User reviews: Mostly Positive (313 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 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?

“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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Recommended By Curators

"The Ultimate Goat. It's Minecraft 2.0. It's going to be amazing."
Read the full review here.

Recent updates View all (21)

October 23

What to expect with TUG In Development

Welcome to TUG In Development! A lot of things are happening here at Nerd Kingdom and we want to share them with you even if they aren’t quite ready for release. The biggest thing you’ll find here is our new terrain generation. With this version we have moved all of our existing game features as well as anything in development over to function on the new terrain, so expect the same game play you can find in the public release now supported here on our new terrain generation.

Let’s start with what all you will find In Development. First off you’ll notice that the world looks much different. We have improved our lighting which reflects across all textures and models already in the game. With the new terrain engine we have also adjusted our terrain. You will find biomes that occur in round shapes making it much easier to find your way through the world. In addition to this change in biome shape, large mountain ranges can be found in the world to really help create large landmarks that you can also use to navigate the world.

New terrain also means new block shapes. Soils and soft materials like snow can be placed in spherical shapes, forming mounds when stacked. Dirt, vegetation and natural textures are placed in beveled cubes and manufactured materials like cobblestone and wood planks are placed in the standard cube shape that all of our blocks previously adhered to. As the game progresses players will encounter more of this separation between materials that are smooth and natural as well as manufactured hard lined shapes.

In addition to these placement changes, tools now follow a different shape pattern. Picks dig out in beveled cube shapes while shovels dig with a large spherical pattern. Using a shovel underground can make wonderful Hobbit holes! Hammers and axes are set to dig in a cube pattern but currently blocks still adhere to their placement rules when dug, so currently the cube digging will still only perform beveled cube cuts.

As for actual game play elements, this In Development branch supports crafting, farming, apothecary, hunting, building and the crude & bronze tiers of tools & weapons. Ores for the bronze tools occur at a layer of rock found beneath any of the biomes and are randomly found in this rock layer below the surface. Caverns and a true ore system will be available in an upcoming release.

Finally you will also find some of our new features that managed to make it into this version of the game as well. You will find a new predator, the first few elements of our alchemy system as well as a trap that can be created to capture critters!

To get into our in development branch of TUG, follow the instructions here on Steam.

If you have any questions or comments on the topic, or are generally concerned, you can ask me on twitter @X_Nekochu_X, or on the following reddit post and I will do my best to reply to everyone with valid inquiries or thoughts.

5 comments Read more

October 23

TUG InDev Update 11/7/2014


  • Added optimizations to generation
  • Added Cats with Cubs
  • Cub flee and follow AI added to the game
  • Optimized existing AI scripts for multiplayer
  • Fixed alchemy conversion recipe for forked sticks
  • Clamped the size of the max stack of voxel clump objects

Work In Progress
  • Testing new AIs

  • Temporarily removed encumbrance calculations
  • Added alchemy recipe to convert leaves into vines
  • Adjusted stack sizes for all objects
  • Adjusted placement rules for tables and large decor items
  • Seeds are now edible as well as can be planted
  • Adjusted planting rules for seeds to ignore “Vegetation” category of items
  • Increased durability values for all tools
  • Mysterious changes to the Mushroom Man
  • Added crude tool rock drops from boulders

Work In Progress
  • Testing Cats & Cubs AI
  • Starting work for more AI creatures
  • Investigating saves corrupting if you create a new game while currently in a world

  • Fixed a rare crash when travelling across terrain
  • Fixed a crash with fully grown cabbage traps crashing games on load
  • Fixed an issue with fruit fruit trees over-producing fruit

Work In Progress
  • Looking into Encumbrance
  • Adjusting Day/Night Cycles
  • Rebalance of tool durability values


Ahoy, all! Our last update was a bit drab, but thankfully this update brings progress and signs of some potentially amazing news for our team and this project at large.

We are FINALLY getting new terrain into the in-dev branch release, and its got hawt digging action… with NOT SHARP EDGED SQUARE BLOCKS… OMG WE DID IT, ITS DONE, IM OUT *drops mic*... also, there is other stuff!

Its a fairly exciting milestone, being that the world is now more unique, and its a big step towards getting networking done. Actually, its the next step in getting networking done, which means multiplayer is almost here! Now you can help your friends, or steal stuff from them when they aren’t looking. Good times…

When we sent out the message/update/reddit/forum post to you all, we had OVERWHELMING positive feedback and many of you offering to give us more money to help us along… some even recommending another kickstarter. All awesome thoughts and really powerful things were said to us that helped inspire us to keep pushing on this. So thank you…

What was NOT expected, however, was a fist full of outside investors and gaming entities that were interested in stepping in to help us continue this project and help us keep our independence. Something we did NOT see coming, but was and has been very exciting. We are currently working on the details of one or two things, and its POSSIBLE we may have some good news soon. We cannot say for sure what will happen, but it's looking fairly positive so far.

Of course, since we are all about sharing bad news, we sure as heck are going to be sharing good news, as soon as it comes in.

Keep on tuggin! *cough*

- Ino

  • Lighting changes create more pronounced normal maps
  • Changes to shadows and light levels at night
  • Cabbage Trap can now be harvested to make an actual trap plant
  • Updated normal maps and texture fixes for trees and rocks
  • Updated several terrain textures
  • A new surprise!
  • Return stone

  • Alchemy table
  • Crystals and Spires now generate in the world and can be harvested
  • Several transmutation recipes have been added
  • The mushroom man’s spawn frequency has been adjust down slightly
  • The mushroom man’s sound effects should play less frequently
  • The mushroom man shouldn’t place multiple mushrooms in the same place anymore.
  • Bronze tools can now break Crafting Stones and Stumps
  • Adjusted resource density and frequency
  • New placement shapes for blocks; soft soils place in a sphere shape, natural blocks place in a rounded cube shape and refined materials place in a cube shape
  • Tools now carve differently; picks carve in a rounded cube shape, Hammers & Axes carve in a cube shape, Shovels carve in a sphere shape

  • Encumbrance
  • New Terrain engine
  • Increased visibility range

Known Issues
  • Proving Grounds has been temporarily disabled.
  • Multiplayer has been temporarily disabled while we continue to work on that whole system.
  • In the same game session, if you are in a world and you create a separate new world, loading back into the first world will corrupt the terrain data of that save
  • Sometimes after you are teleported (from death or using the return stone), if you are moving before the terrain loads, you will be trapped underneath terrain
  • For sharp edged cube voxels, any blocks that touch only on one edge will display large black-colored textures
  • Sometimes when placing the smallest voxel size, the voxel may appear off to the side of the intended target
  • Some shaped voxel “blocks” do not conform to the size and position of the preview box
  • The curved terrain can obscure the preview box
  • Placed voxel blocks have stretched textures
  • Placing and removing voxel blocks can cause seams to appear in the terrain
  • When digging into billboarded voxels (like grass), the billboards do not appear in the game sessions, but they will reappear when you reload the save
  • Encumbrance values transfer when you load between different save games
  • Cannot rotate objects when in the ‘Z’ placement mode
  • Many FX such as flames on torches can stop displaying
  • A multicolored outline can appear when loading into a game
  • Many objects are being placed slightly above and below the terrain
  • Hit detection with melee weapons against Predators and Prey can be off
  • Fruit dropped from trees are not despawning correctly which can lead to a over abundance of fruit
  • Fruits have durability bars
  • When a fruit is held in your hand, the voxel cube outline for a tool appears.
  • Thrown (not dropped) spears stuck in the world aren’t saving properly
  • Critters don’t save their positions between game sessions
  • Critters can still get stuck on the terrain and other objects.
  • The location to harvest Critter bodies tend to be slightly lower near their feet. When looking at the correct spot, the menu pop up will appear.
  • Can place items (right click or Q) through voxels if you are too close to the voxel.
  • When (right-click) placing a Vine Fence, it places inside of the player.
  • The game can crash on exit.
  • Sometimes when resuming the game, the same sounds will play
  • Weapon/Tools placed in the environment return to full durability between game sessions
  • When digging voxels, sometimes their collision will remain there.
  • Sometimes grass billboards can pop out of seemingly fully tilled dirt. This is due to an error with the blending; tilling each area around that billboard should remove the grass.
  • 3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed.
  • The sprint key (Left Shift) cannot be rebound.
  • Can’t bind the Mouse 4 and Mouse 5 buttons

7 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

    • 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
    • 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
4 of 5 people (80%) found this review helpful
3.9 hrs on record
Posted: October 30
Early Access Review
Although I had early problems getting the game to work, the devs quickly responded to my issues. I've now spent several hours in game, and I can't wait for the next few updates. TUG reminds me of the early Minecraft and Terraria days. If you want to explore for yourself and figure out the various crafting recipes, you'll have plenty of opportunity to do so.

However, the similarities between TUG and Minecraft/Terraria aren't complete. It has a unique crafting model, where you place the ingredients together on the ground rather than combining them into a particular shape.

This game is still early beta, but it has a LOT of potential. I'm looking forward to more.
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2 of 2 people (100%) found this review helpful
6.3 hrs on record
Posted: November 5
Early Access Review
Really well done with excellent modding potential. Can't wait for multiplayer to be added
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1 of 1 people (100%) found this review helpful
1.3 hrs on record
Posted: November 12
Early Access Review
When I came across this game I got excited for the fact that it was extremely cheap, and it looked really well graphic wise. But for some unknown reason, I can't run it. I should have no problem running it. But it just spikes my cpu to the point of the game crashing, or me closing it out myself due to me pulling like 5 fps. I can just feel my computer's pain. I do however hope that one day I will be able to play it. And for some reason it's just a fluke.
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1 of 1 people (100%) found this review helpful
5.9 hrs on record
Posted: November 18
Early Access Review
Very fun game, I could play this stuff for days without stop, just need some more stuff once it is out of early access, Stuff like a bow and arrow would make hunting a bit easier, And maybe elements such as needing to slice up and stitch/create a small animal fur coat, make yourself look like an eskimo! <3 Maybe some armor, Other than it being in early access, This game has quite a few features! Such as a Unique crafting system, Pretty good hunting, Nice animations, And in my honest opinion, I love the character models, Hell, I DONT KNOW WHAT THEY ARE! But i like them! Strongly Reccomend!
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1 of 1 people (100%) found this review helpful
0.3 hrs on record
Posted: November 22
Early Access Review
Really good game buggy on direct x at the moment but it happens still great
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1 of 1 people (100%) found this review helpful
22.1 hrs on record
Posted: November 2
Early Access Review
As of Alpha 0.6.5....
Somewhat unique crafting system (pro/con? Too early to tell if it will be vast and realistic, or hindered and backward thinking in hopes to keep item numbers or crafting recipes to a nominal amount (and/or to cater to simplicity). Depending on how high the tech tree can go will be how challenging it will be for the dev team to keep it realistic, genesis of bronze age for now. But with magic it can be forgiving.. It's kind of a writer's convenience in games anyway.

Character developement remeniscent of Fable series. If you spend a lot of time in the sun your hair blondes. If you spend most of your time mining your hair is darker. You sit around half the day messing with your base and overeating you become a fat slob. You have a balanced diet and spend a little time exploring you stay fit.

Excellent world gen., biomes transition fairly well

Overall Graphics are good.. If you can run them.

Not sure if this is out in the 0.6.5 build but you are(will be) able to place terrain in voxel or block shapes which makes a big difference when you're trying to make something look good.

Very demanding even with a high end pc. I've seen reviews of this with dream setups and their PCs just couldn't handle it at mid-high settings. Could be due to the new engine they are using and bugs need to be worked out. 2012 Asus Republic of Gamers laptop and it runs smooth for 10 out of every 30 seconds in game. Legacy as well as New Terrain Gen seem to be the culprit.

It's not done yet :). With the recent financial setbacks delaying TUG I find myself yanking more hair out than I can afford. Greatly anticipated this game nearly a year before Alpha release. As much as I hate to say it, I'd rather it take much longer to complete than anticipated and not compromise it.

It's just too early to tell and opinions should be taken with a grain of salt for now (especially this one O.o) Even if the crafting system is a flop its saving grace could be character developement. Who knows what direction they'll go. If I had it to do again I would wait on a purchase of this game until they move toward fine tuning that Eternus engine a bit to make it play nice with voxel, or whatever the issues are. For now their updates, as far as I can tell, are mostly new content. Wary but hopeful. I wish the entire team at Nerd Kingdom the best of luck with this monumental task.
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1 of 6 people (17%) found this review helpful
0.3 hrs on record
Posted: October 29
Early Access Review
I can't play this game and i need someones help... i cant actually open the game, it gets to the window then "crashes". i have al the specs but my question is how do i install directx 11? my computer says its installed but its not listed on the feature levels. i have tried the installer but it says ive got everything installed and ive looked online but i have found nothing of help. So if anyone know how to fix this then please tell me :)
specs :
processor : Intel(R) Core(TM) i5-2410M CPU @2.30GHz 2.30 GHZ
ram : 6.00 GB - 5.71 GB usable
system types : 64 - bit operating system, x64-based processor
windows 8
and thats all my laptop tell me.
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5 of 16 people (31%) found this review helpful
1.2 hrs on record
Posted: October 31
Early Access Review
First off, the game has definitely potential, BUT at it's current stage I cannot recommend it to anyone, but the most die-hard early access fans, like myself :).

What annoys me personally the most is the lack of a proper inventory management. I like to collect as much **** as possible in these kinda games and TUGs inventory is ludicrously small. You can craft backpacks and chests, but they're only decoration right now. And the stack size of some items is laughable. I assume they are trying to make the game more realistic in that term, but hey ... it's a freaking game ... it DOESN'T have to be realistic. Or they're trying to make the game artificially more difficult by limiting your inventory, which is annoying as hell.

The good parts of the game right now is the crafting system. It take a bit getting used to for Minecrafters, like myself ;), but it is really good. It lacks the variety of recipes that Minecraft has, but I'm sure this will improve with time. I wish there was kinda like a crafting book, that would store recipes that I already discovered, so I don't have to place down all the items each time again and rather just click on the recipe in the book and it would place them for me.

Graphics are pretty good and it fits to the prehistoric (I assume that's what they're going for) very nicely. There are some hick-ups and glitches now and then, but nothing game breaking that I have discovered so far.

Combat system, I can't really tell, since I haven't found myself in combat yet. There are predators in the game and they're supposed to attack the player, but so far I only seen one and I kept far away from it.
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1 of 8 people (13%) found this review helpful
2.8 hrs on record
Posted: November 15
Early Access Review
this game is very limited at the moment and a more advansed versione of minevraft but has more featchers i would play this game again if you can add a map featchr and resorses easeir to gather maybe a crafting guide and something to fear

+ i would like to see the multiplayer added soon
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7 of 21 people (33%) found this review helpful
0.3 hrs on record
Posted: November 2
Early Access Review
I cannot honestly reccomend this game, since my computer is overqualified to handle it, yet the game still reliably overloads my CPU and GPU within a minute of start up, and then crashes, or atleast my graphics driver does, then refusing to attempt running it. I would like to see where this game goes, but unforunately since it reverts to a blank white window so quickly, I litterally cannot even see the game. Can't say i am dissapointed though, this seems to be par for course for these indie projects
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2 of 12 people (17%) found this review helpful
1.0 hrs on record
Posted: October 30
Early Access Review
Good luck starting a new game without crashing. I do like the art style though.
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0 of 8 people (0%) found this review helpful
7.7 hrs on record
Posted: October 27
Early Access Review
Get it lel 10/10
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0 of 9 people (0%) found this review helpful
0.9 hrs on record
Posted: October 26
Early Access Review
what the heck i can not even play the game when i run it it turns white then says it dose no respornd plz help
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1 of 12 people (8%) found this review helpful
0.8 hrs on record
Posted: November 10
Early Access Review
cant play the game because of only directx 11 i dont know how i like it yet
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1 of 16 people (6%) found this review helpful
0.1 hrs on record
Posted: November 4
Early Access Review
im very dissapointed this game looks great for its price but you need to have directx11 and just having it wont let you play it you need a pc graphics card thats capable of running it which mine wont. in other words ive just bought a game i cant play
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2 of 19 people (11%) found this review helpful
0.2 hrs on record
Posted: October 31
Early Access Review
It is a horrificly made game. It atempts to be different however it fails dismally. It acts like a another voxel based sandbox game. The crafting system is annoying and often adds items that are nearby. The multiplayer element is non-existant. The aesthetic style of blending textures makes the game look poor. Has potential, but currently playing this game is masochistic.
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17.9 hrs on record
Posted: October 29
Early Access Review
After giving this game a good number of hours playing I came to like it. It really is enjoyable and has a lot to offer in its future. If the developers continue to add and enhance the game features I think its something a lot of people will love to play, especially once hosting your own games comes and you can play with all your friends together. HOWEVER, this game is still very new and in extreme Alpha, so it does have issues, and not many features yet when it comes to crafting, you can craft everything in a matter of hours and just be doing the same thing after that. I highly suggest all those interested to research before they buy; by going through the FORUMS and reading up to see if you'd still want to get this game.
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4.6 hrs on record
Posted: November 16
Early Access Review
its a pretty good game. I think it still needs a purpose to it, as i often find myself just wondering around for a while looking for stuff but not really feeling a drive to do so. Great game though, I love how they added goats and tigers XD.
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7.1 hrs on record
Posted: November 21
Early Access Review
It's very laggy, is it my computer or do i need somthing else to help run it and not lag?
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4.9 hrs on record
Posted: November 13
Early Access Review
game looks like alot of fun but keeps freezing up so cant really tell yet how do we craft and move around ? can someone tell me plz been looking for the sight but cant find it ..
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