SpiderBot base should no longer take power from adjacent items and... give it back out again. It was basically a T4 battery. Er, oops. Sorry.
  • Ablators and Liquifiers now correctly revert back to size 0 after finishing their scan up to range 32 (instead of accidentally carrying

    on forever, ooops)
  • Significant speedup for overloaded fluid segments.
  • Increased Laboratory maximum power transfer rate.
  • Reworked 'Closest Hivemind' code; Closest Hivemind should now also be linked on the holobase.
  • Added Hardened Resin Detector. This should guide you to the nearest active hivemind.
  • Added Casual Resources - 1 ore per bar, double speed smelter. Designed for those with jobs and children. This also gives a 'starter pack' of Storage Hoppers, Lasers and Power Storage Blocks. This should make the start-game go past extremely quickly. Not recommended unless you've already played the game on a harder difficulty tho!
  • Mynocks can now spawn at any altitude on Hard Mobs
  • Charged Explosives can no longer destroy EVERYTHING
  • Added Cold Creep; similar to hive minds, this will provide a 'vs the world' version of tower defence for the Cold Caverns Expansion Pack. Now renamed to CryoPlasm!
  • Lots of new icons!
  • Organic MK2 Solar Panels will no longer drop a useless central block
  • Organic MK2 Solar Panels are now considered to be multiblock machines
  • Organic MK2 Solar Panels now collect at night
  • Added T4 GeoThermal plant. This should be built in the Cold Cavern for maximum effect. You'll need Patreon access in order to get it before the Frozen Factory Expansion Pack's release (http://patreon.com/fortresscraft)
  • Added Mesh Weaver and Pipe Coater; feed these into the GeoThermal Plant in order to increase its output.
  • Power Generation levels of the GeoThermal have NOT been set; it should probably generate around 4500/sec at full power.
  • Ablators should no longer leave orphaned partially-ablated resin around. It may take a few game restarts to clear anything that has been left in this state. It shouldn't be a problem for any new setups.
  • Ablators and Liquifiers now work in a sphere shape, not a cube.
  • Fixed a number of client-side crashes.
  • Implemented Laser Ablator. This can be used to burn off hardened resin.
  • Implemented Laser Liquifier. This converts Ablated Resin into Liquid Resin
  • Implemented Liquid Resin Refiner. This converts Liquid Resin into a useful crafting component; Refined Liquid Resin.
  • Added MK2 Solar Panel (Organic); collects 2x normal MK2s, and works at night. Requires Refined Liquid Resin.
  • Fixed issue with hiveminds. They may be a few hundred times more efficient now. Balancing in progress. BE WARNED.
  • Added MK2 FALCOR. This will only collect loot from Beacons that are placed on top of Storage Hoppers.
  • FALCOR beacons placed on top of Storage Hoppers will now collect an item from them, and, proffer it to MK2 FALCORs.
  • Zipper Merges will now work after rotating.
  • Fixed some minor UI issues relating to readback of machine status and help files.
  • Fixed issue where GACs could corrupt on save *if* they were unable to drop off an item at the moment of saving.
  • Added Minecart Buffer! Any minecart that hits this will simply turn around. This can be used in place of loops
  • Added Minecart FULL Gate. A Minecart approaching this from the Green direction will treat it as a Straight. A Minecart approaching from the Red direction will turn around unless it is FULL.
  • Added Minecart EMPTY Gate. A Minecart approaching this from the Green direction will treat it as a Straight. A Minecart approaching from the Red direction will turn around unless it is EMPTY.
  • Split Minecart Research into 2 parts; one gives you the better carts, one gives you the improve Logistical and Decision-making track pieces (as above)
  • Significantly increased cost of Turbo Rails
  • Research Assemblers should now more reliably run at full speed, due to increased power storage and power transfer rate.
  • Tweaked network load of conveyors a little
  • Fixed ARTHER power bar
  • ARTHER will no longer tell you to go searching for a new fuel source, once you've got jet turbines.
  • Blocked Solar Panels on Dedicated servers will no longer permanently blocked.
  • Fixed Deployed Explosive duplication error.
  • Reduced cost of Conduits; likelihood is that they'll go back up after CCBs are implemented
  • Fixes to Laboratory Decompose code
  • Basic Smelters now 10% faster (I'm aiming for ~2 bars/min)
  • Dedicated servers now have all DLC! (This means that T4 Trenchers will now work on Dedicated Servers)
  • Fixed serialisation issue with Matter Movers
  • All Cutters Heads apart from Plasma now have +50% durability
  • Plasma Heads now have 20% less durability
  • Increased Lab Power Per Seconds by 300%
  • Decreased Time Per Lab Pod to 33%
  • This should mean that the power-per-hour of your lab remains the same, but you have the option to process 3x more (at 3x the power cost, of course)
  • Ore Extractors will drop their stored ore on deletion
  • Deleting a SpiderBotBase will also drop whatever item it was offering to SpiderBro
  • SpiderBot should charge to 150k now.
  • Added Mod-Specific error if ItemCubeStackSize is zero.


What're you doing down here?

14 commentaires Lire la suite

28 avril

Banned from Twitch...

For streaming 'non-gaming content'

(srsly)

So I'm streaming here today instead:

https://www.youtube.com/watch?v=58yrBZpJzMg

16 commentaires Lire la suite

À propos de ce jeu

Le jeux FortressCraft original était un des best-seller Indie de tous les temps. FortressCraft Evolved fut développé sur cette base solide, avec un mode de construction Creative incroyablement détaillé, ainsi que de permettre une forme unique de mode Survie. Le mode de Creative permet de construire à grande échelle beaucoup plus rapidement, et dispose de fonctions copier-coller, et partage d'objets avec d'autres utilisateurs sans effort - tout cela à côté de l'expérience d'un jeu de construction voxel d'une classe mondiale auquel les joueurs peuvent s'attendre.

FortressCraft Evolved comprend une foule de nouvelles caractéristiques et fonctionnalités, ce qui fournira aux joueurs la flexibilité, de la variété et les détails pour réaliser leurs mondes les plus fous. Les outils de création permettront aux utilisateurs de concevoir et mettre en œuvre des créations magnifiques, d'une façon rapide et intuitive, tandis que le mode Survie permet aux joueurs de gérer la distribution d'extraction de minerai, de la transformation et de la puissance de l'ensemble d'une opération minière futuriste, tout en évitant à la fois les éléments et de créatures hostiles.

Entrez dans le programme Steam Early Access faites partie de l'évolution à un prix spécial! Alors que de nouvelles phases et de nouvelles plates-formes sont disponibles, y compris les versions Mac et Linux, le coût d'accès augmentera graduellement jusqu'à son prix de vente final et le lancement officiel. En achetant dès le début, votre prix réduit vous permettra d'avoir les meilleurs outils de construction pour le plus bas prix ainsi que de recevoir tous les patchs de contenu gratuit.

  • Participez au Steam Early Access pour aider à façonner le résultat final et obtenir un grand jeu à petit prix
  • Créer des mondes infinis
  • Énorme distance d'affichage
  • Phénomènes météorologiques contrôlables
  • Cycle de jour et nuit complet
  • Système de météo, de saison
  • Ombres en cascade
  • Interface d'utilisation facile
  • Terrain Bump mappé
  • "Create to Me" pour construction rapide
  • Le mode de capture d'écran "Megagrab"
  • Panneaux de signalisation modifiables
  • Bientôt en alpha
  • Blocs de détail animés
  • Bibliothèque de détails partageables
  • Support du Steam Workshop
  • Outils de constructions rapide
  • Support Mac [/ list]

Configuration requise

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • Système d'exploitation : XP
    • Processeur : Dual-Core 1.6Ghz CPU
    • Mémoire vive : 4096 MB de mémoire
    • Graphiques : Intel HD Graphics 3000/Nvidia G210/Radeon HD 5450 avec 256mb de RAM
    • DirectX : Version 9.0
    • Réseau : Connexion internet haut débit
    • Espace disque : 5000 MB d'espace disque disponible
    • Notes supplémentaires : Spécification recommandée : Quad-Core 3.2ghz,GPU Nvidia ou AMD avec 3 GB, 4 GB de RAM. Mondes plus grands disponibles avec 8 ou 16 GB de RAM
    Minimum:
    • Système d'exploitation : 10.7 and up
    • Processeur : Dual-Core 1.6ghz CPU
    • Mémoire vive : 4 GB de mémoire
    • Graphiques : Intel HD Graphics 3000/Nvidia G285/Radeon HD 5450 with 512mb of RAM
    • Réseau : Connexion internet haut débit
    • Espace disque : 5 GB d'espace disque disponible
    • Notes supplémentaires : Additional features are available with 8 or 16 GB of RAM
    Minimum:
    • Système d'exploitation : Ubuntu 14.04
    • Processeur : Dual-Core 1.6ghz CPU
    • Mémoire vive : 4096 MB de mémoire
    • Graphiques : Intel HD Graphics 3000/Nvidia G285/Radeon HD 5450 with 512mb of RAM
    • Espace disque : 5000 MB d'espace disque disponible
    • Notes supplémentaires : Additional features are available with 8 or 16 GB of RAM
Évaluations intéressantes des utilisateurs
19 personne(s) sur 21 (90%) ont trouvé cette évaluation utile
1 personne a trouvé cette évaluation amusante
1,349.7 heures en tout
Posté le : 9 février
Concept du jeu tres bien . pas mal de bug qui demande a etre corrigé . franchement j'adore jouer a ce jeu mais vu les dernieres news payer encore une fois pour avoir le patch suivant franchement je ne donnerai pas suite et je bascule l 'evaluation en negative ...Repayer pour un jeu non terminer je crois que c'est un peu de l'abus.
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante
5 personne(s) sur 5 (100%) ont trouvé cette évaluation utile
185.7 heures en tout
Posté le : 25 novembre 2015
Excellent jeu!
On apprend les systèmes petit à petit, une fois les premières heures passées, les objectifs semble impossible mais on fini par y arrive, puis un autre objectif,... On en veut toujours plus! Très adictif pour les amateurs du genre!
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante
2 personne(s) sur 2 (100%) ont trouvé cette évaluation utile
348.7 heures en tout
Posté le : 12 novembre 2015
Explorer, miner, automatiser la récolte des ressources, acheminer les ressources vers notre base, crafter plus de machines,, crafter de meilleures machines, accumuler toujours plus d'énergie et quitter cette planete hostile seront vos objectifs.

Après un certain temps de jeu, je n'ai toujours pas pris la peine de finir mes parties survie et n'ai donc pas pu profiter des "derniers" ajouts, mais depuis l'acquisition de ce jeu en "Early Access" il a fait beaucoup de chemin !
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante
198 personne(s) sur 225 (88%) ont trouvé cette évaluation utile
200 personnes ont trouvé cette évaluation amusante
311.1 heures en tout
Posté le : 9 novembre 2015
Find a copper vein. Mine it.
Find a tin vein. Mine it.
Start digging deeper.
Find an iron vein. Mine it.
Realize being a gopher is a foolish task. Set up conveyer belts.
Realize you're still being a damn gopher. Set up laser energy transfers.
Realize its about 3am, or whatever your equivilant of way-past-bedtime is. Continue digging deeper.

Edit below:

Notice these annoying bugs attacking your Power Hub. Shoot them.
Realize that your pea-shooter sucks, and so does the spiderbots. Build Turrets.
Why aren't these missiles shooting anything? Aren't those Heavies large enough targets?
Build the Orbital Energy Transfer contraption. Gawk at its size and requirements.
OH GOD THOSE THINGS ARE HUGE! Oh hey the missiles are shooting at it.
Keep digging deeper.
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante
96 personne(s) sur 106 (91%) ont trouvé cette évaluation utile
2 personnes ont trouvé cette évaluation amusante
382.7 heures en tout
Posté le : 10 janvier
How best to describe this game. Take the technic mod from Minecraft and make it 100 times better.

This is one of those games that are pretty simple to figure out, but as you progress it gets a bit more complicated. Mainly this game is all about logistics. Getting resources transported from your mine to your base so you can smelt it and make new items and do research. All while defending your base from aliens that attack you if your base threat gets over 100%. If you like a game about logistics you will love this game. At first it starts off very slow and you manually do everything, but as you progress you start to automate. It is when you get to the point where you start automating everything where it can either be a whole ton of fun or a logistics nightmare. You have to make sure you have enough ore coming in to feed your smelters. So you are always looking for new veins of ore to tap and send up to your base to be smelted. Plus having to figure out how to get power down to your mine and also keeping a nice design of your base.

One thing to remember is you can just about move anything except for the CPH and the research station. So don't be afraid if you build your base one way and want to change it later. I have done so many redesigns to my bases because I didn't play far enough ahead and had to tear most of it down and rebuild it.

I am not going to do a Pro's and Con's list. Because it is still in early access and things change almost on a daily basis. Also remember that this game is early access and things do change.

Overall it is a very enjoyable game and I have put in tons of hours into it and I am looking forward to new things as they get added so I can implement them into my base design.

I do recommend you run the Bleeding Edge beta if you are planning to play it because it has all the newest stuff in it.

Also the Dev is really awesome and have talked with him several times and he loves input about the game. I stream this game and he has watched my stream several times and has even helped me out a few times because I didn't have things setup properly and he walked me through it. He talks with others in chat in the stream and answers questions people have. This is the first time I have actually seen a dev actually watch a stream of their own game and ask for feed back from those watching and from the person streaming.

My overall opinion of this game is grab it. It is ton of fun and you can also play with friends (just gotta open up a port on your router). One of the few games out there that is truely Co-op.
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