Explore deep circular worlds in this Physicsvania with couch Co-Op combat, crafting, and ridiculous physics fails! Also bring your own game ideas to life with the powerful engine and integrated game development tools. Each Planetoid is a whole separate game mode that you can fully edit and easily share!
All Reviews:
Mixed (245) - 67% of the 245 user reviews for this game are positive.
Release Date:
Feb 8, 2018
Developer:
Publisher:

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Recent updates View all (21)

January 8

Startup bugs fixed; ONLINE foreshadowing



We had a bit of a date-based meltdown after the new year rolled around, so the game would start but the ship would be stuck on the loading screen forever... oops. This, along with the Cyrillic characters in the install path preventing the game from even starting, are only two of many (enjoy scrolling below) fixes and improvements in Release Build 9, out now!!

HIGHLIGHTS:
  • 2k19 bug fix
  • Game start with russian and other computer names now
  • Prep for upcoming online multiplayer (oh snap)

FULL CHANGELOG:
ADDITONS
  • Added settings flag to multiplayer menu scene too
  • Added emoji wheel
  • Added util.scheduleUpdate(func, time, ...)
  • Added util.getClosestAssembly(pos, tag, filter, maxRange), util.flash also takes tables as argument
  • Added screen ID to controller, bound it to lua, mixing cameras by screen id
  • Added and bound scene:ActivateZonesAtPoint(pnt)
  • Added math.noise(x,y)
  • Added color.gray
  • Temp: auto adding missing pioneers on build
  • Added pio.destroyIncludingTargetAssemblies()
  • Added and bound c2d:DisconnectPlayerFromServer(ctrlID)
  • Added GetGameInfo().players.disconnected and desynchronized
  • Added and set SNNeoNoire font
  • Added force start
  • Added and bound c2d:GetGameInfo
  • Added and bound c2d:LobbyStartGame()
  • Added gameNetVer to lobbies, discoverying servers all time for now
  • Added and bound c2d:GetLobbies(), JoinGame and CreateGame
  • Added c2d:GetNetworkState()
  • Added c2d:ConnectToServer(id) and added id to discovered servers
  • Added game keys mechanism to filter out pirated versions from servers
  • Added PP_ONLINE_GAME def, disabled workshop
  • Added SimpleDoc JSON parser, getting online servers from ServerMan
  • Added minimal reaction chat test
  • Added to bomb tennis: scoring, game win, effects, outs
  • Added util.schedule(func, time, ...)
  • Added new scene: bomb tennis
  • Added new tool racket
  • Added util.boomPSAssembly(psName, target) and util.addTrail(target, time)
  • Added respawn.setRespawnAsStandardPio(set) to make all players respawn as standard pioneer in respawn station
  • Added util.flash(asm, time, lightness)
  • Added vehicle building phase in racetoid
  • Added little feedback to construction elevator
  • MiroMode adds 3 loot bubbles and resets every 5 mins
  • Added more info into det. debug frame - obj added from Lua/engine, deleted timers info
  • Added miroMode
  • Added created timers debug info
  • Added checkbox to show/hide net status
  • I shortcut disabled in net game, added shortcut 7 to start game with debug
  • Added debug determinism setting before starting game
  • Added hud.add/stop_floaty_PS(name, target)
  • Added gun_helper.setAllowGiveBPOnExplosion(set)
  • Added random seeds check also to simple determinism check
  • Added info about server's determinism frames checked
  • Added frames-behind status
  • Filled all ammotoid arenas, added sounds
  • Gun_helper: added addGunModifier(func) and removeGunModifier(id) to apply and remove modifier to/from all current and future guns
  • Ammotoid: prepared all arenas, added shape to planet, set mappable
  • Added cleanup to ammotoid for better performance
  • Added missing pp_ai function
  • Ammotoid: added crowns for winners, more AIs in loot bubbles, loot bubbles dont spawn items players have in hands, nicer effect and random delay for loot bubble respawn
  • Ice bug checks all broken off pieces to explode, added particle System trail effect when falling down dead
  • Loot bubble spawns helper AIs, floats around randomly, added particle Systems
  • Added start tips to ammotoid
  • Added trail white particle System
  • Added tiny tool activation delay after pickup to avoid firing first shots out of control
  • Added net traffic info also in bits/sec
  • Added simple version of determinism checking, without debug info
  • Ammotoid added temporary winning
  • Added AI player to ammotoid
  • Added effects to booster
  • Pop plant doenst add trail to tiny stuff
  • Ammotoid: added some juice
  • Added tool booster prototype
  • Added total packets sent and received to network info
  • Added client PPS limit, disabled SHA packets check
  • Added data flow info and debug determinism checkbox
  • Added ask for missing frames delay
  • Netgame - added run-time-settable option to limit Packets per Second sent by server game
  • Pop plant adds trail to target shot up
  • Added loot bubble
  • Added feedback to shield metal when blocking a shot
  • Net settings exposed in gNetCfg and games connect controls added into Editor
  • Added respawn.setAllowRespawning(bool)
  • Added ammotoid prototype
  • Added state indicators to both knuckles

UPDATES
  • Set vote scene not mappable
  • More varied featured planetoids
  • Turned off fake online mode
  • Visual polish for multiplayer shift user interface
  • Fixed util.scheduleUpdate passing wrong time to update function
  • Emojis scale by zoom
  • Updated showing player info and shift click highlight
  • Setting ctrl cam target after cam update, because script can change ctrl's cam pos
  • Ammotoid uses controller cameras only
  • Ammotoid: always activating active zone in current arena
  • Optimized NetGames:GetGameByID
  • Joystick input over network (vector instead of abs point), wip
  • Optimized NetClients:GetByAddr with hash table lookup
  • Also showing all zone activating points yellow X in active objects and zones wires (ctrl+shift+K)
  • Disabled game controller functions for PPO - returning constants.
  • Deleting all workshop blueprints and scenes on start if workshop not enabled
  • Updated and used (not) STEAM_WORKSHOP_ENABLED for PPO
  • C2d:GetDateTime returning 'not avail...' when network game and not edit mode
  • Disabled switch to menu when zoomed out in PPO
  • Returning to vote scene after finished rounds on all planetoids, made hookoid completable
  • Game can be completed in multiplayer too by leaving with rocket
  • Showing player info with shift test
  • Ctrl+N to show/hide netgame on-screen status
  • Optimized det. debug frames
  • Checking edit mode in det. debug
  • Finished server to work in fast devrelease mode
  • Turned OFF client catchup
  • Turned ON client catch up for a test and turned OFF activating zones by camera
  • Updates on Server
  • Can only create 2 plr gmae for ammotoid for now
  • Disabled restarting game when no backup found and double pressing X
  • Showing if a player left or this computer lost connection
  • Showing esc button hint in vote scene
  • Finished server will be closing feature
  • Updates on server user interface
  • First implementation of Server user interface
  • Net game uses camera pos now to activate zones
  • Removed camera:GetFocusArea
  • Temporary solution for net game: attaching keyb to all controllers so GetAttachedGameControllerType() returns 3 as it should
  • Disabled ctrl+X in PPO in game mode and when network is enabled
  • Terminating game if client is the last remaining player on server
  • Temp: hold ESC to leave game
  • Tracking disconnected players, can leave in vote scene with esc
  • Temp: deleting all pioneers without controller in multiplayer on build
  • Turned off client catch up
  • Got back client catchup for test
  • Forced to load vote scene for game scene on startup to load game faster. anyway the game scene re-loads on network game start
  • Editors disabled in PPO release
  • Drag and drop allowed in edit mode only for PPO
  • Optimized - deleting old net debug frames
  • Renamed pp_chat to pp_multiplayer and cleaned up code
  • Voting now happens in vote game scene
  • Optimizing game recording to keep only several seconds of game in buffers, to save memory mainly for server games
  • Got back original font
  • Fixed WriteToScreenRel, updates on net game
  • Titleoid change
  • Showing player names
  • Pp_chat emoji test
  • Always refreshing lobbies after disconnect
  • Floaty particle System polish
  • Floaty particle Systems move up
  • Updated crush2d domain everywhere
  • Showing more lobby and connection state info
  • Included server version in statistics
  • Can choose lobbies and create new ones
  • Updated and bound c2d:DisconnectFromServer and ConnectedToServer
  • Showing lobbies instead of servers
  • Update: discovery after load only, not during load engine anymore, otherwise ping is incorrect
  • Lobby test
  • Disabled our debug warnings and hints in release version
  • Floaty texts stack smoothly
  • Multiple floaty texts stack
  • Can only vote to abandon once
  • Join first server with E btn
  • Esc triggers test abandon vote in multiplayer
  • Net code polish and some clean up
  • Scene no more paused when waiting for connected game to start
  • Working scene vote prototype
  • Set up communication between map and menu
  • Titleoid scene vote test
  • Chat disabled in single player
  • Tower builder 3p
  • Bomb tennis 3p
  • Pioneer height ray canclel test
  • Updates on determinism debug
  • Update on finding suspicious det debug frame
  • Always debug determinism updates
  • Always debug determinism update wip
  • Checking game network version, so only players with the same version can connect to the same game
  • Checking server version, bound c2d:GetServerVersion and GetGameNetworkVersion
  • Saved Jet race scene to Hookoid, scaled down whole planet, added two gates, updated ceilings
  • Game now sends error log to db from dev debug sessions
  • Set Titleoid to menu scene, enabled grids, disabled zooming into game and menu
  • Updated discovering servers
  • Updated Earthoid to start on any key press, and not loading it as game scene if set so from last play/edit
  • Created PP Online project, made Earthoid its menu
  • Auto connect to server with ctrl+shift+1..4, only connects to specified IP now in editor
  • Server statistics update
  • Server gains and sends statistics
  • Server registration updates
  • New scene: tower builder
  • Server now registers with ServerMan, updated SimpleDoc with JSON output
  • Bomb tennis: respawns, sounds, effects
  • Racket checks LOS to target
  • Polished racetoid: enter vehicle to get ready, can upgrade animals too, no AIs in network play, other small polish
  • Made grappling hook more responsive
  • Can always respawn in networked play
  • Done rotating hologram in net game
  • Updates on blueprint menu handling over network
  • Polished bridge builder
  • Welder is more powerful
  • Made assembly lock work with reactors
  • Garage is alwyas ready to produce if nothing is linked to set it ready
  • Blueprint menu over network - wip
  • New scene: bridge builder
  • Removed old assembly
  • Polished ammotoid clean up
  • Ammtoid restarts after game over
  • Ammotoid AIs use booster randomly
  • Chnages to ammotoid
  • Russian lang updates from PPTest
  • Pause game when determinism debugger finds error
  • Freeing memory of checked debug frames
  • Finished determinism debugger working now over internet
  • Debugger update
  • Debug slows down game when waiting for missing data
  • Updates in det debug
  • Updates on determinism debugger
  • Disabled drag and drop when playing over network
  • Jet Race prototype
  • Ammotoid showing Bot/controller type with icon over player
  • Ammtoid turned off restart tip and gun helper giving blueprints
  • Fixed rencent update on radnom seeds check
  • Updated random seed desync check in simple det. test
  • More info on pp_respawn missing game controller error
  • Spikes grenades synchronize timers with connected grenades
  • Disabled clamping gui hints to screen border for now cause it breaks determism
  • Switched off determinism debug for other testing
  • Deleting old det. debug check frames
  • Slowing down game when some client's computer is slow
  • Strings are displayed with "" in debug things
  • Showing line of code it happened at in error
  • Removed determism breaking relative camera pos funcs from carnageoid
  • Pause not allowed with O in net game, optimized determinism checking
  • Network game pausing and unpausing
  • Determinism debug updates
  • Determinism debug updates
  • Updates on determinism debg
  • Updates on determinism debug
  • Determinism debugger updates
  • Updated on determinism debug, wip
  • Network - finished over-sized packets sending and re-sending lost parts
  • Loot bubble starts dead so AIs dont attack it
  • Updated oversized packets on server
  • Ammotoid changes
  • Heavy machine gun now has dual shot
  • Gun_helper supports shooting multiple bullets at the same frame and takes particle System link to MO direction into account for aim correct
  • Dx11 topology
  • Network updates
  • Ammotoid: loot bubble contains group of drones
  • Loot bubble loot doesnt collide with looter for 0.5 secs
  • Loot bubble can have multiple loot items
  • Radar helper: doesnt trigger '?' if enemy got killed
  • Simplified particle System debug string
  • Minor changes and code comments
  • Not fading from black when restarting with editor mode, hacky lua way for now
  • Net game updates, loading scene, temp. determinism fix in c2d:GetNDRandom functions
  • Re-throwing error exception in non-release mode, updates on network
  • Handling and writing on screen desync and disconnected state of all clients
  • Updates on determinism check and clients connection timeout disconnecting
  • Polished booster controls more
  • World pin unmounts from world if mounted object gone
  • Up to 4 players
  • Blank planetoid for three players test
  • Default players count 1 for my faster tests
  • Port change
  • Server updated: handling client disconnecting and empty games deleting
  • Ammotoid: set up teams, AI players always see enemies, more bubble loot with better randomization
  • Loot bubble supports vehicles as loot
  • Default players to 2 for a game for faster testing on two computers
  • Updates on net game. ping measuring, number of players setting
  • Started on vertex buffer code for dx11
  • Updates on missing frames and simulated packets drop
  • Updates on net game
  • Older net code clean up
  • Updates on C2DServer and network game
  • Updates on C2DServer
  • Updates on C2DServer
  • Loot bubble can not be shot to collect loot
  • Ammotoid: smoother cam, testing vertical cam follow
  • Lots of updates on server and net communication
  • Ammotoid cam set by arena borders now working with all screen resolutions
  • C2DServer wip
  • Ammotoid: pioneers die when not functional, updated arenas
  • Booster breaks harder, doesnt work when pioneer dead
  • Reactor set background also sets assemblies to not collide with particles
  • Grenade spikes explodes when damaged, only attaches to destructible assemblies
  • Sticky launcher can only shoot 3 grenades at a time
  • Reactor set indestructible also includes joints of target
  • Pioneer cancels tool name tip if tool broke
  • Ammotoid: assemblies thrown at enemies head are lethal, loot bubbles respawn, added some particle System effects, updated arenas, fixed incorrect blueprint images in loot bubble
  • Grappling hook can not connect rope to other ropes (at your own risk)
  • Disabled perf log again
  • Pioneer turns when aiming behind him and shooting, but doesnt shoot while turning anymore
  • Pioneer lua optimization: calculating some values only once per frame
  • Removed expensive particle System impulse check from pioneer only checking for area loss to flash from shots
  • Pioneer can not lift alive enemies with an area bigger than 3
  • Removed warning about locale settings being in development
  • Updated client send timing
  • Updated net game start with proper loading state message
  • Updates on net game code
  • Splitting constant buffers for dx11 shaders
  • Forgotten changes
  • Simplified net code using net states, made connect and game start communication work with lost packets
  • Polished loot bubble
  • Ammotoid: added stomping rule, new arenas, updated loot bubble
  • Applying jump velocity control to carried items too for smoother, reliable jump
  • Removed debug thing
  • Net game update: handling and sending missing frames optimally
  • Implemented GameRec in network data
  • Start of advanced GameRec game recording class
  • Testing some new ideas in ammotoid
  • Blank Planetoid for testing
  • Simplified Assembly, MO and camera strings
  • Updated build number
  • Start of loading shaders in dx11
  • Extracting RenderToTextureMan into reusable across API code
  • Gun helper guns dont explode when touching structures
  • Removed weapon tag from oil vase
  • Blacklisted OP bots dalek, pixelsoilder and beef worm in coliseum

FIXES
  • Fixed starting network only if PP_ONLINE_GAME defined now
  • Fixed util.getDateTime() in net play
  • Fixed featured planetoid not working in years > 2018
  • Fixed ugliness with even number of emojis in wheel
  • Fixed util.schedule not scheduling multiple things for the same frame
  • Fixed lua error in analytics when toggling net play
  • Fixed particle System crash in editor when render in user interface and ticked off render in scene or lightmap
  • Fixed hologram orientation, unbound unused camera functions
  • Fixed player leaving game not returning to menu
  • Fixed some cases where multiplayer game could switch to menu, added pp.leaveScene() to switch correctly
  • Fixed all players leaving if one player disconnects
  • Fixed space teleporter in mp, text positioning and player fade out effect
  • Fixed 4 player setup in bomb tennis
  • Bomb tennis player order fix attempt
  • Fixed wrong player count abandon game
  • Fixed bomb tennis for up to 4 plrs, fixed bat not setup correctly on respawn
  • Server: new stuff fixes and polish
  • Fixed welder starting on
  • Fixed lua error in vote scene
  • Fixed silent crash and bugs when user name is wide string
  • Fix: much smoother picture motion after removed time catch up in client, what is now handled by slowing down game by server
  • Fixed GameRec resets for new game on server
  • Fixed game recording optimization
  • Fixed server start into db statistics and server version
  • Fixed and enabled start tips in ammotoid
  • Fixed WriteToScreenRel pixel offsets
  • Fixed network communication while loading scene or engine
  • Fixed waiting load finish
  • Fixed loading done on server
  • Oops fixed disconnect doesn't work
  • Server fixes
  • Fixed scene completion with space telporter and made it return players to vote scene in multiplayer
  • Server fix and server discovery call right after disconnected
  • Fixed server lobby
  • Fixed floaty text not using delta time
  • Fixed server receive data threading
  • Fixed threading of network data receive
  • Fixed calling create game
  • Added more scenes to vote and fixed invalid voter
  • Fixed http functions, getting servers now on game load, also starting network engine on load
  • Fixed error in pp_respawn
  • Fixed lua error in title scene
  • Fixed racket for 3p
  • Fixed error log scene field
  • Fixed menu in det debug and closing menu
  • Fixed tool tether targeting itself
  • Fixed can atomize somtimes in ammotoid
  • Fixed lua errs in jet rocket and pio_ai
  • Fixed jet dissapering from back
  • Fix in debug frame compare
  • Shards particle System fix for determinism
  • Fixed lua error in gun helper
  • Fixed load scr fade out, added reset scene to net game
  • Fixed pioneer ai not restoring friction of items on death
  • Fixed pioneer_ai.knockout() and ragdoll() funcs not working right
  • Fixed booster and jet rocket always active
  • Fixed AI spamming !s when target has a grappling hook in hands
  • Fixed enemy hint positioning on defendoid
  • Fixed lua error in defendoid, fixed skip wave tip not above terminal
  • Fixed tool rope hanging in air when attaching to terrain
  • Fixed data write of det. frame checked
  • Fixed ZOrder of crowns in ammotoid
  • Quick fix for racetoid breaking determinism
  • Small fix in determinsm debug
  • Fixes in determinism debugger
  • Improved errorHandler: fixed nil upvalues not showing, displaying key value pairs the same everywhere, showing depth of retrieved locals and upvalues, improved code
  • Fixed pioneer not mirroring tool about to explode
  • Fixed wearable problems like mirroring on pioneer and incorrectly setup blueprints
  • Fixed gun going crazy when pressing both mouse buttons
  • Fixed GetPacket params
  • Temporary fix for net game: standard pioneer is Crazy Bob for all
  • Fixed aurium staff projectiles going crazy when throwing tool
  • Fixed determinism checking was bugged on server
  • Fixed ice bug shard cone on death unpredictable
  • Fixed lua error in pp_ai
  • Fixed analytics error
  • Fixed lua error in analytics
  • Radar helper: fixed AI getting triggered constantly when touching tools
  • Fixed input lag cumulating in server's game client input buffer
  • Workaround fix for missing tostring() of nil objects causing errors in error handling and print functions
  • Jetpack has more reliable controls, also fixed not working with controller
  • Fixed birds stealing from friends
  • Fixed lua error in grinders
  • Fixed ropes possibly breaking shortly after build
  • Fixed net game player focus by net client ID
  • Net game ping fix
  • Net game small fixes
  • Net game fixed sending / receiving missing frames
  • Fixed AIs going nuts when encountering constructs, added pp.ai.set_default_enemy_tag(tag, set) to overwrite standard enemy tags for all AIs
  • Fixed lua error when pioneer lifts off with rocket for the first time
  • Ammotoid: added active zones, better instructions, fixes and polish
  • Fixed lua error in pioneer when collision dissapeared
  • Added loot bubble.setLoot() and fixed some weapons missing preview images
  • Fixed ropes breaking on build in some cases
  • Fixed ropes wobbling a lot on start
  • Fixed loot bubble items where atomizable
  • Fixed sticky bomb launcher shooting through assemblies
  • Fix on loading done net messages
  • Fixed pioneer could not take grappling hook from other pioneers back
  • Fixed booster lua error
  • Fixed loose world joints in cable and rope
  • Fixes in stomping rules and loot bubble, higher booster cooldown
  • Fixed flamethrower not strong enough
  • Fixed 2 bugs making pioneer jump unreliably
  • Fixed pio.set_ignore_knockouts() not working correctly
  • Small fix in netgame code
  • Fixed somme ammotoid bugs, added random weapons
  • Fixed workshop scenes textures and sounds FN adjust, fixed asteroid belt TOs
  • Fixed structure tag missing from space teleporter
  • Fixed lua error in knuckles
  • All enemies flash when knocked out, flip bot freezes and falls over instead of slacking, tweaked breaking values of many bots, fixed swinging broken pieces on broken flip bot
10 comments Read more

September 9, 2018

SEXY ROPES and FAST loading in Release Build 8



Well folks... the Planetoid Pioneers team have outdone themselves yet again, and brought you much closer to the intended experience of this labor of love! If you were bothered by the long load times before, or the old segmented ropes/cables, or any of the loooong list of issues listed below now fixed and polished, it's high time to dive right in anew.

We are working hard to improve all these critical areas in preparation for some far bigger things we are cooking up for this fall, so stay tuned for very exciting announcements here soon!

--> Please remember to write a Steam review of what you think about the game! <--

HIGHLIGHTS:
  • SEXY ROPES with curved rope renderer
  • Ice can now melt from heat
  • Major performance and loading time improvements
  • Most enemies indicate if they are hunting someone with a "!" and if they lost a target with "?"
  • Re-tweaked a lot of breaking values and fixed many unbreakable blueprints
  • Tons of bug fixes and polish thanks to feedback from the steam forums, discord and twitch streams
FULL CHANGELOG:
ADDITONS
  • Added and bound JointSet:SolveSoftlyCancel
  • Added and bound Joint:SolveSoftlyCancel()
  • Added back Aurium Sarcophagus
  • Added warning to loot chest if assembly doesnt extist
  • Added util.testAssemblies() function to test correct setup of breaking, atomizing, etc on assemblies
  • Added and bound scene:SetActivateZonesByCameraPosWhenNoPlayerPresent
  • Added and bound MO::GetCollidedWithTOPoint
  • Added ? and ! indicators to sentry camera, all birds, zombies and vendor bot
  • Added ? and ! indicators to all AIs using pp_ai radar helper
  • Added AI funcs to indicate enemy found and lost with ! and ?, testing with bot flip
  • Zombies can only see whats in front of them
  • Defense drone adds more flying power to carry things up that mounted it
  • Added latest romanian translation
  • Added little cooldown to entering vehicles to avoid sound spam and weird physics
  • Added debug info to LoadDiscoveryMap
  • Added latest pl.json
UPDATES
  • Deleting temporary texture, audio and script files on startup, if detected this is an update
  • Birds drop carried stuff when dying
  • Removed rope renderer from tentacle
  • Directx11 compiles; now the real work begins
  • Set ice blueprints to break to less pieces, causes a lot of decals, sounds and geometry perform
  • Changed default breaking values for new MOs
  • Set up breaking for all junk blueprints
  • Setting blueprint auto mount joints to involuntary on load, just for blueprints that are older than this version. newly saved blueprints will not change involuntary option on load
  • Flamethrower also has sharpness damage to be useful against metal things too
  • Set all Construction blueprints mount joints involuntary
  • New material feature: melting from heat, added Melt Water PS, updated materials
  • Directx graphics will compile (hopefully no opengl breakages)
  • Lump and Ice blueprints set to not allow burning
  • Renamed too long function name to SetActivateZonesByCameraPos
  • Stopping loop sound when linked object inactivates
  • Splitting CPUMemStat class into own file and aligning DX classes to current platform independent renderer
  • Tweaked material decals density, was too high on some materials, like ice and snow
  • Made Ice and Snow material break decal not that huge
  • DXRenderMesh and DXRenderTexture initial work
  • Start of dx11 work
  • Updated hull and core labels color in editor
  • Updated editor MO breaking core value disabled when allow break core disabled
  • Updated setting min impulse to break hull and core of MO
  • Set more blueprints not to burn
  • Set a lot of blueprints to not allow burning
  • Fixed recent update on joint solver - it fixes vehicles breaking
  • Updated materials, replaced old funky decals with nicer
  • Fading out some text in asteroid belt when zooming out too far to avoid overlapping text
  • Updated drag and drop to auto extract files from cache, fixed saving scene sounds
  • Saving terrain to Scene only if it contains more than 10.000 terrain objects
  • Force load Primoid when P is pressed three times on start
  • Adapted scene saving to new cache system
  • Lots of updates on reading files directly from packed and cached PNGs, extracting blueprint that is loaded to editor, editor can load files from packed blueprints too
  • Renamed pp.ai:indicate_hostile to pp.ai:on_target_found
  • Update sound playing and managing due to new data caching
  • Adapted pictures twin optimization to new data cache
  • Removed old caching small pictures
  • Updated Scenes cache
  • All textures and sounds now load directly from cached packed scene and blueprint PNGs
  • Simplified no matching overload error
  • Simplified VectorF string output
  • Pioneer properly colors all broken off parts when dead
  • Doesn't lose the high precision setting.
  • Shader load flavour
  • Vendor bot pushes enemy away when grabbed by it
  • Bomb and ice bugs also carry things with more power
  • Removed rope renderer from tentacle and silverback, tweaked some breaking values
  • Tool rope connects to MOs too
  • Floaty text uses highest point + 0.5 if no offset passed
  • Displaying assemble tip with better position using highestPointAboveCenter function
  • Removed 'test' error label
  • Finding assembly to respawn now done lua side, prioritizing bodies in the same area and then outside the area
  • Fix: rendering closing app text after calling c2d_update.on_game_quit()
  • Update: hiding c2d error text after 15 seconds
  • Bound Assembly::GetFrameWhenCreated and SetFrameWhenCreated
  • Update: added Reset and Save Scene option when script changed to Activity editor
  • Finished and bound ctrl:GetTeamTag, GetLastKnownPosition and GetFrameWhenCreated
  • DX / GL renderer inherit in Renderer.h
  • Prepped lua side getAssemblyToRespawn() with preference for assemblies in the same area
  • Removed updateStretching() from all ropes
  • Using rope renderer in silverback arm, chain, tentacle, balloon rope, rope grenade
  • Update: special bezier curve rendering for ropes and cables
  • Disabled texture compression for sure
  • Not asking to confirm if pioneer shows abandon body hint already
  • Experimental: exploding guns explode instantly on contact
  • Polished zoom slecting in asteroid belt a bit
  • Replaced down arrow with down button in all trap doors
  • Removed empty print in weapon container
  • Hot fix: crash in PS. many updates on non extracting files version, wip, switched OFF so far
  • Updated saving config to cloud
  • Testing: weps from loot container set not atomizable
  • Simplified remaining english blueprint names
  • Using GetAllBrokenOffAssemblies in ai onDeath function
FIXES
  • Fixed camera shake in intro
  • Fix: keeping menu scene files in cache
  • Fixed multiple skeltons spawing at respawn station if clicking many times
  • Fixed zombies not setting lifted item back to old friction when dying with it in hands
  • Fixed out of shape joints in golem metal causing weird floating body when broken
  • Bp_grappling_hook.lua - fixed ropes mirroring soft joints solve bug.
  • Fixed Rover Climber with radar nil checks
  • Fixed all functions returning empty AssemblyWrap to return nil instead (including AddAssembly func)
  • Fixed and optimized particle Systems visibility check
  • Fixed bug slide joints weird moving
  • Fixed lua errs in assembly lock
  • Fixed climber rover spikes not working when one wheel broke, creating radar differently
  • Fixed nail gun not damaging some things
  • Fix: on load a non mount joint is also to involuntary if the joint auto-mounts objects
  • Fixed breaking assembly adding slide joints to the logic
  • Fixed activating inactive and collided objects when active zones list and active circles didn't change
  • Fix: particle disappears and does nothing else when it hits inactive object
  • Documented good numbers for breaking in util and tweaked all breaking values for all animals and fixed unbreakable animals
  • Fixed GetHighestPointAboveCenter also looking for hidden MOs
  • Fix: activating inactive object when hit by active object
  • Fixed active flickering when respawing into something very close
  • Fixed pioneer flying through MO hes standing on when continuing save
  • Fixed things become inactive too soon when respawn sparking
  • Fixed fly-out of assemblies when gone from sleeping
  • Fixed respawn spark taking longer for traveling longer distances again
  • Fixed lag when respawn spark is flying through map by not setting things along the way active unnecessarily
  • Fix in physics: objects started to collide with fly-out objects sometimes after gone from sleeping state to not sleeping
  • Fix: un-mounting involuntary mount joints when assembly becomes dead (not always when dead)
  • Fixed sorting blueprint menu sub lists items by original blueprint name now
  • Fixed particle System align particles to grid, didn't work for child particle Systems
  • Fixed particle System emitting from sleeping particles
  • Fixed sometimes missing particle System glow
  • Fixed burning, added hot triangles red option to material, set to false for ice, snow and water materials
  • Fixed IO activating everything on load and causing lag for 5 secs
  • Fixed sounds handling when there's corrupted sound loaded
  • Fixed sound handles were not released properly
  • Fixed paths in material decals files
  • Fixed Golem Ice, had light linked to non hidden eye
  • Fixed rope ending curve when attached to different assembly than self
  • Fix:some small sized and corrupted OGGs caused freeze in gorilla when played as audio stream from memory
  • Fixed, optimized and tested terrain saving in scene
  • Fixed lua error in pp_respawn
  • Fixed error in error handler when calling error() with no arguments
  • Fixed bird feathers on ground flying up again if bird thrown
  • Fixed weak leg joints in pink horror and red devil that would break to easy
  • Fixed tool rope flying glitch and polished mounting
  • Fix: physics - gear joint solving, much less crazy physics on objects break
  • Fixed joints solving, less crazy physics, more stable gear joints
  • Fixed entry hole particle System direction
  • Fix: set joint break angle max value to 160
  • Fix: CleanUp Scene and start new button didn't clean up all in scene
  • Fix: AddPercScannedToBPInMenu now doesn't trigger blueprint effect added when it was already completed
  • Fix: re-saved blueprints with wrong preview pictures to fix them
  • Fixed rendering blueprint preview picture when asembly is small
  • Fix: blueprint types sort alphabetically by localized string again in blueprint menu
  • Fixed little omni pioneer's light in Carnageoid to be not ray light
  • Fixed rope segment texture Y flip
  • Fix of the red channel use also in older version of shader Discovery Map Light Render.fs
  • Fix: tweaked rope connection joint position on Tool Tether
  • Fixed could abandon body with blueprint menu open
  • Fixed incorrect take over hint before controller attached
  • Fixed minimap selection font color not always unique per player
  • Fixed loot orb spark effect not having aurium color
  • Fixed ai getting angered by pioneer atomizer particle System
  • Fixed loot orb smoke flying away weirdly
  • Fixed workshop store not filtering out badly rated items
  • Hot fix: rendering to discovery map shader fixed
  • Fixed asteroid belt handling deleted scenes etc like they where not
  • Fixed featured scene has rocks on in asteroid belt
  • Fixed asteroid belt not letting player zoom into planetoid sometimes
  • Fixed lua error in gun helper
  • Fix: renderer was swapping buffers twice
  • Fixed extracting files in extracting all version
  • Fixed dropper spawning bomb when placing
  • Fixed grinders grinding when they shouldnt be grinding
  • Fixed minigun and assault rifle are too easily obtained
DEPRECATIONS
  • Deprecated util.getAllBrokenOffMOs() use scene:GetAllBrokenOffAssemblies() instead

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About This Game

Welcome to Planetoid Pioneers, a cooperative sci-fi Physicsvania where kooky old astronauts fall over themselves with QWOP-like action to explore the Asteroid Belt beyond Mars. It’s been built on the unique Crush2D physics engine and can be played on your couch with or against your friends in seamless pick-up-and-play Co-Op and PvP action.



You’ll trip over rocks, lose limbs and get your stuff stolen while fleeing from terrifying enemies that make you forget you’re walking right into the next trap. Come up with alternate creative solutions to the challenges thrown at you, or get your hands dirty and build some of your own Planetoids in the editors that are now all included in the standard edition, too. Laugh while others attempt to survive your carefully constructed carnage!


If you choose to purchase the Contributor Edition today, you will also get access to the official Contributor Community Discord server, where you can collaborate and share content with creatively-minded people, and also chat directly with the developers.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or newer
    • Processor: Dual core 2.5 GHz
    • Memory: 8 GB RAM
    • Graphics: Modern graphics card with 1 GB memory
    • Storage: 4 GB available space
    • Sound Card: Any sound card
    • Additional Notes: Play with joypad or keyboard and mouse
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or newer
    • Processor: Quad core 3 GHz
    • Memory: 8 GB RAM
    • Graphics: Modern graphics card with 2 GB memory
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Sound Card: Any sound card
    • Additional Notes: Play with joypad or keyboard and mouse

What Curators Say

12 Curators have reviewed this product. Click here to see them.

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