ATTENTION - THIS GAME, ENGINE AND ASSOCIATED MODDING TOOLS ARE INCOMPLETE AND UNDER CONSTANT ITERATION, DO NOT BUY THIS GAME UNLESS YOU ARE INTERESTED IN SUPPORTING THE WORK WE ARE DOING AND PREPARED TO DEAL WITH ALL THE FLAWS OF AN EARLY ALPHA.
User reviews: Mostly Positive (275 reviews)
Release Date: Mar 28, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We are an independent developer and being on Early Access allows us the chance to earn the trust and support of our community by sharing our progress, intentions, and ideas. Also equally important to us is that we are able to make a game and utilize new technology with and for the community and even other developers. We get the opportunity to create strong relationships with our players and get deeper insight into what they are doing and saying so that we can act on what things actually need to change and look at things from other perspectives.”

How long will this game be in Early Access?

“At the very least until all of our core systems are online. At that time, the tools and engine functionality will give the community a chance to build and modify whatever they like, beyond the scope of our own game's design.”

How is the full version planned to differ from the Early Access version?

“The final form of the game is ever evolving with the new features we discover our technology can do and the discussions we have with the community. The great thing about making an open world sandbox game is anything and everything is possible. The bad part about making an open world is... well, anything and everything is possible. The engine will also be much more stable and the community will be able to make amazing games, models, and maps of their own. When the game is complete, we will have a great deal of new features from physics based projectiles, to responsive water and in game logic systems.”

What is the current state of the Early Access version?

“Right now you are able to craft simple tools and weapons in survival. You can also explore a massive procedural generated world and modify it in either survival or creative mode. We also have a primitive form of a closed PvP map which we refer to as the Proving Grounds. For those that like to dig into things, you can also modify much of the world and game rules.”

Will the game be priced differently during and after Early Access?

“We will slightly increase the price with major milestones in the game and technology over time. Currently we are asking for a smaller amount of money in support of the game because we feel that the amount of work in justifies a small price this early. If anything were to happen to the game and for some reason it could not receive the support needed to be completed, we hope our community would not feel cheated, as opposed to paying 40 or 50 dollars for an unfinished project.”

How are you planning on involving the Community in your development process?

“We use a multitude of platforms to watch and create dialog with the players from live streams and videos from the community, to forum discussions and random twitter exchanges. We also look for insights all over the interwebs and encourage lots of conversation and debate between one another in the community.”
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Recent updates View all (19)

September 25

Letter to our community: The cost of staying independent

So we have good news and we have bad news… I suppose its best to format good, then bad then good, in this situation. I fully recommend reading this post at length, so there is no miscommunication on the topic and we see, clearly, everything that is going on.

Good news: We have had consistent stable growth in sales and play time over the past 4 months. With more and more people now noticing the game, and our attention to feedback and play behaviors, things are starting to REALLY look amazing. New terrain is coming online, we had a leak from Azzy (here), lots to do in order to improve it. But, finally, we are free from those blasted sharp angle blocks. Networking is also on its way shortly, and this will be the first time we actually have networking running with a “traditional survival”.

The modding API is looking fantastic, with more and more members from the Minecraft modding community coming over to support us, and more YouTubers now taking notice and sharing the project as well. To those of you that have been helping us push TUG, thank you so much; you know who you are. To those who will not cover TUG because we can’t pay you for coverage… well… something else.

We have been able to REALLY build a lot with the funds we raised from investors, and we have been able to make some RAD content in that process with all the support from our backers and new members of the community. It’s neat to be able to build stuff and share it with you guys and have a platform to talk and interact with one another.

The not so good news: A round of funding, that was to come in, to sustain us clear through the end of this year (January) was held back by an investor. The deal that would have gone through would have lost us all control and ownership and we are not huge fans of being owned by investors like this. Sadly, we need to cut off a few limbs to be able to ensure this does not happen.

With this, we are now on a path to growth to fully support a small team with no outside investor support. And this means we have to cut our team in half… its the hardest thing we have ever had to do, but it’s what we all collectively have agreed is the best move for us, and you, our community. We certainly have had people come and go from this project for many reasons, but this core group is all family… and its heartbreaking.

With these changes, it also means that we will be a few months late on delivering all our promises by January, as we stated we would with the kickstarter goals. I apologize for that on behalf of the team and I am holding myself accountable for NOT having done more diligence on our financial partners to know this was coming. Its a funny situation, whether you do well, or REALLY well, can make the difference of supportive or tyrannical investors. Another important note, to others out there who do raise funds for games and tech… never take money from people who don’t understand games and tech.

The other good news: There are a few large publishers (not scary ones), that may want to give us access to more resources. This would allow us to make the game and tech bigger and better than we could have imagined before. We cannot discuss who they are just yet, but ironically in this situation, it really would mean a chance at ACTUAL freedom and independence. And before we do accept whatever offer from any of them, we will reach out to you, our community, to share what is going on and get some feedback to create dialog around this topic. It could end up that what is put on the table simply is not in our, or your best interests. But we want to make this project everything it can be, so its worth reviewing everything we can.

Still, it is also quite possible that this push with multiplayer, in survival, and new terrain may be able to give us a large enough jump in growth, from revenue, that we can bring our team back fast, and possibly even staff up a bit more. Unlike other games that sell SUPER fast and drop down, our steady growth really has given us amazing opportunities to really understand what we do, and what others do, that impact how the game plays and is perceived.

In closing, please DO note, that this is not us going down… quite the opposite. Its us making the sacrifice needed, now, so that we DON’T go the path of other kickstarters before us. We are doing what it takes to press on, self sustain and do what we have been telling you all since we first started on this together, well over a year ago. This is what we have to do in order to stay independent and free to do what we want to do.

We will be implementing a price hike to $20 on the game when we have Multiplayer and new terrain online in survival, which will be SOMETIME by the end of next month. And with this continued growth and exposure, we will continue to build the game, engine and tools for the modding community. The game will run and look better and better with more time and we are excited to keep working on it.

If you have any questions or comments on the topic, or are generally concerned, you can ask me on twitter @inoritewtf, or on the following reddit post (here) or email me, personally ino@nerdkingdom.com and I will do my best to reply to everyone with valid inquiries or thoughts.

45 comments Read more

September 23

TUG News & Update 9/23

Good News, Everyone!

A day late, but better late than never right? The Bronze Age is now upon us but what about magic? We are excited to bring the first phase of magic with the introduction of alchemy in the world of TUG. Sacrifice your energy for the love of magic and bring forth some new surprises...didn’t you like our last one?

The Awesome News/Update:

Alchemy System

The early stages of alchemy is in the works and introducing a few new recipes to help you survive or...be eaten. You may see some new crystals spawning around in your world once we have it out.
  • Trap

    What more to say here? Just don’t get eaten alive! Be sure to check the in the works video tomorrow for more details.

  • Transmute!

    Craft the alchemy table or fully utilize the magic tree stumps to convert even more items at the cost of your energy.
Multiplayer [High priority]

A lot of progress have been made on the new network code. Unfortunately, still no confirmation date yet until we make a bit more progress and can provide a better estimate.

Terrain Generation v2 [High priority]

Progress have been made and we finally have some voxel manipulation and placement working. It still requires a lot more optimization. We have some work to do to get the caves in and also recreating existing biomes.

In The Works:
Here are the latest work in progress videos if you missed it.

Metallurgy
https://www.youtube.com/watch?v=xsTLdgGmjnw

Bronze Age Weapons
https://www.youtube.com/watch?v=spuJYg7I_ls

Terrain Gen v2 Sneak Peek from Azzy
https://www.youtube.com/watch?v=FuJOa0HKpkE


To follow our development go to our 2014 Dev Board on Trello
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Join our circle in Google+ here

If you think we have not done a TERRIBLE job so far, please share our project and news with your friends. As usual, every penny earned in Alpha and Beta goes right back into development.

11 comments Read more
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About This Game

TUG sits at the crossroads where survival sandbox and multiplayer RPGs meet, offering both elegant simplicity and a world of complex secrets for those who desire to seek them out. The gameplay focuses on crafting, exploration, pvp, and role-playing, with an emphasis on immersion and player freedom.

Begin your journey as a Seedling, a race of humanoid beings with special crystals on their hands enabling them to interface with the strange energies and ancient secrets in the world around them. TUG offers a massive procedurally-generated world to explore, full of mystery and danger. How will you and your friends harness these powerful tools to build a new world?

Game Modes

We currently offer 3 game modes in our current alpha state. Currently, survival mode is our main development focus and we will be adding a lot of content and features in the upcoming months.


  • Survival Mode: This is our traditional survival mode which allows you to gather resources, build shelter, hunt, and farming. This is our current development focus as we plan to add many of the key features.
  • Creative Mode: This single and multiplayer mode gives you the freedom to build and manipulate the terrain, craft, break, and control all aspects of the world at your own pace.
  • Proving Grounds: Compete in limited PVP arena matches! Spawn as a helpless Seedling and collaborate or compete with others to gather resources and tools. Will you be the last Seed standing? (Under construction)

Key Features

We want TUG to immerse you in it’s world. We are dedicated to bringing you that experience even if we have to build an engine from the ground up.


  • Eternus Game Engine: We are building our very own game engine from the ground up. Are we crazy? Yes, but we feel that building an engine to support advanced terrain generation and modding support was very important to our vision.
  • Dynamic Crafting: TUG’s intuitive, crafting interface allows creation of a constantly expanding set of tools, weapons, and armor.
  • Biomes: Procedural generated biomes - Explore the biomes of TUG, from forests to deserts, including complex cave systems with many more to come.
  • Lore and Mythos: Uncover the secrets of TUG’s world through exploration and gameplay, including an entire original language to translate and decode.
  • Player-driven design: How you play will directly influence what Nerd Kingdom prioritizes in development.

Released & Testing Phase Features (Updated 9/16/2014)

These features have been updated into our game for you to play and provide feedback since our launch on Early Access. We will continue to improve these current features and implement new ones.


  • Projectile Weapons: Physics-based projectile weapons to throw at people's faces!
  • Prey Critters: Goats are are in and more are in the works.
  • Cooking: Create a fire pit and cook your goat meat.
  • Farming System: Craft a shovel and hoe to prepare your own farm. Gather fruits and vegetables, extract the seeds, and grow your way into a self-sustainable state. Build a fences to protect your food source.
  • Modding: Full Lua script integration for more robust modding.
  • Predator Critters: Hostile cats are in and more are in the works.
  • Apothecary: Early stages of apothecary are introduced with 5 potions for you to craft.
  • Crafting Refinement: Tools, items, and objects durability now take effect. For example, you can hit trees multiple time with a tiny sharp rock or craft a crude axe to increase gathering efficiency.
  • Metallurgy: Move forward into the Bronze Age with new tools and weapons. First iteration of mining is introduced to feed your digging addiction.

Upcoming Features

TUG have been in development for over a year and we realize that building our own game engine takes up a lot of time. We wish to implement these features before we launch TUG early next year in 2015. We decided to release this early because your feedback, ideas, and thoughts means everything to us in this early stage. We wouldn't be here without the community so please get involve and let us know how we can make TUG fun for you. We are committed to launching gameplay updates every 4-6 weeks and hotfix patches occasionally.


  • Alchemy System: Transmute item and sacrifice your energy for some sweet magic.
  • Higher Tier Recipes: More crafting and recipe variations, as well as traps and armor!
  • Multiplayer: Host your own dedicated server, or host a game session within the game itself. Only survival mode is single player and we are working on a new network code for better multiplayer experience. (Under construction)
  • Pets and Companions: A pet that follows roams the world with you. Golems you can build, find within the world, and program!
  • Terrain Generation v2: Our new generation will pave the way for more immersion with our biomes while allowing us to step away from block placements to smooth blocks.
  • Dynamic Voxel Manipulation: Voxel placement, block smoothing, and the ability to push and pull within them.
  • Sub-Biomes: A biome inception! Sub-biomes will allow larger biomes to be more immersive by allowing more variation.
  • Dynamic Character Progression: Characters that physically change and grow as a result of how you play them! Eat too much and become heavy, run great distances and become lean, or swing heavy weapons and watch your muscles grow over time!
  • Dynamic Skill Progression: Skill and health system based on your Seed’s actions. The more you do something, the better you’ll get at it.
  • Higher Tier Tools: More building tools, like terrain smoothing and shape variations.
  • Logic System: Programmable “magic” abilities and effects, traps, companions, and more!
  • Dynamic Combat: Advance combat mechanics inspired by such games as Monster Hunter and Skyrim. A system that requires proper timing and skills to delivery to death blows to your foes!
  • Unique Worship System: Perform tasks and rituals to gain blessings and boons from mysterious beings.
  • Official Dedicated Servers: Dedicated servers that is hosted by us for the players. You can still host your own and have full control over on your own server.
  • Water: It's hard to survive in a world without some H20!
  • More to be listed as we continue development

About Nerd Kingdom


We are a team of game designers, artists, programmers, and academic scientists--the game is intended to serve as a platform for social science research of player interactions within virtual worlds. This ongoing research will be used to continuously improve the game, as well as further our academic understanding of how people interact in online spaces. TUG is an experiment in collaborative game design.

System Requirements

    Minimum:
    • OS: Windows Vista, 7, 8, 8.1
    • Processor: Quad-core Intel® or AMD® processor
    • Memory: 4 GB RAM
    • Graphics: DirectX® 11 compatible card with 1 GB of memory, nVidia® 4XX+/AMD® 5XXX+
    • DirectX: Version 11
    • Hard Drive: 10 GB available space
    Recommended:
    • OS: Windows 7
    • Memory: 8 GB RAM
    • Graphics: DirectX® 11 compatible card with 3 GB of memory, nVidia® 7XX+/AMD® 7XXX+
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Hard Drive: 10 GB available space
Helpful customer reviews
154 of 191 people (81%) found this review helpful
30.6 hrs on record
Early Access Review
This game is SUPER early... probably not a good idea to buy it if you are looking to get a clean smooth play experience. The game is in early access to ACTUALLY get feedback to not just help the game progress in design, but also to get some help troubleshooting/testing the engine to stabilize it.

Updated Review:

- AI is CRAZY dumb
- Crafting is a bit clunky
- LOTS of performance issues
- WTF why do gourdes glow? Thats dumb.
- Needs more non blocks in terrain stuff for building
- I'd really like more mob variety
- where the caves at, yo?
- those little chuckling goblin things scare and annoy me to ♥♥♥♥
- needs more pewpew, less QQ

Game is 10$, but increasing after next couple of updates to 20$... stupid greedy devs and all their stupid moneys!

Well, better get back to fixing all these problems in the game so I can write a better review of it...

(anyone not reading into this clearly, im a dev on the game *high five*)
Posted: July 2
Was this review helpful? Yes No
16 of 27 people (59%) found this review helpful
20.6 hrs on record
Early Access Review
I've only had this game for about 4 days and Already have almost 17 hours on the game, that is how much fun this is. I just can't get enough. The crafting system is great, a little buggy, but great and original. Making your home is just too fun, and exploring is just amazing. Walking aimlessly killing every Goat, and Tiger you see. For being in early alpha, I rate it 9/11.
Posted: September 13
Was this review helpful? Yes No
3 of 3 people (100%) found this review helpful
0.9 hrs on record
Early Access Review
As it stands, i love the developer for keeping up on so many things! i realllllllly like that you make responses to reviews, or try to make the game better.

For the review, it is, at first comfusing, once figured out, than, the fun starts, crafting is very different. And i like it alot, i recommend it. Ill keep updated with this game for sure :D! Thank you for being alive!
Posted: September 4
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2 of 2 people (100%) found this review helpful
4.1 hrs on record
Early Access Review
Very cool game! Love the idea. A bit buggy, it crashed a few times, but that's to be expected. Really looking foreward to seeing how it progresses!

Would love to see a more clean cut presentation when building/mining. Was building my house with one big block of wood at a time, then half way through it decided to change to smaller blocks. Not too sure how to mine either. Wouldn't let me use the pick axe on surfaces other than boulders.

Love the vairety in flaura! I hope there's as much variety in fauna too.
Posted: October 2
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1 of 1 people (100%) found this review helpful
2.9 hrs on record
Early Access Review
I have only played about 3 hrs of it so far and i can say atm it is one of the best E/A games i have played, and i have played alot of E/A games, I wish all the best for the TUG team and keep up the awesome work guys loving your work!!
Posted: September 29
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