Miscreated is a multiplayer online hardcore survival game set in a post-apocalyptic future. You will need to survive against mutants, players, and even mother nature herself.
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Megjelenés dátuma: 2014. okt. 30.

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Korai hozzáférésű játék

Szerezz azonnali hozzáférést és kezdj játszani; légy részese a játék fejlődésének.

Megjegyzés: Ez a korai hozzáférésű játék nincs készen, és vagy változik a továbbiakban, vagy nem. Ha nem izgat a vele való játék a jelenlegi állapotában, érdemes lehet várni, míg a játék fejlesztése előrehaladottabbá válik. Tudj meg többet.

Mit mondanak a fejlesztők:

Miért a Korai Hozzáférés?

“Miscreated Early Access is to provide you with the opportunity to play the game now, and also help provide important feedback to the development team to make the game the best that is possible. Miscreated is expected to have issues during the early access phase, so if your are not comfortable playing a game that is being actively developed, then we highly recommend you wait to purchase the game until a later date.”

Körülbelül mennyi ideig lesz ez a játék a Korai Hozzáférésben?

“It is expected to be in early access for approximately one to two years.”

A tervek szerint miben fog különbözni a teljes verzió a korai hozzáférésű verziótól?

“For the full version we plan to add customization weapons, vehicles, crafting, and base building into the game, as well as many more items for the player to find - weapons, clothes.”

Milyen állapotban van jelenleg a korai hozzáférésű verzió?

“The game client appears to be very stable at this point and the servers are working well also. There are many videos of people already playing the game around on social media sites.”

Eltérően lesz árazva a játék a korai hozzáférés alatt és azt követően?

“The game price is not expected to decrease, but may increase as it gets closer to release.”

Hogyan tervezitek bevonni a közösséget a fejlesztés folyamatába?

“We are actively involved with our community. We post regular updates on Twitch, YouTube, Facebook, Reddit, ModDB, and CryDev.net, as well as on our active forums at MiscreatedGame.com. We have already incorporated several of our community's suggestions into the game.”
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Legutóbbi frissítések Összes megnézése (113)

január 6.

Miscreated State of the Game 2016

State of the Game 2016

As 2016 has ended and we're moving into 2017 we wanted to take some time and give an overview of a lot of the game systems that make up Miscreated and explain the current state of each of those - much like we did at the end of 2015. Most systems have been covered below, but if you have additional questions please send a tweet to @miscreatedgame and we'll do our best to get them answered promptly.

If you are enjoying playing Miscreated, please leave (or update) your review on Steam at http://steamcommunity.com/app/299740! It's very beneficial to the game.

Social Media

As a reminder, if you are not following our social media accounts, we'd recommend you do so. There is a lot of information that is shared on them that doesn't warrant a full post on Steam or our website. Some of the Twitter handles of team members are included below, so you can follow those that may interest you.

@entradaint (Company account)
@miscreatedgame (Official game account)
@lordsnave (Terry Evans - creator and lead developer)
@csprance (Chris Sprance - technical director/art lead)
@adam_johnson_ (Adam Johnson - technical designer)
@miscreatedmarco (Marco Catena - lead level designer)
@sihambly (Simon Hambly - lead animator)
@plumbjet (Graham Hayward - lead 3d artist)
@hendrikpolc (Hendrik Polczynski - senior developer)
@matthieu_labrie (Matt Labrie - 3d artist)
@miscreatedkks (Serkan - 3d artist)
@miscreated_carl (Carl Kent - 3d artist)
@miscreated_farz (Farzad Morshed - animator)
@miscreated_jen (Jennifer Yaner - Community Manager/PR)
@mrsmiscreated (Kim Hayward - Media Relations Manager/PR)

We want to thank everyone for making 2016 a great year for Miscreated! To date almost 600,000 of you have bought the game, which makes for a fun and vibrant community and the game's rating on Steam has been steadily increasing as well. Throughout 2017 we will continue to focus on fixing core issues and adding more gameplay elements to the game.

Player Growth

Miscreated has seen a substantial increase in the number of concurrent players playing the game. We hope to see the trend continue to improve as we fix and add core issues and features to the game. This is the concurrent player graph during the last year:

BugSplat Integration

During the later part of 2016 we integrated BugSplat into Miscreated. BugSplat is a tool that automatically submits a crash report to them any time a server or client crashes. We can then view those reports on the BugSplat website and analyze them to help determine what caused the crash and to fix them. They also have several reports and metrics which allows us to look at how the stability of the game is trending. Keep in mind that the player count and number of servers have been increasing a lot while the total number of crashes has been declining. Each update we fix additional issues that are causing crashes.

Total Server crashes since BugSplat was integrated (the huge spikes were misconfigured servers that were continually crashing and restarting):

Total Client crashes since BugSplat was integrated:


Early in 2016 we worked with Moon Collider to get their Kythera AI system working with Miscreated. The default AI system in CryEngine had some critical limitations when it comes to making a game of the size and scope we wanted, so the only option was to completely replace it with something better.

In addition to replacing the AI system, we also implemented our own lightweight and optimized animal system, and then Kythera was modified to use it as well. The animal system completely replaces the standard Actor system in CryEngine, so it's a lot faster and more efficient. The original intent of the animal system was just to be used for simple animals like the pig and rooster, but since it worked so well we decided to move all AI in the game to be based on the animal system and then use Kythera to control them.

Right at the end of 2016 we tried to move the last of the AI over to using the animal system, the mutants, but a few issues were found in final testing, so it was decided to wait until 2017 so we'd have more time to fix the issues. Once the mutants are moved over, then we can work on improving the AI in general. There is still a lot we want to add to the game when it comes to AI.


Networking is still a huge issue with Miscreated. While we have made a lot of improvements and changes to the default CryEngine networking code, it is still not even close to where we want it to be at for the final game.

We've had many internal discussions on what to do with the networking system, and the general consensus from the team is that it may be better to just rip the entire networking layer out of CryEngine and replace it with something a lot better. The default code is very antiquated and is not designed for modern games - especially an open world game. We think we will be able to move some systems over to a new networking layer in stages, probably starting with the animal system, and see how it goes from there. Improving networking will be a core focus for the team during 2017.


Prone support is a feature we definitely want in the game and we are still continuing to work on it. Unfortunately, it is a lot more complex than just making a few animations of the player on the ground. It requires changes to our camera (SFP) system, animation system, physics system, combat system, AI system, and pretty much every major part of the game. While we don't have an estimate on when it will be all finished, it is high on everyone's priority list, and is a feature commonly requested and asked about by the community.


A lot of time was spent during 2016 cleaning up existing animations, fixing issues caused by our SFP (Simulated First Person) mode, and adding custom animation support for some of the new weapons like the Recurve Bow and Crossbow. With our custom animation system in place it also allowed us to start working on more gameplay related features, such as the player emotes and being able to tie/bind players, and work has continued to progress on the prone animation system mentioned above.

Female Character

Adding a female character to the game is something we've wanted to do for a long time, but kept pushing it off until other systems were in place, so we didn't have to redo a lot of work for both the male and female models. Just focusing on the male character allowed us to develop faster.

However, the time has now come to add the female character to the game. We expect this will happen during first quarter of 2017.

The female model is all done and is working in game, but all of the clothing in the game needs to be modified so it will work on both the male and female models, and that work has already been started on. There will also be an option added to the UI so that you can choose to play as a male or female character.

Base Building

The base building system will be seeing some love soon. Since it was implemented we've made some minor changes to it and added some new parts, and storage boxes, but there is still a lot more we plan to do with it. What you see in game was just our first pass.

Floating bases will be fixed.

Many of the features we want to add to the base building system have been waiting for our networking system to improve so that it doesn't cause additional issues with the servers. Some of the features you will see being added this year.


Starting during January the plan is to start working on improving and fixing some of the lingering issues with all of the sounds in the game. This work will touch on a lot of areas of the game, such as:

How the sound zones are placed and configured on the map (ambient sounds, ocean waves, trees rustling, reverb areas)
How the sounds change when you are transitioning from the outside to inside of buildings/bunkers/caves
Improving gunshot tails so you get the nice echo sounds when outdoors
Adjusting many current sounds so they are more consistent (especially related to weapons)
Replacing some existing sound effects that were not entirely happy with (again, mainly related to weapons)


During 2016 we added some more unique vehicles to the game, such as the bicycle, bus, and the 5-ton truck, and also added the police car which you can interact with more than a typical vehicle (lights/sirens).

The bicycle, due to the lack of proper two-wheeled support in CryEngine, was sort of a hack on our part to get it working in game, and we are not pleased with the way it currently works. We definitely want to fix it. We also have a dirt bike finished that we want to add to the game, but it's on hold until our two-wheeled physics model is working at an acceptable level.

Except for the dirt bike, there are no plans to add additional vehicles or types of vehicles to the game at this time. Instead we will focus on fixing existing issues with the vehicles. We also still planning on adding support so some of the vehicles can be customized by the players.


This is an area the Miscreated team, and many of our fans, know we are lacking in. From the inception of the game we wanted the game to be heavily focused around survival, and we are not close to that goal yet.

During 2017 we will be adding, and fixing, more survival elements to the game. This is also an area that Kythera will really be helpful with once the conversion of all the AI is completed - so we can focus more on AI behaviors. We have added some basic survival elements in 2016, animals and hunting animals, cooking materials from animals, campfires/drying racks, but those are fairly basic systems and need to be expanded upon. Features like traps and crops we still plan to add.

Our goal is to make Miscreated really feel like a survival game.

Battle Royale

We mentioned this in the last State of the Game post so we'll mention it again for this one, but BR is on hold for now until the survival game aspect is closer to completion. No work has been done on BR in 2016. Having said that, we still want to add it to the game at some future point, but our focus is on the survival game.

Looking Towards Beta

Once all of the core gameplay mechanics we want to add to the game are in and working at an acceptable level, and all major/critical issues have been fixed, then we'll move the game to Beta status and focus more on fine tuning and fixing the smaller, lingering issues. We don't have an ETA on when that will happen, or if it will even happen during 2017, but we are focusing on fixing and adding the main gameplay features for the game during this year.

From the entire Miscreated team, thank your for an amazing 2016 and we plan on 2017 being ever better!
- Miscreated

262 megjegyzés Tovább

2016. december 16.

Update #44 - 12/15/2016

  • Fixed an issue causing the vehicle running state to be out of sync between clients (aka silent vehicles)
  • Removed some log spam from the server that could slow the server process down
  • Keybinds added to activate accessories on weapons

  • Explosive grenade added
  • Flashbang grenade added
  • Laser sight attachment added
  • Flashlight attachment can only be turned on when attached to a weapon
  • New GPS Map texture - easier to read the coordinates

  • Perception optimisation applied to mutants, deer, wolves - roughly 30% faster
  • Removed glass-like particle effect trigged on AI death

  • Server browser displays list of servers faster

  • Military base item spawns adjusted
  • Military checkpoints added in Northern part of the map
  • Supermarket prefab updated
  • New supermarket added in Hayward Valley
  • Hayward Valley south downtown is now open
  • 2 roof top areas in Hayward Valley are now open

  • Fixed animations when walking or running with the bow
  • Minor improvements to the character blendspace when not holding a weapon
  • Minor improvements to crouch rotations when not holding a weapon
  • Minor fix to rifle ironsight
  • Changed lowered stance poses so left hand doesn't come off weapons during actions like leaning
  • Sitting - can no longer see through walls during transitions (new sitting and transition animations)
  • Step rotates - standing, and crouching step rotates will no longer cause odd arm movements (with and without weapons)
  • Np weapon movement - fixed blendspaces to help with general movement
  • Np weapon movement - Running and sprinting cross left and cross right will have the feet/legs pointing in the correct direction
  • Np weapon movement - General clean up of the nw animation set
  • Rifle/Pistol movement - Reintroduced more back movement into the base set of animations following the SFP update the previous patch. Now less stiff
  • Rifle sprinting - running into walls and going up/down hill will not longer have goofy leg movements
  • Rifle idles - small alteration to standing ironsight idle to help with idle jitters
  • Rifles - changed weaponposes so weapon doesn't turn 90 degrees when changing between lowered and raised stance during jumping
  • Rifles - changes to lowered weaponposes so that left hand doesn't come off weapons whilst using actions like leaning
  • Bow - fixed issue when moving with bow drawn. Bow now doesn't slip out of hand
  • Bow - fixed position of bow when jumping in raised and drawn stances
  • Throwing - base movement altered whilst in the hold back position to correct some arm issues
  • Grenade and flashbang - animations added
  • Throwing items - Fixed arms when running up and down hills
  • Megaphone - radio squelches replaced by button click
  • Potential fix for the player animation when entering a vehicle

  • MK18 - added lods
  • M16 - lods added

  • Many updates and adjustments to textures and materials

145 megjegyzés Tovább
Összes téma megnézése

Jelents hibákat és adj visszajelzést erről a játékról az üzenőfalon.

A játékról

This is an early ALPHA release of MISCREATED. The current feature set is limited, but will be increased as development continues. You will experience issues during gameplay - incomplete features, bugs, game crashes, performance issues, and even complete character wipes.

Nobody knows what started the Final War — it was over too fast, fought with the last of the belligerent nations’ nuclear stockpiles, and the ones who pulled the triggers didn’t survive. It was the Final War because after that there was really nobody left who wanted to fight; we were all too busy surviving. Half a century of wars using nukes, bioweapons, nanoweapons, and even kinetic-kill weapons, gave us the Empty World: population 100 million and falling fast.

Who’s to blame? Depends on who you are, but you could just as easily blame the weapons industry; by the end, virtually every arms dealer in the world was owned by Amalgamated Corporation; while everyone was fighting they’d been buying up what Karl Marx used to call “the means of production,” and in the end missiles on both sides proudly wore the AC label.

Hell, in the end AC made just about everything, AC Sportsdrinks, AC Icecream, AC Battlegear, even AC Happytabs. I miss those. AC even gave us our wonderful mutant problem; the “vaccine” they developed when radiation sickness became as common as seasonal pneumonia from all those dirty battlefields — all the weapons-grade isotopes getting into the water table, or the fish, or the air — reacted with some of the leftover bioweapons and made lots of people go as squirrely as tab-pumped cannibals. You can ignore a neighbor developing neo-elephantitis or novuleprosy, but when he tries to eat you, you’ve got to take an interest.

So that’s it, we’re done, civilization is taking a breather. In 2089, anyone left alive and unmutated is just focused on staying that way. There are stories of enclaves here and there, where they’re lucky enough to have plenty of food stockpiled and mutants are thin on the ground or there’s lots of ammunition to throw at them. My advice is find one. Or make one. The Earth abides, all this too shall pass away, and if Darwin blesses you then you or your kids will inherit what’s left. For now, it’s one day at a time.

Current Features in the Early Access Release

Only a portion of the current map is available to play on. We will expand it as fast as we can.

Base Building:
  • Completely freeform basebuilding system - the Miscreated basebuilding system is different from all of the other existing survival games available and it gives you total control to make as complex and pretty of a base as you want. This is not the typical, snap-together Lego style system other games have.
  • Over 100 different parts are currently available for your base, with more coming soon.
  • Several different categories (with many subcategories and types) of parts available - wood, sand, tires, powered. Metal to be added in a future patch.
  • Anyone can interact with your base - repair parts, turn lights on/off, open/close unlocked doors, turn generators on/off. Non-clan members cannot alter the structure of your base - add/remove parts, attach/detach parts to power.
  • Find crafting guides to learn more advanced basebuilding recipes. You can also find someone that knows a part's recipe you don't and politely ask them to make the part for you.
  • Join a clan to have fellow clan members help you build your base.
  • Basebuilding restrictions - bases cannot be placed in towns or some other key areas to prevent griefing in those areas. Other players also cannot build bases very close to your base.
  • Pack up and move undamaged parts - if damaged, you can repair them first, or you can dismantle damaged parts to get one of the crafting materials back.
  • Damaged states for parts - at each 25% damage the color of a damaged part will darken more.

  • Clans are persistent (remembered between server restarts and logging in/out) and per server.
  • Clans can be created, disbanded, and you can invite other players to your clan by targeting them and using the mouse wheel option.
  • Invited players can decline an invite or accept it.
  • Clan owner can promote other clan members to be a clan captain, so they can invite new, or remove existing, clan members.
  • For this release, all clan members can alter the structure of any clan owned bases. In a future release there will be more specific permission controls added.

In-game VoIP with distance attenuation

Five vehicles are currently fully functional in the game. Scavenge for parts to get them running!

A basic crafting system is implemented allowing you to make more powerful melee weapons and items such as advanced bandages. The crafting system is being expanded as the game progresses.

Realistic Bullet Physics:
Bullet trajectory will change based on gravity, air resistance, and wind.

Random Encounters
Encounters can be spawned dynamically and located anywhere on the map.

Dynamic Item Spawns
Weapons and items will usually be found in logical places, but can also be found anywhere in the world. Be sure to check everywhere for items – lockers, stoves, cupboards, and many more. Some appliances can be opened to look inside.

Persistent Characters
Your character’s stats and items will be saved when you exit the game. When you log back in, you will have your health, items and location all restored.

Comprehensive Inventory System
Store items on your character and collect weapons, ammo and other useful items. You can also find additional items to increase the amount of storage space your character has – like backpacks, shirts, and pants.

Food and Water Systems
Keep your hunger and water levels up in order for your character to function at maximum efficiency. Low levels of food and hunger have a negative impact on your character’s performance.

When you die all of the items you were carrying stay with your character’s corpse. Other player’s can take them, or you can retrieve them yourself if they are still there when you get back to the corpse.

Free-for-all PVP
Kill anyone at anytime and steal their loot. There are no safe zones. However, it will be very beneficial in the long run to make a few friends.

Dynamic Weather System
Rain, fog, wind, and other weather patterns are all dynamically generated and will create unique game play opportunities. The intensity of weather patterns will also be supported – from light fog to dense fog, for example.

Full Day/Night Cycles
Charge in during the day or wait until night time for a sneaky approach. The game features a real 24 hour clock based on the location of the server you are playing on.

First and Third Person Camera Views
Switch views based on personal preference


    • Op. rendszer: Windows 7 64-Bit, Windows 8.1 64-Bit
    • Processzor: Quad Core CPU
    • Memória: 8 GB RAM
    • Grafika: DirectX 11 graphics card with at least 1GB Video RAM, 1280x720 minimum resolution.
    • DirectX: Verzió: 11
    • Hálózat: Szélessávú internetkapcsolat
    • Tárhely: 20 GB szabad hely
    • Hangkártya: DirectX Compatible
    • Op. rendszer: Windows 7 64-Bit, Windows 8.1 64-Bit
    • Processzor: Processor - Quad Core CPU (Intel Core i7-4770K or comparable)
    • Memória: 12 GB RAM
    • Grafika: GTX 670 or greater with at least 2GB VRAM, 1280x720 minimum resolution.
    • DirectX: Verzió: 11
    • Hálózat: Szélessávú internetkapcsolat
    • Tárhely: 30 GB szabad hely
    • Hangkártya: DirectX Compatible
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