While we get closer to the release of TUG ver 2.0, we will be taking the project down from steam. Thank you to everyone that has helped us in play and testing for ver 1.0.
User reviews:
Overall:
Mixed (697 reviews) - 60% of the 697 user reviews for this game are positive.
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 is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if 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.”

Approximately how long will this game be in Early Access?

“Very difficult to say, since we are developing an engine, distribution platform for mods, data systems, and the game layer itself. The project is ever evolving, but its likely that the community will decide when they think its "feature complete" to bring it out of EA.”

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

“Solely dependent on how far the community sees it going, before we can classify it out of early access. This is one of the biggest issues in developing what we are, vs a traditional game.”

What is the current state of the Early Access version?

“Unique terrain generation and manipulation, magic, crafting, cooking, building, farming, and some fairly dumb enemy AI. Only functional on DX11 machines (check graphics cards as well as OS). Also, not currently for sale, while we get closer to releasing openGL.”

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

“There is a lot of discussion among ourselves as devs, and the community. One idea that is currently being taken very seriously, is making the entire project free, and selling aesthetic goods, as a means to allow everyone to enjoy the project, but only getting financial support from people that truly believe in what we are doing.”

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

“Data gives insights into what needs to be changed that already exists, however new systems and features can come from us, or be licensed from mods that the community has introduced, which proves valuable and fun to the community.”
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Recent updates View all (40)

January 13

Progress Update - 1/13/2017


Ahoy! Just wanted to give you guys a quick update on what has been going on this month, and some things to expect coming into next month.

We have a big investor milestone meeting coming up on the 19th, and all of our time has been focussed on getting all the systems we shared with you, via youtube, stable and clean. Of course, those systems are not fully fleshed out game features just yet, but it's a strong foundation built on the engine that is allowing us to expand out on things with gusto.

Into the coming months, we will be focussing on what is defined as a “minimally viable product”, that is to say, “what does this game experience feel like, with polish, for a short play session”. So while it may not be perfectly balanced, we need to demonstrate polished animations, some competency with enemy AI, and strong visuals (particle effects, graphics, etc). This also means a grasp on what the actual UX is in a 3d space, which revolves around the process a person gets from a keystroke, or series of keystroke, from a selection to an action.

Working through these things over the next few months gives us an opportunity to start being more open, again, with some of our thinking, and intentions, with design. While we do not expect EVERYONE to approve of all our choices, the product is too early on to allow for any design by committee. We will be responsible for creating the foundation of what the experience is, and leave opportunities for systems to be modified and expanded upon. And this is much of the reason we are so focussed on tools and our own development pipeline. The more clean and streamlined that is, the easier it would be for any of you to do, as well.

Some of you in the community have brought up the possibility of a QA, and that is a pretty solid idea. We love getting a chance to talk to all of you, and answer questions. If nothing else, we can always say that we pride ourselves on transparency, even on topics that are taboo and perpetuate chaos and confusion… (web based cookie clicker FTP clone, anyone?) But first, we are gonna get the current build into the hands of a few of you, and have some footing to get both technical, and experience driven question from all of you. So expect us to start taking in questions in a couple weeks time.

That is pretty much it for the time being, but if you have any questions, you are alwle to reach out to any of us, and you will hear back from us.

*high five*
ino
@inoritewtf

21 comments Read more

December 22, 2016

TUGv2 Progress Update

Ahoy!

After a long period of development with TUGv2, under the new engine, internally dubbed “eternus”, we are proud to share the progress we have made so far. Please do keep in mind, that we are building everything from the ground up on our own, to facilitate a lot of unique future goals, so not all systems have been complete. In order to hit our goals for this month, we had to be sure we focussed on systems that made the most sense, to share something today. So be aware that what you see is incomplete, the systems are not final, and we still have a long way to go until it's “complete” and polished.

As for advancements:

Art: we have FINALLY been able to define visual consistency to work hand in hand with graphics development. And while we are still lacking some general systems like Particle Effects, and proper animation support, to facilitate polish, the general look of the game has really started to define itself.



Technology: Our team is broken into 3.5 major technology groups internally. Core engine has pushed forward our eternus engine, and lowered the bar to entry for hardware requirements, how much that bar has dropped, is still subject to some negotiation with art and design, but it's still at least lower than the Dx11 spec as it stands. There is a lot to be said about what the engine does, and can do, but i'll let Josh speak more to that in an update early next year.

The tools team is a massive change for us from the first iteration of the engine with TUGv1. Not only do they create tools that allow for our own team to develop content faster, but also allow for modders to change parameters within the game with relative ease, and even develop their own tools from an extensible framework. This is also another topic to expect being spoken of early next year.

On infrastructure, the ability to create accounts, upload and distribute mods, and be able to house a growing community of players and creators, we have come a long way. While I KNOW Nathan is going to love digging deep into share the emotional themes behind proper documentation and planning of systems, we will be sure he tones it down so as to not over excite himself (does sarcasm read well in blog form?)

And about half of the gameplay team is building systems that sit somewhere between gameplay, and core engine team. Little bits that give the game a great quality of life, that people may not fully get the implications of, until it's revealed to them. Stuff like persistence of “simulated” data (what happens when off screen”, logic and power stuff, and even object datas and interactions.

On design and the other half of gameplay, it's been all about making sure tools, and engine are supported so we can accomplish various goals. For now, lots of SYSTEMS are working, and we now have a chance to play and iterate to make the game “fun”. Lots of work still goes into narrative and mythos consistency, defining the “laws of nature” within the world, and the general approach to learning of complex systems is also a thing, but at this point it comes with a great deal more focus.

On the topic of communication, both recent, and going forward, I accept full personal responsibility for how things have been handled to date. The process of game development, and more so, software development, is a difficult enough thing to maintain internally as a group, and a great deal more consideration should have been taken from migration of our v1 to v2 work. We will ALSO communicate the plan for coms moving forward, early next year, so you know what to expect, and we can be held accountable to it.

While we have been active and responsive to community on various channels (Discord chat, email, NK forums), we have neglected a few outlets for various reasons. However regret does come from lack of communication on our Kickstarter page. It was not considered a community to this point, simply a blog outlet channel, one of MANY, and no proper path was given to alter that outlets means of connecting with the project. This mistake, across a slew of others, were opportunities for us to learn and set a plan of action for communication into the new year. We have a lot of progress to share from this point forward, which will be more consistent.

As for “when the game is going out” to the community, some of you guys are going to be getting it sent to you soon, hopefully by end of week. HOWEVER, it's not going to everyone, just yet. The first hands on have to be with some of the developers we have in the community, to help us catch some bits, so we can do a better job on supporting our own developers getting the game done. We will roll out launches to various groups within the community, and likely put out some kind of sign up in the next couple of months, to start phasing people in.

On the note of “our future”, we have determined that “paid mods” is not the right thing to do, if for nothing else cultural reasons. However, this doesn't mean that modders will not be rewarded or compensated, it just means it will be coming from NK. The actual final cost of the game, is a bit up in the air, though do know that we are leaning AWAY from the idea of FTP.

Expect us to make more mistakes moving forward, it's a process of our getting better, if nothing else, we can at least promise to be transparent with everything (no matter how taboo), and hold ourselves accountable for the decisions we make, and learn from them swiftly. (no, nobody is paying a penny more for V2 of tug)

xoxo, ino, who still lives in his car.

https://youtu.be/uZ-NWzMERIs

55 comments Read more
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About This Game

Note: We have had a great deal of success from the 1.0 version, and the communities feedback has been invaluable. Putting full focus into the completion of ver 2.0, we are taking the project down from steam, until we are prepared for launch in Q4 2016 (winterish). We will be sharing progress of the new engine and TUG ver 2.0, as we get closer to release, so please feel free to follow @nerdkingdom for updates.

The new engine brings significant advances over the current 1.0 version, including:
- access to more generations of hardware,
- enhanced graphics
- super fancy new art
- flexible modding/dev environment
- pretty rad mod distribution system
- data/analytics systems for modders
- logic systems
- new terrain generation
- simplified user experience
- 71% less wtf.

Early versions of 2.0 will go to existing TUG users, who will later be able to invite their friends who do not currently have access.

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
    • Storage: 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
    • Storage: 10 GB available space
Customer reviews Learn More
Overall:
Mixed (697 reviews)
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