We take the colony sim genre into the near future, onto a lush planet where humans are making their first foothold. Characters and alien wildlife are brought to life through a rigorous simulation, making the game a tug-of-war between humans and nature on an alien planet.
Date de parution: 26 mar 2014
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Jeu avec accès anticipé

Commencez à jouer dès à présent et impliquez-vous pendant son développement.

Remarque : Ce jeu en Accès anticipé peut changer ou ne pas changer de façon significative. Si vous n'êtes pas enthousiasmé de jouer à ce jeu dans son état actuel, vous devriez peut-être attendre que le jeu se développe d'avantage. En savoir plus

Ce que les développeurs ont à dire :

Pourquoi l'Accès anticipé ?

“We launched the game on Early Access in March 2014 to help finance the game’s development and to involve players in the process. The time since then was spent on getting the core mechanics finished and stable, as well as giving better feedback to the player about what the simulation was doing. Basically improving usability and playability.

Now that we have this work mostly done, we will be able to bring many more interesting gameplay features in, and make sure that the game realizes its full potential.”

Combien de temps environ ce jeu sera-t-il en Accès anticipé ?

“We plan on moving out of Early Access during 2015. After that we will sell the game as completed, however, we hope to continue improving and expanding the game long after that.”

Comment sera la version final de la version en Accès anticipé ?

“The full version will be a well rounded game offering even deeper gameplay and replayability. The scenarios will be more finely tuned to provide a suitable challenge at any selected difficulty level.

Early Access: Planned features


During the Early access phase we wish to develop most of the following features. But our plans could change, depending on the feedback we get and the resources we have:

  • Modding support (maps, scenarios, game data)
  • Save game functionality -DEPLOYED!
  • Languages (community provided translations)
  • Many more scenarios
  • Creatures can feed on food items and carcasses -DEPLOYED!
  • Research
  • Diseases / treatment
  • More animations / effects
  • Interface graphics polished

There will be more and deeper gameplay features, for instance trade, research, health simulation and diplomacy. Construction options will include electrical power, more buildings as well as building improvements.

Possible features in the long term (after Early Access)


We would like to provide Mac / Linux support at some point.

See our website for a list of features that we might develop in the future:
http://unclaimedworld-game.com/the-game/features/

Quel est l'état actuel de la version en Accès anticipé ?

“The game is fully playable: It has a functioning alien ecology system, a production economy and combat system. It has a tutorial scenario, 2 scenarios with unlimited gameplay under development as well as a save/load system in place.”

Le jeu sera-t-il tarifé différemment pendant et après l'Accès anticipé ?

“Yes, the price of the full game will be higher and we will also raise the price during EA as more features are added. So jump in now!”

Comment comptez-vous impliquer la Communauté dans le processus de développement ?

“We regularly visit our forum to read and comment on feedback from players, and many times it influences the development path. Feedback is valuable for us when we discuss which road to take in the dev team.”
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"Showed at Gamescom 2014 - Colonizing planets never felt so good."
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Mises à jour récentes Tout voir (37)

27 février

0.1.5.0 Production and GUI fix

The new version is now available on the test branch. These are the changes:

- Correction to production so the workbench and kitchen can be used together with materials and other tool options. This fixes a problem where some production would not be carried out.
- Corrected GUI so the height of roster panels will adjust to the screen height, and show a scroll bar when appropriate.

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23 février

0.1.4.0 New critter, structures, weapon effects

A new version 0.1.4.0 was just released on the test branch. Here are the changes:

NEW CONTENT:
The explorers can now build:
-Field lab for analyzing ingredients and produce enzymes to make them edible.
-Improvised kitchen for better efficiency when cooking.
-Workbench for quicker crafting of items and tools.

-A large scavenger, the "Snatcher" now found in the desert south of Muckroot Research Station. It feeds using saw-toothed tentacles that can uncoil from the top of its head where its mouth is situated.

-The spray weapon made from a fire extinguisher now has a large cone-shaped area of effect attack. Also has a particle animation. Bush dragons also have a natural version of this weapon which is very efficient against groups of twinklers.

-Characters will now use backpacks when hauling items over longer distances. (Backpacks are animation only, not part of the simulation.)

-New event where the survivors on Twinkler Island discuss whether to dismantle the field lab and make a weapon.

GAMEPLAY CHANGES:
-New cooking recipes for oil tubers, blackpulp and hexapine leaves (they now need a procedure to neutralize toxins.)
-The anti-twinkler spray weapon is now made by salvaging the field lab and using its components to modify a fire extinguisher.
-The survivors on Twinkler Island are now found and rescued much later.

UI FEEDBACK:
-More tooltips and better UI feedback in the side panel about item degradation (rotten food, broken structures etc.)

SIMULATION:
-New "Integrity" property on composite items and structures simulate how well the parts are holding together. It is displayed in the UI together with the overall condition and the component parts.
-All binal rats and thunder chickens are now able to eat, also the young.

SOUNDS:
-New sound F/X for many activities and weapons such as the coil gun.

BUG FIXES:
-Fixed an out of memory crash/performance degradation that would occur after playing for a while.
-Correction so that the ghosted image of ordered structures are displayed correctly after saving.

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À propos de ce jeu

We take the colony sim genre into the near future, onto a lush planet where humans are making their first foothold. Characters and alien wildlife are brought to life through a rigorous simulation and the game plays out as a tug-of-war between humans and nature on a planet full of opportunities and dangers.
Understanding the alien environment is crucial - the resources you discover will provide a number of production options making you able to adapt when food gets scarce and equipment breaks.

Your role
In this game you will not feel like a commander issuing orders, because the settlers have no command chain but rely on voting if they disagree. You will get the sense that you're part of the community, organizing your group’s decisions, not bossing them around. You do this by using the Pioneer Planning Unit, an instrument issued by the Tau Ceti Mission. You will feel like a member of the group, sharing their victories and failures.
We will keep polishing the A.I. to ensure that humans and animals act as realistically and independently as possible.

Setting
The game takes place in a realistic sci-fi setting, in a plausible future without Faster-than-Light travel.
The year is 2238 and Earth’s first and only interstellar colonization ship has reached the end goal of its 100 year journey – a terran planet in the Tau Ceti star system. 2100 humans will now make this planet their new home. There are no additional supplies or reinforcements coming in - they must make do with what they brought and what they can find.

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Narrative scenarios
In the Twinkler Island scenario, you guide the explorers to survive by scouting the surroundings, locate useful resources and make improvised tools, weapons and structures. For food, you can hunt the elusive “thunder chicken” or try to spear the fish that inhabit the waters. There will be attacks by pack predators such as the so-called “twinkler” which emerges from the caves littering the landscape. To repel them you can construct ranged weapons and build fences, but to permanently end the threat you must locate their nests and come up with a way to clear them out.

In the tutorial scenario Castaways, you guide a group of stranded sailors to make food, fight animals and build signal pyres.

In Muckroot Research Station, you join a group of scientists as they explore an unknown biome.

The scenarios we have now are hand-made but we have ways to randomize things such as starting location, number of resources, camp members, enemies etc.
We will keep developing new scenarios with different objectives and features.

Sandbox maps
If you want a free-form experience, you will soon be able to play sandbox maps with limited narrative and unlimited play time.

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Known bugs/issues:
This is a management game with indirect control, which means that you're not supposed to directly command a character to carry out a task. But, if ordered tasks are not being carried out, (the characters are just standing around) and you don't know why, then it's either a bug or a feedback problem (the game should explain the reason to you). We take these issues very seriously and will work to address them whenever they show up.

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Configuration requise

    Minimum:
    • OS: Windows Vista, Windows 7, Windows 8
    • Graphics: DirectX 10 capable graphics card
    • DirectX: Version 10
    • Hard Drive: 280 MB available space
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