Besiege is a physics based building game in which you construct medieval siege engines and lay waste to immense fortresses and peaceful hamlets. Build a machine which can crush windmills, wipe out battalions of brave soldiers and transport valuable resources, defending your creation against cannons, archers and whatever else the...
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發行日期:
2015 年 1 月 28 日
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搶先體驗遊戲

立即搶先體驗並開始遊玩;並且一同協助參與開發。

註:這款搶先體驗遊戲尚未開發完成,且內容可能會有所改變;若目前的遊戲開發進度未使您對該遊戲產生興趣,建議您等待本遊戲開發至下一階段再決定是否購買。了解更多

開發人員的訊息:

為何採用搶先體驗模式?

“Early Access essentially puts us in dialogue with the community and the players. We want Besiege to be easy to access, and we would like to involve and address player feedback as the game progresses. Also, we really love to see how far everyone can push the building mechanics, and we want to be able to respond to the crazy methods people are discovering that we weren't even aware of!”

這個遊戲的搶先體驗時間大概會持續多久?

“We aren't entirely sure how long it will take to release the game, our initial estimate put the release between 1.5 and 2 years but due to the success of Besiege we’ve been able to greatly expand the scope of the game with far more ambitious features than were initially possible. We are currently two years in and we’re estimating another year of development until release.”

完整版與搶先體驗版在計畫上有何不同?

“The full version will contain more levels, in a variety of environments, as well as more blocks, building tools and other larger scale features that we’re not quite ready to talk about just yet!”

目前的搶先體驗版本發展情況如何?

“The Early Access version contains 38 levels, comprising the kingdoms of Ipsilon, Tolbrynd & Valfross. There are three sand-box levels to test creations and in any given level you can disable all limitations, allowing for experimentation. There is also a time-dilation dial, allowing the game to be viewed in slowmotion, or at 2X the normal speed. The game contains a broad suite of building tools and pieces, including flying pieces, flamethrowers, cannons, contractible springs, axles, detachable joints, explosives and much more. You can also save and load machines in any given level, as well as share them online via the Steam Workshop.”

遊戲售價在搶先體驗期間前後會有所變動嗎?

“We are going to scale the price with the amount of content available. So as more features, game modes and levels are added we will add to the cost incrementally. We hope that players will feel they paid the appropriate price for the amount of content available at any given stage of the games development.”

在開發遊戲時,您打算如何與社群互動?

“We are already being surprised by what people are constructing and discovering. It is quite amazing, and we want to expand and address features that the community finds or wants. For example, some members of the community are building an immense Siege Walker type thing – we never even realised this was possible. We want to facilitate such creativity, so we will be constantly looking toward what everyone is doing!”
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4 月 5 日

Update V0.65-7578 - New Campaign Levels & Fixes



Hello Everyone!

Today we’ve got another update for you guys, bringing more bug fixes, some visual updates to blocks and 2 more campaign levels for the Valfross island!

The first of the levels challenges you to steal an ancient and mysterious artifact that has demonstrated immense power.



The second of the two brings you to an ancient battleground and challenges you to retrieve the consumed king’s corpse from the remains of a prehistoric beast.

Something else we just wanted to briefly mention, we've added a LAN button to the Multiverse, so that you can play on a local network without use of an internet connection.

That’s all we’ve got for you today but we’ve got a number of things still in the works which we hope to tell you about soon, as well as more Valfross levels and the final Besiege island which is not too far away!

Hope you guys enjoy the new levels and stay tuned for more announcements in the near future!

Cheers,
Von

Changelog:

Additions:
- Added 2 new campaign levels to Valfross
- Added a LAN option to joining and hosting servers in Multiverse.

Fixes:
- Made only intended objects show up in thumbnail generation for levels and machines.
- Networking connections will now be recreated when joining/hosting.
- Fixed Advanced Building's unlinked global translate and rotate single step by clicking.
- Fixed an issue with copying block mapping data.
- fixed jittery Lerped Transform event on none physics enabled objects at lower timescales.
- fixed error from opening a level with a name that is 1 letter long.

Changes:
- Overhauled the file browsing system for levels, machines and skins
- Wing block updated visual
- Wheel block updated visual
- Grabber block updated texture
- Flying Block updated visual
- You can now use the ESC button to close the Multiverse screen
- Wheel, Propeller, Small Propeller, Wing, Slider, Grip Pad, Small Wheel, and Larger Unpowered Cog now all show slightly being affected by freezing
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3 月 9 日

Update V0.6.2-7336 - Advanced Building Tools & Bug Fixes

Hello Everyone!

Today we’ve got another update for you which brings the new advanced building tools to the live version of Besiege as well as more bug fixes!

https://www.youtube.com/watch?v=uWKEJ92486U

If you missed the last post we made, we’ve decide to add a selection of new advanced building tools to Besiege. They will let you, rotate blocks at custom angels, select and copy sections of your machines, move selected blocks to other areas of your machine and ignore intersecting when placing blocks!



The new advanced tools are turned off in the options by default but can be easily toggled on in the main menu’s options or whilst playing the game under the cog menu. This is to prevent confusing newer players by having too many building options when they first start playing the game.



Please also note that a scaling tool is not included in the advanced tool suite and there is no plan to add this option into the vanilla game. There is quite a bit of contention in the community about whether Besiege should support the scaling a blocks, but it’s never been something we envisioned as being part of Besiege. So the scaling of blocks will remain a non-vanilla method of building.



Recently we’ve been working on a complete overhaul of the way that mapped keys are displayed. The original system was designed for far simpler machines and is not very helpful when you’re trying to figure out all the buttons for larger, more complex machines.

The new system works by placing all of the keybindings attached to a machine in a single list. Blocks with the same keybindings are grouped together, this allows you to quickly see all the blocks which are being affected by a particular key.

Hovering over a key in the key mapping overview will highlight the blocks it applies to in blue. No more staring blankly at dozens of little squares on your screen, desperately trying to figure out how to move forwards. ^^

That’s all for now folks, but we have got a number of other cool things in the works (Don’t worry we’ve not forgotten about levels!), so stay tuned for further announcements about upcoming content!

Cheers!
Von

Changelog:

Additions:
- Added "Basic", "Advanced" and "Built with Mods" machine tags
- Added extra security to ToggleBT::Set
- Added message data length verification to some of the network message processing code
- Re-added fire avoidance by default.

Fixes:
- Fixed Scaled Rocket Center of Mass
- Calls proper update methods after resetting machine rotation
- Fixed NREs after auto removing brace
- Fixed MyBounds for modded blocks
- Fixed weird edge case where the machine middle calculation couldn't find the starting block
- Fixed NRE edge case when last selected entity is null
- Added nullchecks to Entity transform tools in case one of the entities is (currently being) destroyed
- Deleting and duplicating now uses the transform caching system
- Fixed machine rotation stepping
- Center of Mass updates correctly when build zone is moved
- Machine tools gizmo now uses AddPieces centerOfObject instead of MachineCenterPos (latter doesn't update while machine is calculating clusters)
- Fix for the StructuralPhysJoint in MP because of a prolonged FixedUpdate when a lot of wheel are involved
- Fixed purple smoke from 3 AI prefabs
- Undoing machine move now correctly updates the gizmo
- Fixed SoundOnClick and CanonBlock trying to play a disabled sound source
- EntityLogic::UpdateLogic now checks if the current event is within the events range


Changes:
- Made rotate tool more sensitive
- Deselects everything when Machine::PostLoad is called
- No longer processes BlockSelectionTool hotkeys while machine is simulating
- No longer displays warning message when FireController couldn't be found when receiving douse message on the arrow projectile
- Revised DouseFire method
- Now checks isEditingLevel when updating block tool gizmo
- Nullchecks collider directly instead of first fetching the transform in TriggerSetJoint::ConfigCheckForDoubleJoints
- Snapping is now based on current position, not the global position
- No longer tries to flush transform cache in SP when creating undo actions
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Besiege is a physics based building game in which you construct medieval siege engines and lay waste to immense fortresses and peaceful hamlets. Build a machine which can crush windmills, wipe out battalions of brave soldiers and transport valuable resources, defending your creation against cannons, archers and whatever else the desperate enemies have at their disposal. Create a trundling behemoth, or take clumsily to the skies, and cause carnage in fully destructible environments. Ultimately, you must conquer every Kingdom by crippling their castles and killing their men and livestock, in as creative or clinical a manner as possible!

系統需求

Windows
Mac OS X
SteamOS + Linux
    最低配備:
    • 作業系統: Windows XP (latest SP)
    • 處理器: 2.2Ghz Dual Core
    • 記憶體: 2 GB 記憶體
    • 顯示卡: 512mb Dedicated VRAM
    • DirectX: 版本:9.0c
    • 儲存空間: 1 GB 可用空間
    最低配備:
    • 作業系統: OSX 10+
    • 處理器: 2.2Ghz Dual Core
    • 記憶體: 2 GB 記憶體
    • 顯示卡: OpenGL 2.0 compatible, 512 MB VRAM
    • 儲存空間: 1 GB 可用空間
    最低配備:
    • 作業系統: Ubuntu 12.04 or higher
    • 處理器: 2.2Ghz Dual Core
    • 記憶體: 2 GB 記憶體
    • 顯示卡: OpenGL 2.0 compatible, 512 MB VRAM
    • 儲存空間: 1 GB 可用空間
    • 音效卡: ALSA compatible
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