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.
最近评测:
褒贬不一 (269) - 过去 30 天内的 269 篇用户评测中有 69% 为好评。
全部评测:
多半好评 (11,292) - 11,292 篇用户的游戏评测中有 73% 为好评。
发行日期:
2014年8月29日
开发商:

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抢先体验游戏

立刻获取体验权限然后开始游戏,并随着游戏的发展参与其中。

注意:该抢先体验的游戏内容尚不完整且也许会发生变化。如果您目前不是特别想玩这款游戏,那么您应该等待一段时间来观察游戏的开发进度。了解更多

开发者的话:

为何要采用抢先体验这种模式?

“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.”

这款游戏的抢先体验状态大约持续多久?

“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.”

计划中的完整版本和抢先体验版本到底有多少不同?

“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.”

抢先体验版本的现状如何?

“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.”

在抢先体验期间和结束之后,游戏价格会有所不同吗?

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

在开发过程中,你们是如何计划让玩家社区参与进来的?

“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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9月19日

Patch notes for the Gang Beasts 0.6.0 unstable beta build

Since the last Gang Beasts build was published in July we have been working with Coatsink to migrate the official Gang Beasts servers to a scalable low latency hosting solution, we have also made a series of significant optimisations and modifications to progress the performance and stability of the matchmaking , UI, and character systems. We have been testing potential 0.6.0 builds with Coatsink, Double Fine, and support from a QA team at Babel since the start of September, the matchmaking system, new server architecture, networking scheme, and costume fixes are at a stage where we need to test at scale to identify issues that are difficult to find when testing in the office.



Currently we are working on standardising the optimised UI, localisations for French, Italian, German, Spanish, Brazilian Portuguese (support for other languages is planned), costume fixes, post processing, achievements, a modified implementation of the current camera system (built on Unity Cinemachine procedural camera system), and additional game modes (the 0.6.0 unstable build has the first public implementation of the local gang game mode, the gang mode is not supported online currently).

The 0.6.0 build as an unstable beta with this post for testing and patching before it can replace the current default Steam build (build 0.5.7a), to test the 0.6.0 build right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the "unstable" option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’).

Please note the 0.6.0 unstable build has been explicitly made for stress testing servers and only has support for the melee (local and online) and gang game modes (local only) and has some UI settings and other content disabled.

We are testing stage wins in preference to stage rounds in the 0.6.0, the implementation is similar to the previous implementation but a new stage is loaded after each stage win (currently the win parameter is set to 2 wins for public online games and limited to 1-4 wins in local and private online games.

The key modifications and fixes made in the 0.6.0 unstable Early Access beta build are:
  • added a force that applies when releasing grabbed characters and objects (the force is applied in the same velocity vector as the released character or object (making throws more forceful)
  • added an limited input deadzone to mouse input (to ignore small mouse movements and minimise conflicts with other input sources)
  • added contextual support scripts to dynamic objects to improve stability, and character and object interactions (dragging, lifting, hanging etc.)
  • configured stages to use the modified targeting system (significantly lowering the number of hidden colliders in each scene)
  • fixed an exploit where devices with support for rapid-fire buttons gamed the concussion system
  • fixed an issue that erratically applied movement forces when jumping from climbing states
  • fixed an issue where the grab system could fail to reset temporary joints in some contexts
  • fixed an issue with character sliding movement that could lock the character in an endless sliding state in some contexts
  • fixed an issue with concussion length scaling
  • fixed an issue with force and direction calculations (to make glancing blows less frequent and increase the number of successful blows)
  • fixed an issue with the character system that gave NaN and INF errors (triggering a fatal exception)
  • modified force parameters for the character support geometry increased physics stability
  • modified inertia tensor properties for character body parts to stabilise character on character interactions (and other interactions)
  • modified physics calculations for damage to account for optimisations to the character movement system
  • modified score sequence to render on stage end with background blurring (currently implementation disables input soon after the win state is met, this will be reviewed in a coming build)
  • modified secondary character moves (diving headbutts, dropkicks, and sliding kicks) to carry more damage, failing to land a more forceful move can concuss the assailant temporarily
  • modified the character costume colour cycle sequence from yellow, green, blue, red etc. to red, blue, green, yellow etc.
  • modified the character movement system to optimise performance and standardise mass, drag, and force parameters
  • modified the character systems to remove tags use and string comparisons (to reduce the number of game object in scenes and improve scene loading times)
  • modified the characters arms configurations to minimise contexts where arms can get stuck behind characters heads
  • modified the hoisting implementation for climbing to inherit the direction of character movement
  • modified the pause menu to limit input to the device the menu is invoked from
  • modified ropes on the ring stage to stabilise interactions with characters and objects
  • modified the targeting system to remove the need for assistive geometry and set hierarchical priorities for body parts, objects and surfaces (assistive geometry is still used for specific contexts)

The key issue with the 0.6.0 unstable Early Access beta build are (this list will be updated as we collate information on issues):
  • camera rotation in game menus can over rotate in some contexts
  • message strings can clip stage and character geometry
  • parameters for rope break tolerances need modifying to make breaking
    less difficult
  • escalation patterns for some stage need modifying to improve gameplay
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7月6日

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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评测

“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

关于这款游戏

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.

系统需求

Windows
Mac OS X
SteamOS + Linux
    最低配置:
    • 操作系统: Windows Vista
    • 处理器: Core i3
    • 内存: 4 GB RAM
    • 图形: SM3 512MB VRAM
    • 网络: 宽带互联网连接
    • 存储空间: 需要 2 GB 可用空间
    推荐配置:
    • 操作系统: Windows 10
    • 处理器: Core i5
    • 内存: 8 GB RAM
    • 图形: SM4 1GB VRAM
    • 网络: 宽带互联网连接
    • 存储空间: 需要 2 GB 可用空间
    最低配置:
    • 操作系统: Snow Leopard
    • 处理器: Dual Core Intel
    • 内存: 4 GB RAM
    • 图形: SM3 512MB VRAM
    • 网络: 宽带互联网连接
    • 存储空间: 需要 2 GB 可用空间
    推荐配置:
    • 操作系统: macOS Sierra
    • 处理器: Core i5
    • 内存: 8 GB RAM
    • 图形: SM4 1GB VRAM
    • 网络: 宽带互联网连接
    • 存储空间: 需要 2 GB 可用空间
    最低配置:
    • 操作系统: Linux (Most Linux distributions should work)
    • 处理器: Core i3
    • 内存: 4 GB RAM
    • 图形: SM3 512MB VRAM
    • 网络: 宽带互联网连接
    • 存储空间: 需要 2 GB 可用空间
    推荐配置:
    • 操作系统: Ubuntu 16.10
    • 处理器: Core i5
    • 内存: 8 GB RAM
    • 图形: SM4 1GB VRAM
    • 网络: 宽带互联网连接
    • 存储空间: 需要 2 GB 可用空间
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