You become a survivor in the zombie infested ruins of society, and team up with your friends to remain among the living.
Évaluations des utilisateurs :
Récentes :
très positives (10,005 évaluation(s)) - 92% des 10,005 évaluations des utilisateurs dans les 30 derniers jours sont positives.
Globales :
très positives (238,805 évaluation(s)) - 92% des 238,805 évaluations des utilisateurs pour ce jeu sont positives.
Date de parution : 7 juil 2014

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Jeu en 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 davantage. En savoir plus

Ce que les développeurs ont à dire :

Pourquoi l'Accès anticipé ?

“More things are constantly being added and the experience will change over time. It's less beta testing at this point and more expanding on the game, although bugs and glitches are inevitable.”

Pendant environ combien de temps ce jeu sera en Accès anticipé ?

“Most likely for several months, but it will depend on what the community thinks.”

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

“The current final release goal is to improve graphics, upgrade networking functionality, create more content and provide full Windows, OSX and Linux support.”

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

“The game is completely playable with hours and hours of content to explore.”

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

“It will remain free, but the abilities provided by Gold may change. Nothing that will make the game pay to win, however.”

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

“Throughout all of the development so far popularly recommended ideas have been added to the game. This will continue through the Steam release with the forums. The Steam Workshop could also be integrated to allow the community to create their own content. Polls are widely used to gauge community interest in various ideas.”
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Mises à jour récentes Tout voir (231)

9 décembre

3.17.9.0 Update Notes

Update Notes:

Additions:
  • Added rewritten/upgraded landscape system, new tools and holes support.
  • Added Devtest4 map.
  • Added basic type browser/content browser.
  • Added terrain quality graphics option.
Improvements:
  • Improved snow and ice to glitter in the sunlight and added option to disable.
  • Improved landscape and nature objects to use triplanar mapping and added option to disable.
  • Improved rain puddles not to form under main sea level.
Tweaks:
  • Tweaked snowflake particle lighting to be more visible.
  • Tweaked traps not to count as PvP deaths.
Fixes:
  • Fixed server incorrectly rejecting bayonet hits.
  • Fixed to prevent specular highlights on foliage and terrain aside from rain.
  • Fixed standing inside door while closing to use it as an elevator.
  • Fixed new item format not loading name, fixed crafting search on items without names.
  • Fixed (re-exported) note assetbundles to update materials.
  • Fixed Stockpile button linking to New section when there aren't new items.
  • Fixed left-handed driving viewmodel.
  • Fixed clouds to render a bit further away.
  • Cleaned up devkit layout loading/saving.
  • Cleaned up devkit window inheritance chain.
Landscape:

This week I completely rewrote the landscape features as the first half of a big improvement to the terrain systems/visuals - the next half (foliage/trees) hopefully being ready to go next week. I've put together a little demo on the Devtest4 map if you'd like to check some of these improvements out:

Terrains can have caves/holes in them now by creating a LandscapeHoleVolume from the type browser. Previously underground areas on maps were large pits in the ground covered by meshes, so I'm really excited for the potential to create metro systems that connect multiple cities, underground cave networks, sewers, etc! This feature works with the old non-devkit terrains as well, so you don't need to upgrade your map to take advantage of it.

Landscapes are composed of tiles which can be expanded in any direction, so your map doesn't have to be square and if you have an idea for a new location you can just extend your map. Tiles can also be deleted.

Each tile can have up to 8 different terrain materials instead of the global 8 material limit previously, so a map can have many different biomes with different textures for mountains, swamps, flatlands, etc. Materials are added automatically when painting, but if you hit the 8 material limit you can select the tile and remove one to free up a slot.

I've also really improved the sculpting/painting tools and they have a few features I haven't seen in any other terrain editors like eyedropping materials. If you want to try your hand at landscape creation open a map in the devkit, add a Landscape from the type browser, open the Landscape Tool from the window list and click in an empty space to add a new tile, or just open the Devtest4 map.

Automatically converting old non-devkit terrains to the new system is supported in the tile menu, but although your material placement is preserved it can't automatically link the material assets. I need to improve and add some more features to the inspector before this becomes easy, so I'd recommend on holding off upgrading your existing maps until I upgrade the official ones.

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2 décembre

3.17.8.0 Update Notes

Update Notes:

Additions:
  • Added Earpiece. [ID 1446]
  • Added devkit save window.
  • Added devkit object inspector.
  • Added devkit asset browser.
  • Added base functionality to devkit selection/transform tool.
  • Added devkit undo/redo transactions window.
  • Added per-server instance maps/bundles folders for limited server hosts.
Improvements:
  • Updated to Unity 5.5.0f3.
Tweaks:
  • Tweaked BattlEye ban alerts to show in chat.
  • Tweaked transparent object sorting to change based on water and camera position.
  • Tweaked scoped recoil reduction lower.
Fixes:
  • Fixed potential issue when checking for Gold ownership with Steam.
  • Fixed exiting editor window while dragging or resizing.
  • Fixed not to render motion vectors for intersect highlight materials.
  • Added terminal argument and key/value parsers to cover all C# built-in types.
  • Cleaned up field/property delta undo/redo code and performance.
  • Cleaned up translation metadata reading.
  • Cleaned up key/value file reading/writing code.
BattlEye:

This week we're up to ~8,600 bans, (~1,200 more than last week) so it looks like the cheaters are starting to give up!

If you've been getting an "Unsupported Modules" BattlEye kick you'll need to remove any folders other than "Framework" and "Unturned" from your Unturned/Modules directory. In the future as modules become more stable I'll likely open up to signing popular ones so that they are compatible with BattlEye.

Devkit:

Everything is slowly coming together! Probably the biggest inheritance chain "ItemGunAsset" is now converted to use these new systems, so you can modify/create guns in the inspector without going through the files - however it's unpolished, messy looking and not very easy yet. The plan is also to make specific tools for some types for example a dialogue tree editor (wish I had that when working on the Liberator!)

The Ace is the only item currently using the new format, so any bugs with it are probably down to a conversion issue. I'd suggest checking the tool out, but don't rely on it yet. Unturned will load the new .asset files over the .dat files, but your existing .dat files are preserved so if conversion goes wrong you can delete the generated .asset file.

I'm very pleased to see the improvements between the old and new selection/transform tool so far, I feel like it shows I've learned a lot along the way. The old one uses a bunch of hacks to apply the transformations, whereas the new one properly does the math. You can also snap when dragging on a plane with the new one, while the old one would lock it to the 3D grid. When rotating it's now based on your mouse movement along the circle tangent, even when the circle plane is perpendicular to your viewpoint. There's also a visualization of your snapping intervals and console commands to adjust the handle sensitivity and size on your screen.

Unity Update:

The most visible change in this upgrade should be that those cases on huge maps where the shadows could flicker should hopefully be toned down or gone thanks to their new higher-precision shadow depth buffer.

Water Sorting:

Previously you could see glass in windows underwater from quite aways away - now that shouldn't happen. By default in Unity transparent objects are sorted by distance to your viewpoint, so with water being so big usually the transparent meshes underwater were considered closer and drawn first. Now Unturned keeps track of most transparent materials and splits them based on which side of the water they are on.

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À propos de ce jeu

Unturned is a sandbox game in the multiplayer survival genre. Survive the zombie infestation with your friends! Over the course of a typical adventure you'll fortify a base, scavenge for supplies, live off the land and negotiate with other players. The game is being developed hand-in-hand with the community, and tons of features are based entirely on feedback:

Fortification:
You can build massive forts out of structural building blocks, or barricade smaller buildings from before the apocalypse began. It is also possible to create traps and intricate electronic systems. These extend to vehicles as well, you can make a giant rolling fortress!

Survival:
It is entirely possible to live off the wilderness by harvesting resources, fishing, growing crops and hunting down animals.

Explore:
There are several openworld locations to visit from Prince Edward Island to Russia, with many more available in the Steam Workshop.

Bandits:
In PvP servers you can battle other players to steal their gear, or play Arena mode servers for a last man standing experience.

Heroes:
In PvE you can team up with other players without fear of death, or create a group and work together in PvP! You can also progress Unturned's story by helping rebuild society questing with NPCs.

Configuration requise

Windows
Mac OS X
SteamOS + Linux
    Minimale :
    • Système d'exploitation : Windows 7 32-bit
    • Processeur : 2 GHz
    • Mémoire vive : 4 GB de mémoire
    • DirectX : Version 9.0c
    • Espace disque : 1 GB d'espace disque disponible
    Recommandée :
    • Système d'exploitation : Windows 10 64-bit
    • Processeur : 3 GHz
    • Mémoire vive : 8 GB de mémoire
    • DirectX : Version 11
    • Réseau : Connexion internet haut débit
    • Espace disque : 4 GB d'espace disque disponible
    Minimale :
    • Système d'exploitation : Leopard 32-bit
    • Processeur : 2 GHz
    • Mémoire vive : 4 GB de mémoire
    • Espace disque : 1 GB d'espace disque disponible
    Recommandée :
    • Système d'exploitation : Yosemite 64-bit
    • Processeur : 3 GHz
    • Mémoire vive : 8 GB de mémoire
    • Réseau : Connexion internet haut débit
    • Espace disque : 4 GB d'espace disque disponible
    Minimale :
    • Système d'exploitation : Ubuntu 32-bit
    • Processeur : 2 GHz
    • Mémoire vive : 4 GB de mémoire
    • Espace disque : 1 GB d'espace disque disponible
    Recommandée :
    • Système d'exploitation : Ubuntu 64-bit
    • Processeur : 3 GHz
    • Mémoire vive : 8 GB de mémoire
    • Réseau : Connexion internet haut débit
    • Espace disque : 4 GB d'espace disque disponible
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