Community Announcements - Ben_SauropodStudio
Castle Story - Bleeding edge branch

Hi guys,

We are currently hard at work on our next release. In the meantime, part of our team is on the task of repairing some bugs in version 0.3.4. I take this opportunity on behalf of the entire team to thank you for your comments and suggestions.

With your support, feedback on the forums and Facebook we were able to identify several issues with the most recent releases. We are very grateful and we are working right now on fixing them.

We are pleased to introduce our new bleeding edge branch which will contain the most recent bugfixes and features that will be available in our future updates before they are ready to be shipped.

If you are courageous and don’t want to wait for the next patch, the bleeding edge gives you a glimpse of what’s coming. It’s also an opportunity to help us accelerate the release of the next patch by massively playtesting the game. Please note that the build could be unstable, hence the name “bleeding edge”.

How to change your BETAS Branch

Steam makes it easier for developers when it comes to publish different revision of their game and make it available simultaneously to their players. The system is called Betas, you simply need to go in your game properties and select the Betas tab then choose the betas you want to opt in.

Open Steam > Got to Library > Right click on Castle Story > Select Properties > Click on BETAS > Select Bleeding Edge in the Betas drop down menu.

If you want more information on how to change your BETAS branch, please visite this link:

New features

  • Basic Key Binding System.

We introduced the ability to rebind keys to your liking in the newest version of Castle Story. It's still rough, and it's not yet possible to change them in the main menu, but you can modify the file itself. Right now, only the camera control keys can be rebound, we will add more in the coming weeks.

To learn more about the basic key binding system:


  • Fixed a bug when you were pressing Delete it was breaking the Bricktron.
  • Fixed multiple bugs with the souls after Save/Load.
  • Fixed trees that wasn’t spawning from afar.

Known issue

  • If you spawn a Bricktron, the save will not work.

Thanks for reading!

PS: You can post your bugs in this thread: or at (Remember to specify in which version you have the issue).

- Team Sauropod
Community Announcements - EvaxMeorCastleQA
Hello everyone. In the past days we received a lot of tickets and comments about some instability while loading games, starting games, etc on Big Island. The bad thing was it actually never really crashed in the same spot. After lots of investigation we think we figured out the reason of all those random crashes. There was of lot of stability fixes in the new Unity Player Engine for 64 bit (our engine).

While it fixed the crashes we were able to reproduce, there could still be some left and we’ll eventually need your crash dumps to investigate. A big thanks to the user Malidictus for his time and help which enabled us to pin down the issue.

Also, some people shared that they prefered the pre-0.3.0 look. We have a feature in the options menu (in the main menu) which you can use to toggle between the previous and current assets.

Here are the bugs fixed in this patch:
  • Fixed a bug that a stockpile would accept multiple resources at the same time.
  • Fixed a Lumber Task loading bug.
  • Fixed multiple V2 Bricktron loading bugs.
  • Fixed some stability issues with 64 bit version of the game.

Thanks again for all your feedback and bug reports!

- Team Sauropod
Community Announcements - EvaxMeorCastleQA
Hello everyone, we’ve been working hard for the last days and we fixed some other issues.

We also introduced at the same time a small feature to the stockpile. It will now accept blue crystal pieces, so that you can build further away from the main blue (big) Crystal. The old bricktron will still prioritize the blue (big) Crystal albeit at a certain range.

Here are the bugs fixed in this patch:
  • Usability fix to the Big Island.(Leveled terrain for better construction)*
  • Fixed some issues in the construction task for the New Bricktron.
  • Fixed an issue where the corruptrons weren’t attacking the Crystal.
  • Fixed lumber Task bug when loading with the New Bricktron.

Thanks again for all your feedback and bug reports!

- Team Sauropod

*Only applies to new game in Big Island, not save games.
Community Announcements - EvaxMeorCastleQA
Hello everyone, we’ve been hard at work again today to fix some of the more pressing issues, such as survival bugs and crashes, and implementing new features to build onto the 0.3.0 release.

We’re happy to introduce a new feature for Big Island. You will now spawn randomly on one of the island’s many crystal everytime you start a new game. This will help you explore every meter of the new island’s massive square kilometer of land, and provide more replayability per map. We’re really eager to see what you will build in it!

We also want to make clear that the new AI is only available in the sandbox map “Bricktron V2 Demo”. Every other map is still using the old bricktron AI. We’re sorry for the confusion this has caused for some of you.

Here are the bugs fixed in this patch:
  • Fixed memory leak cause by tree meshes.
  • Fixed memory leak caused by the pie menu.
  • Fixed a bad save version in the tutorial, preventing to load it properly.
  • Fixed numerous issues with survival mode saves.
  • Fixed an issue on Survival where Bricktrons wouldn’t free their position when dying.
  • Fixed corruptron’s spawn rate doubling after a save/load issue.
  • Improved the volumetric properties of the crystal.
  • Fixed the door’s debris spawning at a bad angle.
  • Fixed corruptrons assigning themselves to the wrong voxels when moving.
  • Various small optimisations behind the scenes.

Also note that this update will break your saves. If you desire to port them to be compatible with this patch, we published a guide on the forums:

Thanks again for all your feedback and bug reports, we still got some fixes and features coming, so stay tuned!
- Team Sauropod
Community Announcements - EvaxMeorCastleQA
Hello everyone, we’ve recently launched a massive update for the game, but as many of you pointed out, it had several issues. This patch addresses the more urgent bugs such as the holes in the big island map. Stay posted for more patches as soon as we can make them available!
Don’t forget to watch our new trailer showcasing what was changed in the 0.3.0 update:

Here are the bugs fixed in this patch:

  • Fixed world hole issue caused by Alt+Tabbing.
  • Fixed sizable memory leak in survival.
  • Now preventing dynamic objects from falling through the ground when loading a game.
  • Hp of the Crystal is now properly saved and loaded.
  • Prevented the resized radius of the Lumber Task to be deleted on load.
  • Fixed a race condition with the Old Bricktron AI, where multiple Bricktrons destroying an object at the same time could end-up broken.
  • Fixed horizontal log blueprints being saved with the wrong orientation.
  • Fixed some teleportation issue on the Lumber Task with the New Bricktron.
  • Fixed multiple Anti Blueprints bugs on loading a game.
  • Fixed planks being always buildable.
  • Grayed options not yet supported by the new AI.
  • Fixed missing cursors when placing and removing blueprints.
  • Fixed anti blueprints not appearing right away on terrain when holding Shift.
  • Fixed flickering when hovering a beacon while moving it around at the same time.
  • Fixed the bricktron's pie menu remaining stuck on the mouse.

We’re still working hard on other issues, such as survival bugs. You can expect another patch very soon.
Thanks for all your feedback and bug reports, it really helped us, keep them coming! Enjoy!
- Team Sauropod
Community Announcements - Ben_SauropodStudio

The latest update for Castle Story has been released! This video shows what you can expect to discover in version 0.3.0

Thanks for watching! Let us know what you think in the comments below, and don't forget to visit our Steam page for further updates!

PS: You may want to watch it in 1080p 60fps.
Community Announcements - | -Kaïmi- | (Menekis)

With Version 0.3.0 comes an important shift in Castle Story’s development. Three of the most important systems were completely rewritten, and will now be much much easier to upgrade with new gameplay features. References from one system to the other were isolated to allow independent development of each core. Along with this redesign come important performance upgrades that will ensure that the game is scalable. This means bigger worlds, more characters on-screen, and higher graphical fidelity, while generally running smoother than before.

However, the changes will be incremental. Release 0.3.0 will be default version. We will keep the Legacy version available until the new systems are at parity with the old ones. A chance to try the new systems will be available within the New Game menu. Please keep in mind that these are currently work in progress.

In this update we’re introducing a new version of our voxel engine that has been re-built from the ground up. The main difference at this point is that we’ve decoupled the voxel drawing and terrain rendering from the game voxel data making re-draws much more efficient. The new voxel engine also leverages the GPU for reading and writing terrain data, making terrain re-draw cost next to nothing in some cases.

To ensure feature parity, and less backward compatibility issues, the new engine imitate what the old engine did as much as possible until we’ve cleared the public testing phase. However in this update, you will see:
  • A new island taking up the full extent of our 1km² canvas, with little impact to performance.
  • A huge performance boost to regular medium sized islands.
  • A smaller memory footprint for the game in general as well as smaller save game files.
  • Smooth island undersides, saving tons of triangles from being rendered.
  • Dynamic LOD (Level Of Detail) rendering, making the terrain much more lightweight when viewed from far away.
In this update, we rewrote the AI system from scratch, and bundled it with a completely new animation system. The new AI is faster, is not affected by inconsistent FPS and is much easier to upgrade for us developers. The AI is still in its prototype phase, and we included a preview in a special sandbox mode.

Note that the old bricktron is still used in Survival and regular Sandbox mode until the new AI is at feature parity with the old one.

In this update, the new Bricktron are able to:
  • Move using a much more fluid, animation-based locomotion system.
  • Use a smarter construction-order algorithm that should ensure less traffic jams happen.
  • Have much more accurate animation events for sounds and special effects.
  • A more balanced CPU budgeting and co-routine management system, ensuring that lots of Bricktrons thinking at the same time don’t slow down your computer.
Graphics Update
During the long refactoring period, we had time to do a lot of research into our asset production pipeline, most notably taking control of shading and lighting methods, which by default in unity are difficult to work with. The result is assets that are easier to produce, with higher fidelity textures and shaders that respond accurately to day and night lighting. We’ve made a switch to HDR lighting with Linear color-space, resulting in a much smoother look in-game.

We’re also creating and upgrading our tools to create new terrain texture atlases. This improves drastically the speed at which we can create and integrate terrain textures and will eventually lead to new terrain types.

In this update, you may notice:
  • Almost all objects in the game are now re-modeled, and re-textured with normal maps;
  • All shaders are now custom authored, to respond to our specific needs;
  • A much more detailed and prettier skybox;
  • New terrain textures with normal maps;
  • New Bricktron character models;
  • New versions of bricks and wood, with a brand new blueprint shader;
  • Objects that glow accurately, including torches, the sun and ambient reflections;
Other updates
  • We have re-built our blueprint system, allowing for parts of the pathfinding calculations to be done passively by blueprints and dynamic objects. This saves tons of calculations for the Bricktrons.
  • Better picking (i.e. character selection, and terrain clicks) management. This allow us to introduce smarter blueprint placement and radial menu choices.
Bug fixes and improvements
The following changes are meant to address issues related to “Legacy” features. This means they apply to “pre-refactoring”gameplay elements and code, and only to features that did not become deprecated by the new systems.
  • Fixed an issue where the camera in the tutorial doesn't start at the right place and you don't have any Bricktrons.
  • Fixed an issue that occurs when a Bricktron dies and his soul is absorbed by the Crystal, all the Bricktron you will spawn after will have the same name.
  • Bricktrons can now find rubble with pathfinding .
  • Fixed an issue where a catapult can use fire even if you didn't set the target beforehand.
  • Fixed and issue when you remove the last resource on a Stockpile, the image of that resource stay there
  • Fixed an issue when even with the "Mute all Sounds" checked, you still hear the Bricktrons when they pick-up resources and things like that.
  • Fixed a bug where sounds continue to trigger behind your other window in the Main Menu
  • Fixed the music (in the main menu) stops when you come back from the tutorial
  • Updated Brix.Core. Reseau now supports IPs as well as DNS hostnames.
  • You now cannot put stockpiles through lanterns.
  • Loose blocks are now accessible by corners to prevent Bricktrons from kicking logs when trying to pick them up.
  • Now allowing 4 characters for email suffixes.
  • Allowing any characters for the username when logging in.
  • Big performance improvement because blueprint properties were calculated too often.
  • Fixes loading issues for new games in survival.
  • Fixed a loading bug of the tutorial scene.
  • Added new combat music.
  • Added inertia in environment sound parameters.
  • Stopped the generation of meshes for dynamic object blueprints (blocks still generate their meshes)
  • Fixed an issue where after loading a game twice without restarting the client makes the game would lag more.
  • Fixed a quick-save issue. We now let the save code handle file management.
  • Fixed an audio bug for flying catapult projectiles.
  • Big optimisation of RAM for the audio.
  • Put the music in streaming instead of RAM.
  • Added a collision plane at the bottom of the map to eat any falling objects out of existence.
Go to Sauropod Studio site for the full release notes:

Thanks for reading!

-  Team Sauropod
Dec 16, 2014
Community Announcements - JKO-K6_AE
Hi everyone!

Just here to tell you that in preparation for the upcoming update, we are making some changes on the Steam deployment system. That might causes some little quirks with the deployment branch you are playing with and cause the game to completely download itself. Do not panic/freak out! It will be the same version you are playing right now.

By the way, once we release the upcoming patch, you will still have access to version 0.2.3 and be able to play your old saves through the Steam Beta program available under Castle Story game properties > Beta and select the Legacy branch.

-Team Sauropod
Community Announcements - Ben_SauropodStudio

We revealed the content that will be available in the next update of Castle Story before the holidays.

You can read the release notes here:

In the coming days we will explore some of the features of this update through a series of short videos. Here’s the eighth part of this series.

Today François explains the new knowledge grid system and how it will help the Bricktrons build structures without encountering errors.


- Team Sauropod
Community Announcements - Ben_SauropodStudio

We revealed the content that will be available in the next update of Castle Story before the holidays.

You can read the release notes here:

In the coming days we will explore some of the features of this update through a series of short videos. Here’s the seventh part of this series.

Today François explains the inner workings of the new Bricktron. How he perceives the universe that surrounds himself and the ways he will be able to interact with the different objects of Castle Story.


- Team Sauropod

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