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.
Recenzje użytkowników: Mieszane (55)
Data wydania: 26 Mar, 2014

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Gra z wczesnym dostępem

Uzyskaj natychmiastowy dostęp i zacznij grać; zaangażuj się w powstawanie gry.

Uwaga: Ta dostępna w formie Wczesnego dostępu gra nie jest ukończona i może się zmienić do momentu wydania. Jeśli nie ekscytuje cię myśl o zagraniu w nią w jej obecnym stanie, sugerujemy zaczekać, aż prace nad nią zostaną ukończone. Dowiedz się więcej

Od twórców:

Dlaczego wczesny dostęp?

“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.”

Ile mniej więcej czasu trwa faza Wczesnego dostępu?

“We will stay in Early Access until all of the fundamentals are in place and we feel that we have delivered a solid product. After that we will sell the game as completed, however, we hope to continue improving and expanding the game long after it's been released.”

Czym różni się zaplanowana pełna wersja od tej z Wczesnego Dostępu?

“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
-DEPLOYED!

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/

Jaki jest obecny stan wersji z Wczesnego Dostępu?

“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.”

Czy cena gry ulegnie zmianie podczas i po Wczesnym Dostępie?

“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!”

Jak zamierzacie włączyć społeczność w wasz proces tworzenia?

“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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Najnowsze aktualizacje Wyświetl wszystkie (39)

28 kwietnia

0.2.0.1 UI layout fix

This is a fix to the UI layout that will help those who play on smaller screens, down to 1200 pixels wide.

Komentarzy: 0 Więcej

27 kwietnia

0.2.0.0 Farm plots, fish traps, UI reskin, new sound design

Hello! The new update makes the colonists able to grow crops and set up fish traps. We've also given the interface its final look and added environment animations and a new sound design. Many more things have been improved - see the full list below.
To demonstrate the new features we've made a video with developer commentary, watch it here:



UI:
Interface has been updated with the final design of push buttons and panels. Layout of side panel and roster windows has been reworked to make it more functional.
- Improved the way structures are selected when clicking on them.
- A progress bar is shown on unfinished items/structures

GAMEPLAY:
-Farm plot and different kinds of fish traps can now be built certain places on Twinkler Island (You need to EXAMINE to find the places)
-A hoe can now be crafted. It's necessary for tilling and weeding a farm plot but can also be used as a weapon.
-New structure can be built: "Pest repellent" will keep away animals such as binal rats.
-Removed "muckroot sap" and replaced it with "marshcot sap", also changed the muckroot area on Twinkler Island into a swampy area.
-Changed crafting of spoak leaves.

GRAPHICS:
-Added environment animations such as fish and and insects
-Many plants now change appearance when branches and leaves are harvested from them.
-New animation for fishing with hook and line. New "talk" animation.

AUDIO:
- Many new ambient and activities sounds
- Sounds are dampened when they are closer to the edge of the screen

AI:
- Characters will now bring food with them when venturing away from the camp so they can eat while out in the field.
- AI improved so characters should be more likely to take the tasks that are nearest to them
-Characters will bring the spray weapon for patrol tasks. Other weapons have also been prioritised so they will arm themselves with the weapon that is best suited for the task.
- Hauling tasks are prioritised better with respect to other tasks by default.
- A new setting on the task panel can be used to set the priority of hauling to storage. This makes you able to control when characters should haul items to camp site and stockpiles.

MISCELLANEOUS:
-Added younglings to several species.
-Updated help section with new images and new section about "Production info"

Komentarzy: 6 Więcej
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O tej grze

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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Wymagania systemowe

    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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