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 (186) - 67% of the 186 user reviews for this game are positive.
Release Date:
Feb 8, 2018
Developer:
Publisher:

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Recent updates View all (15)

April 8

Release Update 4 - Auto Expanding Asteroid Belt!



The last update had some unfortunate crashes for some folks - here's the known fixes to those issues - and another BOATLOAD of additional improvements (see below). We're also making things more robust with our build system, with nightly builds going to the open beta branch on Steam - so if you're having trouble with the default branch, try switching over to beta. We might have fixed it since!

Most notable updates this time around:
  • Automatically expanding Asteroid Belt with workshop scenes
  • Hopefully fixed new crash bug
  • New editor tutorial scene to explain triggers
  • New wearables, reactors and new armored skeleton blueprints

Full changelog:
  • Trap Grider: PS stop on death. Dies when area < 10%
  • Door Dungeon: Removed globals
  • Coalition Turret: Increased durability and ammo
  • Bot Spot: Fixed lua error Bot Flip: only triggers io once Bot Phoenix: removed debug wire
  • Fixed lua error in pioneer
  • Removed hud.add_zone_tip everywhere and deprecated functions
  • Ship landing fuel tanks don't explode again (works on planium)
  • Removed planium from AB since there is no goal
  • Plutas and Samroid updated
  • Made trigger tutorial Data Realms scene
  • Tweaked physics behaviour of grappling hook
  • Fixed globals in primoid endings + beginning scripts
  • Fixed issues with defendoid and reactor custom code with new globals rules
  • Fixed errors with voiceover if voice volume set to zero
  • Modified asteroid belt ui script stopped using self overzealously - and many global functions turned local
  • Fixed extensive issues with wrangloid
  • BP menu: Fixed lua error
  • Rover Shocks: Removed globals
  • Added Construction Elevator Concrete Constructs: Reduced density so windows can be damaged by the machine pistol
  • Coalition Turret: Fixed turret getting stuck at some angles
  • Pioneer: Fixed lua error @ line 3531
  • Removed test junk from Blank Planetoid
  • Recomputed day light anim for planium
  • Prototype Drone Defense: Fixed lua error
  • Fixed Planium beginning area, could not get out of pit
  • Made Test Scene Tentacle not Mappable
  • Fix: added activating zones also by camera position if camera is used by script
  • Plutas new version from pptest and resaved undiscovered
  • Fix PS heat on fly set to 0 for older versions
  • Fixed last man standing bug
  • Fixed: pioneer doesn't move reactors and triggers anymore when jumping
  • Fix: speed of rotating construct with mouse wheel was dependent on FPS
  • Fix" intro video was not rendered at all occasionally
  • Fix: stops all burning PSs of MO when changed AllowBurning to false, the same with melting
  • Showing target string value up to 16 chars in game viewport
  • Added tip to screen how to disable / enable lua output
  • Including Todd's work on blueprint edit page tips
  • Added ability to disable/enable showing lua errors to screen with Shift + L
  • Added PS feature - Heat / Cool on fly through (not on collision)
  • Todd's updates on scene editor tips
  • Fixed radars now not colliding with non-colliding MOs
  • Doors: Can open and close again. Radar is only created in auto-control mode
  • Pop Plant: Applied velocity to the pioneer is now the same when a tool held by a pioneer touch the plant as when just the pioneer touch the balloon
  • Fixed weird light map in menu scene when zoomed out
  • Polished game menu button colors
  • Race: Omni and ray lights are 10% of original
  • Changed look of game menu, buttons still need to improve
  • Pioneer: Can no longer ride a tool like a pogo-stick
  • Removed globals and unused locals
  • Removed debug print from Lua/bp_Door
  • Polished editor colors
  • Fixed coop blueprint share recategorize for all on completed.
  • updated pp_bpmenu.lua to use tables instead of c++ bound structures for added blueprint info
  • Added random reactor
  • Added and bound assy:GetConnectedTargetNames, fixed GetAllTargetNames
  • Added and bound assy:GetAllTargetNames()
  • Fixed seat and wheel component
  • Removed global from ship landing seat
  • Removed more globals
  • Loot Orbs: Updated sprites
  • Trap Doors: Reduced the risk of the door penetrating TOs
  • Golems: Adjusted mass to 999kg
  • Bot Acid, Mecha, Phoenix, Wrom & Walker now follow the Pioneer that printed the bot
  • Machine Dropper: Joints of cargo is set not to break on spawn. Bot Guard Box & Bot Spot: Can hibernate
  • IO: Debug no longer throws errors if an assy have no master MO
  • Lua Docs: Added tips about pointers to some classes
  • Added wip seat component
  • Made components work proper by looking through whole mount pile for ctrl with input
  • Correctly loading script of tether
  • Tweaked joint stability, size and texture of concrete structures
  • Removed Globals Coalition Turret: The body no longer rotates on its own when not mounted to terrain
  • Added reactor trigger repeatedly, added to trigger tut
  • Added trigger tutorial scene
  • Removed go external button from editor window, changed editor color
  • Now making backup of log file into Logs folder, if the log contained error message. polished out of memory error catching
  • Added one more borderless window mode with ctrl+shift+enter, fixed loading windows layout
  • Added features to select PS, Light, TO or Activity blueprint that are far away from scene, not visible in view, but causing quad tree to be huge
  • Fixed io debug things collidable
  • Finished sound source twins optimization
  • Fixed rope set BG done wrong
  • Added io.isTriggeredOnStart(asm, connector), fixed door bug with it
  • Added text trigger to info terminal to replace zone
  • Disabled auto control by default on most doors
  • Made exception to play ambient sound loops via sound streams
  • Bot Spot: Can follow waypoints and allied pioneers
  • Reactor Set Waypoint: Can set AIs to follow assemblies
  • Adding workshop scenes when reaching end of Asteroid Belt
  • Flying AIs stay above friendly assemblies when following them
  • Fixed Wrangloid and Wrangloid Easy to run with new Lua rules
  • Set mem align always to 32 - runs faster. and more error log polish
  • Birds: Added some more target circles
  • Rover Carrier Hover: No longer rotates when parked on the ground
  • Silverback: Eats its victims properly again
  • Auto DL of workshop scenes now fully working with addWSPlanetoid()
  • Removed globals in bpmenu, terminal
  • Reenabled save delete when scene completed
  • Fixed atomizing object right after it was assembled whn holding a button and it was a construct that was assembled partly before or was a construct included in scene
  • Optimized grid algo and eliminated one lag on fade to game
  • Fixed atomizing through door
  • FIX in sounds (huge memory consumption eliminated), lots of updates in error logging, updated memory consumption logging
  • Skeleton Armored: No longer rolls around when dead
  • Pioneer AI no longer run out of ammo
  • Concrete Window: Increased durability Concrete support: Decreased joint strength Pioneer AI: Bug fixes
  • Fixed and unified physics units labels in editor
  • Made all things in grazer vacuum local
  • Made some activties local
  • Removed old act_collect activity
  • Mega Worm Long: Removed debug code
  • Zoom Map: Removed global funciton
  • Pioneer don't duck when standing on a trap door
  • Pioneer: Does not duck when standing on an MO tagged "Interactible" that also have a onInteractibleDownPress() function
  • Optimization: eliminated many memory allocs and reallocs for better performance
  • Power Core: Removed globals
  • Made _G metatable unchangeable, disabled rawset()
  • Made act_race and act_coliseum local
  • Made act_primoid and act_acid_zones local
  • Loot sphere drops whole pioneer blueprints
  • Fixed MO sleeping and Awake when any particles collides with the MO
  • Eliminated the rest of break sounds when atomizing objects
  • Removed globals from golems, tools & grenades
  • Removed Globals from all Fauna
  • Removed Globals from all bots
  • Removed globals and redundant locals from various scripts in the Lua folder
  • Made Pioneer Imperatus better suited against heat, so player has a use for it in core
  • Some improvements to imperatus to make it stronger
  • Made a weareable space helmet blueprint too to attach
  • Armor set bps to put on creatures seperately
  • Removed some globals
  • Fauna Skeleton Armored: Can walk again & has stronger joints. Does not get knocked out by riding Knuckles. Vomit is stronger
  • Fauna skeleton armored with plates (new bp)
  • Editor colors change
  • Fixed whole game broken
  • Moved global lock to the right place and defined globals Blueprints, Assemblys, Presets lua side
  • Fixed text layer not getting show/hide/blur/focus events, not checking for Blueprints, Activitys and Presets table when creating objects in lua
  • Fixed multiselect in list in editor
  • Added warning when global gets created
  • Removed a ton of globals
  • Hiding on-screen lua error message after 15 seconds
  • Turned ON back the optimizations that work well
  • Set a lot of accidental globals local
  • Turned off sounds stream optimization
  • Added counting opened files and active sound sources
  • Maybe fixed a bug in pioneer_ai
  • Calling blueprint log functions, removed previous function
  • Added and bound functions to log currently builded or updated assembly - name
  • Added c2d_update.getLastUpdatedBP()
  • Not require()ing debug
  • Removed gpu memory info reading (works for nvidia only so far) and added files open/close counter to check files stay open
  • Fixed race lua error
  • Turned OFF recent four optimizations, added more info to memory log
7 comments Read more

March 14

RELEASE UPDATE THREE - the biggest one so far!



Holy moly, warm up your scrollwheels for this one! The Data Realms team has been cranking real hard on the third and BIGliest update since launch, totally crammed with improvements and upgrades that you have been pining for. Without further ado...

Most notably:
  • Fixed save wiping bug (really now); your old saves should even be loaded again now
  • Subscribed-to Workshop scenes appear as unlocked scenes in the Asteroid Belt
  • Added resolution and screen options!
  • Improved loading times
  • Improved performance
  • Much more useful Lua error messages
  • Visual debug mode for reactor logic
  • Game quits immediately

Full changelog:
  • Added Ctrl F1 performance measuring for c2d_update parts
  • Asteroid belt using scene:GetSceneExists(sceneName) again
  • Fixed all auto downloaded scenes being added to AB on build
  • Much faster loading of workshop on engine load
  • Removed light glow over planetoids in Asteroid Belt
  • Fixed potential lua errors spam caused by buggy WS pioneers
  • Added meta.getVanillaPioneers()
  • Scene rectangle fixes for menu
  • Set engine loading screen background to gray
  • Renamed reactor set joints lose -> loose
  • Renamed concrete construction items slightly to appear grouped in Blueprint menu
  • Updated scene is mappable check only when in main lib, auto mappable when in other libraries
  • Removed newline from no matching overload found err
  • Fixed including downloaded scenes in user config all scenes list
  • Fixed out of memory log in File class
  • Added lua error information when the error comes from workshop blueprint or scene
  • Throwing special lua error for Workshop stuff
  • Prepped asteroid belt for auto dl scenes
  • Added modal dialog warning "Out of graphics memory!"
  • Lua Docs: Fixed a bug that caused some functions to be ignored
  • Removed path from error and optimized debug.getInfo calls
  • Corrected a wrong control hint on controller
  • Also canceling abandon body hint correctly on controller
  • Canceling abandon body hint when doing so
  • Also added missing trigger on veh entered
  • Added forgotten to revert files lost in mar 1st incident
  • Committed bot spot to repo, used in Primoid
  • Using steam user name now when writing author to Blueprint or scene file, polished code storing and using one instance of mUserNameCompName in Userconfig only.
  • Print() stays for 10 instead of 5 secs and also stays after opening editor
  • Looking up asteroid belt scenes in Workshop for steam name as author
  • Fast game exit, not deleting objects, we'll use it for testing only
  • Added information about low memory for running the game
  • Using new func isSubscribedScene() in AB
  • AB: always unlocking subs, fixed 3 planetoids unlocked on new game, added unlock PS to some missing places, fixed a lua err
  • Added and bound c2d:IsSubscribedBP and IsSubscribedScene
  • Defined 'tostring' for all lua-bound classes
  • Removed new line from lua error report
  • Lua errors catch polish
  • Error handling for activity build/update
  • Lua error checking on engine side at some places
  • Got rid off compile warning, using string to pass workshop item id to lua and back instead of UINT64
  • Selecting or dragging activity Blueprint target now also selects it in editor list of Blueprint targets
  • Checking lua error occurrence by the first line only
  • Fixed lua error in reactor control tip caused by wrong PS name
  • Some more formatting polish of error message
  • Removed debug thing
  • Finished error handler and using everywhere
  • C2d_io: No longer throws errors because of a missing timer
  • Fixed AI Reactor's target names
  • Work in progress new lua error handler
  • Fixed lua error in bee nest
  • Added io debug, enabled with io.setDebugMode(set) or open editor
  • Cleaned up lua files build/update code, xpcall()ing for stack traceback in errors there too
  • Polished targets editing - bool value on click, string and number value shown next to target name if defined
  • Wrapped Light class to LightWrap, for improved stability
  • Added tag "Dont Save IO Events" and added to reactor trigger once to replace hardcoded exception
  • Fixed delayed trigger triggering wrong when activated on frame 0 and potential stack overflow
  • Io passes to reactor funcs if they were called during load
  • Dereferenced nil object error report via new lua error handling system
  • Prints always visible in edit mode
  • Picture man twin pictures optimization error fix
  • Activity and c2d build and update via new safe call
  • Added c2d_update.activity_and_c2d_build(presetID, objectID) and update to update activity from lua too
  • Calling also .Build and .Assembled via new safe lua call system
  • Blueprint:Assembled() can also be called lua side with new func c2d_update.blueprints_assembled(t)
  • Overwriting type() correctly using closure
  • Added and bound == operator for SoundSetMan
  • Added and bound SoundSetMan::type
  • Trigger In Area Loss revert after wrong merge
  • Got back lost changes by wrong merge
  • Added stack traceback to new Blueprint lua error handling
  • Polished lua object and preset registering to not use UINTPTR
  • Optimized Rocket Bob PS, contained huge and many smoke particles
  • Fixed Asteroid Belt ui creating lots of timers
  • Eliminated white rectangle on start
  • Reverted Reactor Add Control Tip
  • Fixed Blueprints Build and Update optimization, nil check
  • Applied the same optimization to Blueprints Build call on scene build
  • Bit more polish on Blueprints update optimization
  • Polished Blueprint update call optimization
  • Blueprints update optim wip
  • Added error to Asteroid Belt if missing primoid.png
  • Fixed lua err
  • Added wip c2d_update.run_Blueprint_function(t)
  • Protected calling lua folder builds and updates for better performance and avoiding error breaking execution of all builds/updates
  • Added and bound scene:ThrowLuaError(err)
  • 30 steps for c2d_update and update in just one step
  • Changed how various animals interact with constructs
  • Changed how various bots interact with constructs
  • Rover Carrier: Can fly higher if there are TOs nearby
  • The AI can attack planks that have been printed by the player
  • Trap Flamer can be turned on by sentry camera
  • Removed old trunks again
  • Pioneer passes self in toolActivate/Deactivate funcs
  • Tweaked some of the Asteroid Belt effect PSs
  • Added some effects to AB
  • Trigger On Pain & Sighting: Only triggers once
  • Another try to fix drawing to canvases due to Coherent render optimization
  • Constructions: No longer mounts to the Pioneer that printed it. Inherits team tag when printed
  • Construction Window: BG sprite is destroyed on death
  • Laser Assault Rifle: Can damage Construct Wall
  • Detection of constructs is improved on several bots
  • Construction Walls: Changed death conditions
  • Fixed looped sounds that are played via sound stream instead of sample, for sounds optimization
  • Construction Walls: Sprites look like concrete
  • Fixed picture twins optimizationa
  • Divided lua c2d_update.build() to more separated calls,
  • Pioneers are assigned a team based on controller ID insead of assy ID
  • Materials: Moved Reinforced Concrete from legacy materials
  • Revert of the wrong merge
  • Finished DefaultManExt and used everywhere where it makes sense
  • DefaultManExt, almost finished, committing to ensure not lose this
  • Added latest laval PSs from Anton
  • Reverted Blueprint Bot Imperatus rock head mistake
  • Rover Carrier: Can fly higher if there are TOs nearby
  • Bird Hostile: Does not steal tools from allies
  • Fixed a bug where 2 other random planetoids would be unlocked on first game start and bug with calculating when to unlock new ptoids
  • Print stays on screen 10 secs instead of 5
  • Finished picture twins optimization
  • Bird Neutral: Friendly birds steal enemy tools and bring them to the pioneer
  • Fixed Blueprint script revert after blueprint save - now removing it from blueprints cache immediately
  • Picture twins optimization in progress
  • Door Curved: MOs cannot get trapped between the doors
  • Added Construction Wall & Window Added material Reinforced Concrete
  • [added] ending draft for primoid, trigger it with `primoid_ending:start()` in console on primoid for now
  • Pioneer: Can create a custom pose for pioneers with unusually long legs
  • Pioneer: Can be set to FlyOutAssembly with a vehicle mounted to the world
  • Fixed pio shop showing wrong amount of aur substracted
  • Forgotten stuff
  • Mouse art for the remaining triggers and reactors
  • Added some mouse art to a few reactors
  • Removed most control tips from primoid script since they are replaced
  • Fixed control tip can not be started deactivated
  • Control tip reactor always starts activated
  • Added warning if action not defined in control tip
  • Fixed lua error in pioneer status reactor
  • Added trigger proximity construct
  • Added on menu opened/closed triggers to pioneerstatus reactor
  • Added reactor zoomed to limit
  • Control tip: fixed incorrectly placed tip, and tip getting stuck in air
  • Added range target to control tip reactor
  • Added percent setting and icon to area loss trigger
  • Added trigger on veh entered
  • Reactor control tip adds tip over pios in range if no target set
  • Optimization of loading and preloading pictures data - part 1
  • Mega Worm Long: Can be jointed to terrain with constructs again. Body segments scale up when eating an MO
  • Bot Imperatus: No longer has a rock for head
  • Better target names for reactor control tip
  • Added reactor add control tip, supporting future control changes through options and multi tips in local mp
  • Fixed file type in BlueprintsCache
  • Enabled little spark and rocket in Asteroid Belt for testing
  • Syncing in a bunch of new/udpated Audio and new/updaed PSs for metagame
  • Bit more optimization on BlueprintCache
  • Special optimization: Blueprints cache, for much faster loading of Blueprints and PSs
  • Fixed a lua error in grapple
  • Optimization: playing and loading audio files of size over 50 kb as audio streams, saved memory and load time
  • Using inner SHA to compare scenes and faster load, resaved all scenes
  • Added inner SHA for upcomming loading optimizations
  • Bot Walker: Increased toughness and damage output
  • Spider Climber: Can walk properly on MOs
  • Pioneer: Broken off MOs can always be atomized
  • Spider Climber: Lights are smaller Aurium & Fire Crab: No longer burns
  • Rover Spider Climber: Moves faster
  • Fixed SetAtomizable(Yes) when assy is broken off, at three places
  • Got back that feature SetBrokenOffMOsAtomizable code
  • Fixed saving/loading blueprint for the new feature
  • Commented out mSetBrokenOffMOsAtomizable
  • Fixed bugs in setting display modes
  • Added functions for setting broken off MOs to atomizable. Not bound to lua yet
  • Fixed settings prompt going missing if you opened planetoid panel with video panel open
  • Added sections of the video menu don't get visually removed, they just go low opacity and stop responding to mouse events/become unselectable
  • Fixed "dispalymodes" typo
  • Added gamepad support for video settings
  • Added (and then disabled cause it looks bad) friendly display name along with display number from sdl for each display
  • Modified fade for planetoid/settings prompt is 2x as fast [added] more video settings work - almost done
  • Fixed accidental double-bind
  • Added options select element for Asteroid Belt UI
  • Modified some bindings for the video settings+separated resolution and display number "should render" calls
  • Optimized reload texture, should shorten add assembly time in huge planet
  • Pioneer: Set all MOs to not atomizable again
  • Lua Docs: DisplayMode functions
  • Prepared display settings functions, polished and reworked switching modes functions
  • Added dummied-in video controls
  • Removed misunderstood target only reactor complete from the objective reactor (now all require reactor completion)
  • Fixed potential lua error in egg Blueprint when area goes from 100%->0% in one update (ie when crushed)
  • Fixed needless every-frame update of asteroid UI toggle for workshop enable/disable
  • Lms: fixed no arm hint on bots
  • Not displaying pause message
  • AB: fixed bug where new scenes could not be unlocked, fixed light not updating when unlocked, fixed unlocking deleted scenes, colored completed message green
  • Added and bound c2d:IsLibraryScene()
  • Updated C2DGame::GetGameSceneLoadedAndPlaying with GetSceneFinished()
  • Auto-sharing scnned blueprints in coop mode, also immediate sharing scanned mass when atomizng more players together
  • Added assembler scan to Starman
  • Trap Grinder: Added PS that do damage when the trap is on
  • Bot Worm: Wheels only do damage when rotating
  • Pioneer AI: Tools held in hands cannot get shot
  • Updated auto mounting and showing right the overlapping / automount
  • Updates: play sound on construction cancel, atomize while assembling
  • Pioneer AI: No longer tries to pick up broken off parts of weapons
  • Fixed Asteroid Belt name not correctly centered above scenes
  • Moving Platform & Trap Door Long: Added the "Interactible" tag and functions
  • Pioneer: Added code for ignoring up/down input when standing on an assy with the "Interactible" tag
  • Pioneer: The pioneer is pushed down when stopping, if the legs are not in contact with antything. The feet are not pinned when opening the Blueprint menu if the pioneer is standing on an MO
  • Increased resp station range so it works with vehicles
  • Testing pioneer only heaving jumps
  • Lowered pioneer skidding intencity so he doesnt slip in the air
  • Print() messages turn invisible after 5 secs of no printing
  • Pioneer also calls self.onInteractibleUp/DownPress() on interactibles overwriting input if found in target
  • C2d logger polish and thread-safe error log
  • Binding calls out of event, added mutexes to event handers for thread safety
  • Added disabled option and lua_check_obj to editor's textbox component, updated it in editors too.
  • Uncommitted file push
  • Fix for Auto-Download Content toggle to be toggled right on game start
  • Applied the fix to master branch
  • Fixed bug in new saving discovery maps
  • Removed another test scene
  • Meaga Worm Long: Added "Big Ailien" sound effects
  • Removed four test scenes comitted by mistake
  • Fixed Asteroid Belt not shwoing scene completed
  • Makes pioneer die if it's not mounted to an assy that has "Spaceworthy" tag when it reaches exit altitude
  • Steam fixes
  • Fix: RandomSeed sometimes got stuck at 0
  • Updated the space travel PS, and also added the ship explosion when player presses button to start
  • Fixed last merge
  • Reworked assembling update, fixed bugs and updated scan effect with the same rules as when assembling
  • Improved look/realism of the intro travel scene background PS, lots of planetoids instead of random images, as bob is traveling through the Asteroid Belt fixed a small cosmetic issue in Carnageoid
  • Tuned the stopping power force a little so it's not overly obvious
  • Pioneer: Reverted to only jumping when feet are touching the ground
  • Made "New Area" text smaller Added "SPaceworthy" tag on Ship Rocket, and made pp_game check for that on all attached assys to player pioneer when reaching the exit altiude, needs help from max to kill player if they're not in a craft Made abandon body confirmation text more clear
  • Bird Neutral: Detects tools held by Pioneer
  • Fixed placing hologram / adding it on build, assembly position and rotation
  • Fix: the same search and ray cast algo for aiming construct, assembler effect and assembling the hologram
  • Updated auto download from workshop
  • Incremented release build number!!
  • Synced in some PSs and latest Samroid to repo from pptest
33 comments Read more

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
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