Gang Beasts is a silly multiplayer party game with surly gelatinous characters, brutal mêlée fight sequences, and absurd hazardous environments. Support for online multiplayer game modes is in beta with online multiplayer support for 9 of the 16 local stages in the current stable Early Access build.
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복합적 (평가 628 개) - 지난 30일 동안의 사용자 평가 628건 중 62% 가 긍정적입니다.
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출시 날짜: 2014년 8월 29일

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앞서 해보는 게임

지금 바로 플레이할 수 있습니다. 게임이 개발되는 과정에 참여하세요.

알림: 앞서 해보는 게임은 완성된 게임이 아니며 개발이 진행됨에 따라 크게 바뀔 수 있습니다. 현재 상태에서 이 게임에 흥미가 생기지 않는다면, 개발이 더 진행될 때까지 기다려보는 것도 좋습니다. 더 알아보기

개발자의 한마디:

왜 앞서 해보나요?

“We are making Gang Beasts available through Steam Early Access to fund development of the full game and build a community that is directly involved in informing and supporting the production of the game.”

이 게임은 언제까지 앞서 해볼 수 있나요?

“We have not set a release date for the full game as Gang Beasts is the first commercial game we have worked on and estimating the work necessary for specific content and features is difficult. We will post information on the full release date when the game systems, stages, character costumes, game modes, and other content has been extensively tested and made stable.”

정식 버전은 앞서 해보는 것과 어떻게 달라지나요?

“The full game will play similarly to the Early Access builds but with a full character customisation system, new stages and environments, additional character customisations, AI enemies, and other game mode to play.”

지금 앞서 해보기 버전은 어떤 상태인가요?

“The current Early Access version of the game supports local and online multiplayer modes but has with limited support for solo play (without other local or online players), there are 16 playable stages in the current version with support for 2 - 8 player fights.”

앞서 해보는 동안, 또는 앞서 해본 이후 게임 가격이 다르게 매겨지나요?

“The Early Access price is the same price we plan for the full game (excluding discounts and promotions).”

개발 과정에 어떻게 커뮤니티를 참여시킬 건가요?

“We want the Early Access community to inform the development of the game, specifically we want to have ongoing dialogues with the community about the game to help us identify and prioritise the key features, content, and modifications that need to be added or made and to make sure Gang Beasts as fun as it can be.”
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2017년 7월 6일

Patch notes for the Gang Beasts 0.5.7p1 beta and Information on public servers

In the hours immediately following the distribution of the 0.5.7 Gang Beasts Early Access build (publish on Thursday 29 June) we identified some performance issues on the Gang Beasts public servers, these issues escalated on over the subsequent days on populated servers triggering administration scripts to force server instances to restart and abruptly end game sessions on servers with the issue (the administration scripts are necessary to stop servers from terminally failing).

On Monday 3 July at approx 8pm BST we made the decision to take down the servers to address and patch for stability issues (and some matchmaking and connection issues) and have subsequently made multiple tests with a series of client and server builds. We have publicised the 0.5.7p1 build concurrently with this post and have provisions number of public servers at for testing.

Sorry for the protracted unavailability of public servers this week, together with Coatsink we have tried to maintain a high level of availability for public servers for the Early Access community by aggressively patching servers but were unfortunately not able to avoid taking public servers offline in this instance.

Other Information

For reference the key issue compromising the headless Linux server builds (that run on AWS architecture) was a severe memory leak that made disconnections, stage loading failures, and other stability issues more frequent until server administration scripts triggered the server to restart.

We were not able to reproduce the memory leak in testing before publishing the 0.5.7 Early Access build and the associated public server builds last Monday (the issue was only identified when public servers were populated with a high volume of concurrent players).

For reference the 0.5.7p1 builds is a separate branch to the coming 0.5.8 build and has no modifications from the 0.5.7 Early Access build (other than being built from Unity 0.5.6p1 not 5.6.2f1 and having online support for the incinerator stage temporarily disabled for this build).

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2017년 6월 29일

Patch notes for the Gang Beasts 0.5.7 beta

[UPDATE] For information on the current server unavailability see the pinned post at http://steamcommunity.com/app/285900/discussions/0/1368380934285718547/

Patch notes for the Gang Beasts 0.5.7 beta

In June we have continued working with Coatsink to address performance and stability issues and other annoyances, part of this work can be tested in the 0.5.7 Early Access build and associated server configurations (published with this post). The key patches and optimisations in the 0.5.7 build are specific fixes for the character distortion and freezing glitches introduced in the transition to Unity 5.6 (and other physics stability issues), a significant decreases in CPU use, numerous networking and matchmaking stability fixes, and reduced build sizes.



Other work included in the 0.5.7 build includes modified and optimised city geometry for the background of exterior stages (only in the blimp and girders stages currently), modified and optimised geometry for the girders, incinerator, and wheel stages, Rick and Morty character costumes and multiple new character costume parts [1], large enemy AI body types for enemy AI (in the current waves stages), an improved AI for the waves game mode (AI aggression and throwing still need additional work but can be tested in the grind and incinerator stages), and a modified colour tinting system to support more variation for costume customisations.
https://youtu.be/2T26tXGRhCY

Other work that is partially exposed in the 0.5.7 build includes the implementation of a custom atlasing system for scene optimisation (this is the last stage in the stage optimisation workflow, only the gondola and wheel stages use this system in the 0.5.7 build but the other stages are being moved to the atlas system currently), a custom buoyancy system (only exposed on the wheel stage in the 0.5.7 build for testing but will be moved to the other stages that have water or meat paste volumes when the current buoyancy parameters have been modified and standardised).

Other work not exposed in the 0.5.7 build includes modified and optimised geometry for the alley, grind, towers, and roof stages, optimisations to the character and prop physics implementations to significantly lower the frequency of physics calculations made per frame and stabilise collisions.
https://youtu.be/RuIpfufwZEM
14 of the 16 public stages support online in 0.5.7 build, the key priorities for July are to execute the current QA schedule, finish the last modifications and optimisations and add online support for the chutes and towers stages, finish the last modifications and optimisations for the alley and roof stages, make a last pass to standardise character, prop physics optimisations and climbing, fixes and improvements to matchmaking, game modes, UI, localisations, and post processing.

The list of modifications and fixes made in the 0.5.7 Early Access beta build are:

  • added modified and optimised city geometry to the blimp and girders stages
  • added 17 new costume customisation parts and cat, panda, penguin, and rhinoceros kigurumi costumes
  • added food production worker 1, food production worker 2, boiler suit, and security guard costume presets for enemy AI on the grind and incinerator stages
  • added large character body types for enemy AI in waves mode
  • added modified and optimised geometry for the girders stage (with local and online support)
  • added modified and optimised geometry for the incinerator (with local and online support)
  • added modified and optimised geometry for the wheel stage (with local and online support)
  • added multiple stage escalations to the wheel stage
  • fixed a significant physics issue that made character geometry distort and freeze
  • fixed an issue that stops clients from joining servers if they had previously disconnected from a server in the same game session
  • fixed an issue where characters could pass into the grinders on the grind stage without entering the concussive state
  • fixed an issue with trains SFX ignoring the game SFX volume settings
  • modified and optimised city geometry to blimp and girders stage
  • modified concussion SFX to only trigger if characters are subjected to a concussive blow (concussion SFX should not trigger for falling and sinking hazards)
  • modified the colour system to support tinting (to support costume customisations variations)
  • modified gondola and wheel stages to use a custom atlasing system for performance (this work is the last batch of planned optimisations for the stage geometry)
  • modified server configuration to automatically restart less frequently (restarts is necessary for clearing memory)
  • modified some trigger volume tests to optimise performance and make detect specific character interactions and events (for the achievement implementation)
  • modified the climbing implementations for online and local games to standardise
  • modified and optimised UI for the character selection and character customisations screens
  • reduced memory usage
  • reduced the game file size by approximately 40% / 1.25GB
  • removed some redundant code from the client for optimisation
  • replaced buoyancy with optimised custom implementation (objects float before sinking. characters float but lose stamina, concussed characters sink)
  • temporarily removed the game over messaging for local single melee player games
  • temporarily removed support for the waves mode for the grind stage
The list of key issues identified with the 0.5.7 Early Access beta build are:
  • issues with camera on wheel stage (we are working on implementing support for the new Unity Cinemachine 2.0 CinemachineTargetGroup to improve the tracking of multiple characters)
  • issues with colliders on the pier on the wheel stage (online only)
  • costume parts can show through other costume parts in some context with some costume configurations
  • the implementation for the bridge deformation in vents needs modifications to stabilise the bridge
  • water implementation is not standardised
  • modified and optimised Beef City geometry is not standardised for external
    stages
  • large enemy AI characters can get stuck in doors on the grind and incinerator stages
[1] the full list of costume parts FastFood_foodHygieneForageHat, FoodProduction_01_foodHygieneHat, FoodProduction_01_foodHygieneJacketWithGloves, FoodProduction_01_foodHygieneShoes, Garbage_hiVisVest
Garbage_militaryCap, GroundsKeeper_overallsBottom, GroundsKeeper_overallsTop, Paremedic_bumbag, costume_tophat, costume_fez, costume_sombrero, costume_denimVest, costume_denimjacket, IceCreamVendor_iceCreamManShorts, Construction_hardHat, and Construction_dungarees

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평가

“I once had a persistent pugilist clutching my eyeball as she hung over the edge of a fatal drop, refusing to relinquish the ocular grip and admit defeat.”
Rock, Paper, Shotgun

“Gang Beasts is a brilliant, drunken multiplayer brawler.”
Eurogamer

“Gang Beasts – probably the funniest fighting game ever made”
Guardian Online

게임에 대해

Gang Beasts is a silly multiplayer party game with surly gelatinous characters, brutal mêlée fight sequences, and absurdly hazardous environments.

Watch in horror and amusement as gangs of gummy miscreants fight to grab, push, pull, and force their enemies from suspended window cleaning scaffolds, neglected funfair attractions, and commercial haulage trucks.

Gasp with shock and delight at the spectacle of farcically pugnacious thugs punching, kicking, and throwing their foes into unspecified hazardous machinery, flaming incinerator pits, and the path of moving trains.

시스템 요구 사항

Windows
Mac OS X
SteamOS + Linux
    최소:
    • 운영체제: Windows Vista
    • 프로세서: Core 2 Duo
    • 메모리: 3 GB RAM
    • 그래픽: SM3 512MB VRAM
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 2 GB 사용 가능 공간
    권장:
    • 운영체제: Windows 10
    • 프로세서: Core i3
    • 메모리: 4 GB RAM
    • 그래픽: SM4 1GB VRAM
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 2 GB 사용 가능 공간
    최소:
    • 운영체제: Snow Leopard
    • 프로세서: Dual Core Intel
    • 메모리: 3 GB RAM
    • 그래픽: SM3 512MB VRAM
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 2 GB 사용 가능 공간
    권장:
    • 운영체제: macOS Sierra
    • 프로세서: Core i3
    • 메모리: 4 GB RAM
    • 그래픽: SM4 1GB VRAM
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 2 GB 사용 가능 공간
    최소:
    • 운영체제: Linux (Most Linux distributions should work)
    • 프로세서: Core 2 Duo
    • 메모리: 3 GB RAM
    • 그래픽: SM3 512MB VRAM
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 2 GB 사용 가능 공간
    권장:
    • 운영체제: Ubuntu 16.10
    • 프로세서: Core i3
    • 메모리: 4 GB RAM
    • 그래픽: SM4 1GB VRAM
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 2 GB 사용 가능 공간
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