Besiege - SamSpiderling
Hey everyone!

Welcome to another round of Community Highlights. Our sixth edition is here, and it's packed with jaw-dropping creations from brilliant minds in the Besiege community. This month, things got heavy (in the best way possible) as builders rolled into action using only the base game to build Tanks. With that being said, the the moment has finally come to announce the winners of our Vanilla Tank Contest!

🥇 1st Place: Baneblade MK-2 by ChrisGun



🥈 2nd Place: Thomas The Tank by Fnom3



🥉 3rd Place: by Cipher MBT by septcentcinquanteetun



Honorable Mention - Dome-inator by Rdsz



The Vanilla Tank Contest was one of our biggest contests so thank you to everyone that participated. Choosing just three winners was no easy feat. Every entry brought something unique, and the creativity on display made for some seriously tough decisions. We’re incredibly proud of everyone who submitted. Each build had its own flair, and many came very close.

Remember, the hype doesn’t end here, our contests are monthly. Keep it locked on our Discord to stay updated and enter.

Now, time to get into this month's highlights!



Marvelous Spectacles

The Holzritter by Blitsplatapus



Jelly Supreme by Pancakeb0t



D1rt K1ng by Tyana357



Shipwrecked by Coomedygoal





Crafty Contrivances

https://steamcommunity.com/sharedfiles/filedetails/?id=3444248052
https://steamcommunity.com/sharedfiles/filedetails/?id=3455526004
https://steamcommunity.com/sharedfiles/filedetails/?id=3450716892
https://steamcommunity.com/sharedfiles/filedetails/?id=3453099792
https://steamcommunity.com/sharedfiles/filedetails/?id=3446586367
https://steamcommunity.com/sharedfiles/filedetails/?id=3453222249
https://steamcommunity.com/sharedfiles/filedetails/?id=3447992982



Moving Tapestries

Beginners Guide to Besiege by Chicoza



I built a REALISTIC TANK in besiege! by Silexion



Besiege build: Heavy-Gear Dolly-chan by Blitsplatapus





Spiderling Developer Community Stream



Its that time of month again! Join us for our next Developer Community livestream next Friday, April 11th at 3 PM BST and hang out with us as we showcase your contest submissions and creations over on Twitch.

That's all for this month, we hope you enjoyed our sixth installment of our Community Highlights and look forward to seeing you all on our next stream.

Cheers everyone,
Sam




If you'd like to be featured in our next Community Highlights, make sure to use our special hashtag #BuiltWithBesiege on Twitter or use the Submissions channel over on our Discord. Alternatively, you can reach out to Sam (Discord) who will be vetting submissions.
Besiege - Von
Hello everyone!

Today we’ve got another update for you, containing extras that we weren’t quite able to squeeze into the Anniversary Update.
We’d also like to take this opportunity to update you on our Roadmap for Besiege in 2025. It is subject to change, but we wanted to give you some idea of what you can expect over the next year.

The first thing we’ve added in this update are the final two rulers from the Besiege campaign; The Withered King & Admiral Drasckar. Technically Drasckar was already present in the Splintered Sea campaign, but he’s received a cool makeover to make him stand out more!



Next up, we’ve added a whole bunch of new sounds to Besiege’s blocks, including the; Piston, Rope & Winch, Grenade and Flying Block. In particular these sounds create a really visceral experience when creating mechanical engines in game.


We’ve also added some missing objects from the Anniversary update to the level editor, including those from the new “Legacy” sandbox level, which you can now use to create your own playgrounds! The island rulers are also placeable in the level editor.


Additionally, we’ve added two new “Source Cube” skins into the game, which can be unlocked by completing the base game & Splintered Sea "Completionist" achievements respectively. We hope this’ll be a nice little reward/recognition of your achievements! :)


Lastly, we’ve made a bunch of small improvements and added new options to the game, which you can read about in the changelog below.


We also have a bit of bad news. The main reason this update took so long to release is that we spent a lot of time trying to fix an issue on Mac that was causing crashes. Unfortunately, after considerable effort, we've come to the conclusion that the issue is caused by the steam Leaderboards we added last update and it is not currently fixable.
This has meant that we've had to disable leaderboards indefinitely on M-core Macs. We apologise for this and if a solution ever presents itself, we will endavour to fix the problem and reenable leaderboards.

We hope the additions and improvements in this update are welcome ones, and we’re looking forward to an exciting year for Besiege & Spiderling!

Cheers,
Von

PS: We're really interested in getting your feedback and thoughts on Besiege and have created a quick player survey which you can fill out and let us know your opinions on things! :)

Changelog V1.73 - 22995

# change log from experimental
- Mac M1, M2 and M3 crash due to the ARM interpretation of the steam leaderboard integration, for these CPUs the leaderboards have been disabled to stop crashes.
- Build surfaces with NaN thickness now "properly" generate fragments when breaking in a way that ddoes not cause crashes. The fragments have colliders but are invisible.

# new changes
- Added a sourcecube skin as reward for completing the Completionist and Splintered Sea Completionist Achievements
- You can now see block collisions and breaks in joint stress mode (marked with x's and o's)
- Sensor block now has an offset so you can set shere the detection area not just ends but where it starts
- Grenade got a fuse delay for detonation (fire will start the fuse as well)
- Grenades now have continuous Collision
- Pistons got a new sound
- Build Surfaces with modded thickness is now able to be up to 10 units thick
- Added more sounds to blocks (Rope and Winch, Grenade, flying block)
- Cannons have a projectile size slider
- Cannons now have a chainshot selectable as ammunition
- Speedometer can now track angular velocity instead of normal velocity
- Pin now has a mod-able option for pinning more than a single block
- Fixed Valfross knights to properly avoid fire again
- Optimized key emulation for ticks with many key/variable uses
- Logic blocks now have a limited amount of sounds it can play at once
- Rendering optimisation to all blocks that use dials and levers
- Removed occluding trigger on Logic Gate in simulation
- Fixed multiple cases where some blocks would cause increases in the Damage Score (Rockets, Bombs, Grenades, Torch and Flameball)
- Machine Grounding no longer takes the collider of the pin into account
- Added The Withered King and Admiral Drasckar to their respective islands
- Added all Ruler AI's to the Level Editor
- Added new objects from the last patch to the Level Editor
- Adjusted the Wind strength in Zone 36 The Frozen Path
- Fixed bug with Entity Scale Tool in level Editor that would cause unexpected scaling
- Added Drowning poses to all humanoid AI's in the Level Editor
- Stabilized Level progression check to avoid rare cases where some players would be stuck.
- Fixed a case where loading modded machines with NaN positions could crash the game.
- When using advanced building mode the value fields will now be on per default
- Fixed case where AI's would get stuck attack the same broken block for eternity
- Updated the way we interpret the histogram data so its easier to understand
- Added Toggle to Counqured VFX in the Title Screen
- Small tweaks to 2 Ipsilon levels
- Updated high quality SSAO so it looks sharper
- Made small improvements to duplicating surface edges and nodes
Besiege - Von
Hello Everyone!

This year is Besiege’s 10th anniversary since its launch into early access in 2015! Ten years of development has absolutely transformed the game from its humble origins- combining hundreds of new features, blocks and levels to make Besiege the machine building & destruction extravaganza it is today.

We are incredibly proud of the community that has grown around Besiege during its first decade, overflowing with creativity, ingenuity and people willing to help others learn new ways of building their ultimate machines. You’ve never ceased to amaze and inspire us at Spiderling!


This is going to be an exciting year for Spiderling, we can’t wait to show you our future plans for Besiege and more... We’ll be celebrating Besiege’s 10th birthday throughout this year, with community events & future updates. We’re even working on a small video featuring some of our team talking about Besiege’s journey; from inception to where the game is now.

Before we get into the details of the 10 year anniversary update, we just want to take the opportunity once again to thank all of you; Besiege’s fans & players, for your wonderful support and your contribution to Besiege’s awesome community. Thank you.


10th Anniversary Update

For this update we wanted to focus on additions centering around Besiege’s community & core playerbase. Adding some extra replayability to the campaign, bringing back some nostalgia and improving the quality of the game.


Achievements

As part of this update we decided to spend some time going through Besiege’s achievements, improving some of the less interesting ones, adding in new challenges and removing some the most disliked ones (multiplayer focused).



In total we’ve added 25 new achievements, some of which are for the Splintered Sea expansion.
Many of the new achievements require you to collect a “Strange Fragment” in order to complete them. These strange fragments appear to be related in some way to the source cube and are often revealed after accomplishing the main achievement task.


Stat Tracking & Ranking

Besiege’s scoreboards have received a major upgrade, with your time, damage taken and “block score” displayed upon completion of a campaign level. Your scores are also added to a global leaderboard so you can compare your performance with other Besiege players.


Time & Damage Taken are quite obvious, but Block total is a more complicated metric. Each block in Besiege is assigned a point value (with more powerful blocks having a higher point value). The total value of all the blocks you use in simulation is added together, to give you your “Block Total” score. The lower your score is, the better you’ve done and the further up the leaderboards you’ll be placed. Using a machine downloaded from the workshop means you won’t be able to get your score added to the scoreboards.


Steam Trading Cards

(Steam Profile Badges)

Besiege now has Steam Trading Cards, which you unlock by playing the game over time. These cards are tradeable and can be used to unlock special Besiege badges, emojis (for use in Steam’s chat system) and backgrounds for your Steam profile.

(Steam Trading Cards)

The art in Besiege’s trading cards was produced by daichi, a prominent member of the Japanese Besiege community! Thank you daichi for your hard work on these!

(Steam Emoticons)


(Steam Profile Backgrounds)


Tolbrynd Level

We’ve long been unhappy with the final level of the Tolbrynd island, so for this update we decided to rework it into something cooler and more exciting! The new version looks awesome, is challenging to complete and a lot of fun!



Automatic Timescale

A new feature we’ve added to Besiege for this update automatically adjusts the game’s Timescale slider when your computer is under heavy load and your FPS drops. This means that when lots of physics interactions are occurring at the same time, the game slows down time to ensure a smooth gameplay experience.
An added bonus of this effect is that large explosions and crashes will automatically occur in slow motion, as they’re often the most intense moments of physics simulation.


Legacy Sandbox

The original Sandbox is now back in the game after receiving a dramatic makeover with all new models and textures. The environment has also been rescaled to better fit the larger machines more commonly used by players today, and it’s been extended to create more of a circuit to traverse.




Rulers of Campaign Islands

The rulers of each campaign island have always been conspicuously absent from the game’s levels, but this is no longer the case! The final level of each campaign island now has that island’s ruler fighting alongside their army against you.



Alpha Version of Besiege

The original version of Besiege, which first launched the game into early access in 2015, is now available to play through Steam’s “Betas” selection tab. We thought this would be a fun way for everyone to see just how much Besiege has changed over these past 10 years!



To access this version of Besiege, right click on Besiege in your Steam Library, select “Properties” and then navigate to the “Betas” tab, then select “Alpha Besiege” from the dropdown box.

That concludes the 10 year anniversary update but there will be plenty more to come for Besiege over the course of 2025!

Thank you, once again for your epic support over these past 10 years. We hope you enjoy this update and are excited to see what comes next!

Cheers everyone!
Von

Hotfix - 22666

- ARAS' REFUGE achievement is now possible to get
- Leaderboard tooltips and secondary objective tooltips now wont be affected by the tooltip setting
- Fixed a few localisation issues

Changelog V1.70 - 22661

- Added an updated version of the original sandbox
- Added Leaderboards to track and compete in 3 different categories
- Added new achievements
- Added new challenge to a bunch of levels
- Changed some levels (more major changes can be found below)
- Frozen relic now freezes machines to the ground instead of applying zero gravity
- Ambush got a sand dune and made boulders blocking your way breakable
- Aras' Refuge now takes place in the air with a stone bridge leading to the castle
- The last levels of Ipsilon, Tolbrynd and Krolmar now has some new ai.
- Midland Patrol has been changed in ways that add more ai over time
- Strange Artefact's keys was made a bit easier, each key is now attached to its lock.


- Fixed minor problem with skatewheels reparenting
- Changed how the Drag Tool works
- CTRL + A now selects all objects even if AB mode is not enabled
- Added Block Points to the block tooltips
- Updated Sail-block
- Fixed some issues in the water sandbox
- fixed some ai's not being affected properly by water, wind and Vacuum
- Made armour more effective at blocking area attacks from older ai
- Added automatic time slider that will adjust the time
- Added new banners for each island
- Water surface tension has been changed
- paddles are now more effective as propellers in water
- propellers are now slight less effective as propellers in water
- fixed an issue with grounding your machine while over water
- Added sounds to flying block
- Drag Block's physics has been updated
- In the config file you can now define the maximum number of block that can be loaded each frame. Higher means you might get a bit of lagg but it will be faster. Lower means that you will avoid causing lag but it will lock everyone up for longer
Besiege - Von
Hey everyone!

Today we’re excited to announce that Besiege Console is now available on Playstation 4 & 5! Physical copies for the Japanese region are also available for purchase and they look awesome! It’s always been a dream of ours to see Besiege in physical form and now it’s finally happened. :)


We also wanted to take this opportunity to briefly talk about some of the things coming up in Besiege’s 10 year Anniversary update!

The main focus of the anniversary update for us, is on revitalizing parts of the original game, adding new challenges and implementing content we feel the Besiege’s longstanding community will enjoy.

Return of the Original Sandbox

Many of you old school Besiege players will remember the game’s original sandbox level, which was very popular among builders for testing their machines. When the new sandbox map was added, the original was retired due to it’s dated appearance and (we felt) wasn’t at all fit for purpose. We were surprised, however, to see so many fans of the game disappointed by this decision.


So, with that in mind, for Besiege’s 10th year anniversary, we’re bringing the old girl out of retirement! With completely new visuals, the sandbox has been rebuilt in a way that captures the level’s original feel but is better scaled to handle the kinds of machines players build these days, with an improved layout and a bit of an expansion as well.

We hope this remaster lives up to your nostalgia of the original!



Scoreboard System

Besiege has always had a basic readout that tells you how long it took you to complete a level, but we’ve gone way beyond that now and implemented a new Scoreboarding system that shows you how well you’ve performed relative to other players!

There are now 3 stats that your level completion is measured on:
- Damage Taken
- Time Taken
- Block Total

Damage & Time taken should be self-explanatory, the less damage or time you take in simulation, the better your scores are!
Block total is a more complicated metric, where each block in Besiege is assigned a point value (with more powerful blocks having a higher point value). The total value of all the blocks you use in simulation is added together, to give you your “Block Total” score. The lower your score is, the better you’ve done and the further up the leaderboards you’ll be placed.


Hovering over your score shows you how your best scores compare to other players and where you sit in the rankings. Next to each of your scores you’ll see a little visualization called a histogram, which displays where your scores have fallen compared with what all other players have achieved.

To add a little extra spice to the competition, we have submitted our own scores to the leaderboards as Spiderling Devs, can you beat us?

More to come..


We’re also cooking up some other surprises for this update, but we don’t want to give it all away just yet, so stay tuned! ;)

The Anniversary Update will release late January or early February.

That’s all for now, we hope you’re excited about what’s coming and we’re looking forward to seeing you get stuck into it!

Cheers,
Von
Besiege - SamSpiderling
Hey everyone,

Welcome to the fifth edition of our Community Highlights, where we proudly celebrate the amazing talent and boundless creativity of our community. This month, vanilla has truly taken flight as the Besiege community has embraced the challenge to craft incredible machines using only the base game. With that said, we're excited to announce the winners of our Vanilla Plane Contest!

🥇 1st Place: Messerschmitt Me464 Adler by Wessel



🥈 2nd Place: VAB-2 Scattersparrow by Blitsplatapus



🥉 3rd Place: by B2 Spirit Bomber by Wiesław69



Honorable Mention - Mackerel-T Torpedo Bomber by Crislim



Honorable Mention - Vanilla Plane - Fnom3



Big cheers to the winners and a huge shoutout to everyone else that entered. The hype doesn’t end here, our epic monthly contests are monthly. Keep it locked on our Discord to stay updated and enter.

Now, time to get into this month's highlights!



Stunning Artistry

Giant Doll MK2 by Blitsplatapus



The Splintered Sea by Real Civil Engineer



Destroy the World by Ninjaxx





Marvelous Spectacles

Defiance by Pukku131



Broken Reality by Krautregen



Godzilla by Tamaryu



Desert Mayhem by Keoun_u





Crafty Contrivances

https://steamcommunity.com/sharedfiles/filedetails/?id=3374723392
https://steamcommunity.com/sharedfiles/filedetails/?id=3371709763
https://steamcommunity.com/sharedfiles/filedetails/?id=3370435554
https://steamcommunity.com/sharedfiles/filedetails/?id=3366395154
https://steamcommunity.com/sharedfiles/filedetails/?id=3364729193
https://steamcommunity.com/sharedfiles/filedetails/?id=3369394777



Moving Tapestries

XF-85 Goblin by James_Bond



How to get an Engineering Degree by CoffeeJunkee



The Sprint Marauder and Hoplite by Blitsplatapus





HAPPY HOLIDAYS



Happy Holidays! As the year winds down, our studio will be taking a break from the week of Christmas until after New Year's to recharge and celebrate with loved ones. This means there will be no contest or community developer stream in December, but don’t worry, we’ll be back in January to kick off another exciting year of Besiege with all of you. Thank you for an incredible year, and we can’t wait to see what you build in 2025!

Cheers everyone,
Sam




If you'd like to be featured in our next Community Highlights, make sure to use our special hashtag #BuiltWithBesiege on Twitter or use the Submissions channel over on our Discord. Alternatively, you can reach out to Sam (Discord) who will be vetting submissions.
Besiege - Von

Hey everyone!

As you're probably aware, the Steam Awards are currently underway and we'd be grateful for your support in nominating us for the Labor of Love Award.

After nearly 10 years of Besiege development, we still have plans for new content and improvements going into the future that we're excited to bring you!

For us, developing Besiege is truly a labor of love.
Please consider nominating us. :)

Besiege - Von
Hello everyone!

Today we’ve released V1.65 of Besiege, bringing 4 new blocks, 2 new tools to help you perfect your machine building and some block related changes and fixes!

Drag Block
The drag block applies a large amount of drag when moving in a specific direction, but is aerodynamic (applies low drag) when moving in the opposite direction.



Fly Wheel
The Fly Wheel is a block that resists rotational change, storing angular momentum and then releasing it at a steady rate (like charging up a battery and then outputting power at a steady rate). Put simply, a Fly Wheel will rotate at a steady rate regardless of how much the rotational speed of the input changes.
The Fly Wheel’s inertia & power can be customized with the parameter tool, as can the key used for engaging its clutch.



Bounce Pad
The Bounce Pad works like a pogostick, when force is applied to it, it creates a substantial repelling force in the opposite direction, causing it to bounce.



Roller Wheel
The Roller Wheel is actually a set of wheels that are perfectly smooth, allowing them to rotate freely, without a motor. Unlike a caster wheel, the Roller Wheels are locked on a specific axis and have great grip, making them useful for steering.
Stiffness of the wheels can be customized allowing them to bend on a horizontal axis or remain completely rigid.



In addition to the new blocks, we’ve also added 2 new visualization modes to Besiege that will help you better understand your machine’s performance and identify areas that could be improved.

The first one is a “Drag Visualizer” which, when activated in simulation, will show you which parts of your machine are creating/experiencing the most drag. This tool works for drag through the air and water alike.



The other tool is a “Joint Stress Visualizer”. During simulation, while activated, this tool shows you how much strain the joints of your machine are under. It’s an excellent way to check which parts of your machine are likely to break and could do with additional strengthening.



Something else we wanted to mention in this post is that, by popular request, we have made Besiege’s soundtrack purchasable on its own, no longer requiring you to purchase the “Supporter Edition” to receive it.

That’s all for today but we’ll be releasing the 10th year anniversary update for Besiege early next year so stay tuned for details!

Cheers everyone!
Von

PS: The Steam awards are coming up and we'd really appreciate your support as we approach 10 years of Besiege's development! :)



Changelog V1.65 - 22360

- Added 4 new blocks
- Added 2 new visualizer modes
- Nerfed Harpoon gatling guns
- Fixed Multiplayer sounds not syncing for client
- Fixed various issues with blocks in Multiplayer
- Added modding option to stop the fixed camera from responding to terrain
- Fixed lag issue with thumbnail generation
- Fixed Small Barrel not showing that it broke
- Cluster mode now has textures and looks similar to the new modes
- Steering block now has optional limits similar to the steering hinge
- Added no new easter eggs
- Fixed errors caused by collisions with harpoon launcher
- Fixed a thing or two
- Fixed various localization issues
- Fixed issue where wind could impact machine while loading into simulation
- Fixed issue with beacon object not setting things on fire
- Fixed issue with Big Barrel texture when burned
- Fixed issue where Zero-G zone would disable freezing zones
- Fixed issue where water shader blocked grid of build surface
- Fixed issue preventing clients from joining hosts who have broken surface fragments
- Invincibility mode can now be toggled in simulation
- Fixed issues with various level editor objects
- Fixed issue where focusing on a camera and stopping sim would cause an error
- Fixed issue preventing various destroyed blocks from being cleaned up properly in multiplayer
- Fixed issue where balloons couldn't be popped
Besiege - SamSpiderling
Hey all,

Welcome to the fourth installment of our Community Highlights! Once again, we’re thrilled to showcase the incredible talent and ingenuity within our community. Before our showcase, we'd like start off by saying a thank you to everyone who participated in the Spooky Halloween Machine Contest! Submissions have been incredible, and after careful consideration, we’re excited to announce the winners!

🥇 1st Place: Skeleton Horse Carriage by Morumotti



🥈 2nd Place: The Bone Spider by Roseate



🥉 3rd Place: Coffin Fish by Gimo_an



A huge congratulations to our winners, and a big shoutout to everyone who participated. Don't forget that contests are held every month so keep an eye out on our Discord.

Now, time to get into this month's highlights!



Stunning Artistry

Lonely Peasant by Blitsplatapus



The Experimental Yak by Shade



Piece of Besiege history, Source Cube & Helmet on r/Place 2022 by The Community





Marvelous Spectacles

The Jack O Copter by Blitsplatapus (Contest honorable mention)



Hellhound by Spoockybro (Contest honorable mention)



Moonlight by Kummajainen_



Earthcrawler by Smolhov





Crafty Contrivances

https://steamcommunity.com/sharedfiles/filedetails/?id=3351499122
https://steamcommunity.com/sharedfiles/filedetails/?id=3353693711
https://steamcommunity.com/sharedfiles/filedetails/?id=2096745623
https://steamcommunity.com/sharedfiles/filedetails/?id=3348688739
https://steamcommunity.com/sharedfiles/filedetails/?id=3354159561



Moving Tapestries

The Psychic Dominator Activated (Red Alert 2 Yuri's Revenge Remake) by Foehn



Ultra Sour 3 (Multiverse Compilation) by DESTROPOCALYPSE



Air vs Ground Combat #14 by Big Mathis





Spiderling Developer Community Stream



Our next Developer Community livestream is Friday, November 29th at 4 PM BST! Come hang out as we showcase your creations over on Twitch. Share your builds with us over on our Discord to be featured!

That's all for November, we hope you enjoyed the fourth installment of our Community Highlights! See you next month!

Cheers everyone,
Sam




If you'd like to be featured in our next Community Highlights, make sure to use our special hashtag #BuiltWithBesiege on Twitter or use the Submissions channel over on our Discord. Alternatively, you can reach out to Sam (Discord) who will be vetting submissions.
Besiege - Von
Hello Everyone!

Today we’ve released another major update, focussed around Besiege’s level editor, coupled with some quality of life features/changes. The update adds 120+ new objects (including complex objects for the first time, like the Galleon ship), a new camera mode for better machine tracking in tight spaces, improvements to multiplayer and other improvements & fixes!

Besiege is also 75% off and the Splintered Sea expansion will be 20% off, for the next week!

https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/

Level Editor

The core focus of this update was adding additional objects to the level editor and bringing some of the more complex, heavily requested items to it as well! During this process we felt the object categories could benefit from some reorganisation and we also spent time improving thumbnails to make objects easier to find & understand.

Wherever possible we’ve tried to give everyone access to Splintered Sea objects, to avoid situations where players accidentally create maps that require the Expansion without realising it. This means that we’ve only locked off objects that are very obviously from the Expansion (such as the Squid, Sharks, Ships, etc).

Let's start with the most exciting category; Weaponry & Vehicles!
This section now features the Splintered Sea Galleon and the Airships from the base game, which have been long requested by the community. We've also added all the NPC cannons from Besiege, which can be placed on the Galleon or Airships and will automatically attach. These objects also have a proper ai system, enabling them to chase and attack your machines!



In the Buildings and Structure’s category we’ve added 24 new objects/variants, most of which come from the Splintered Sea expansion but are available to all Besiege players.



The Props category has gained 45 new objects/variants, most of which again come from the Splintered Sea expansion but many coming from the base game campaign as well, including some interesting objects like the Dragon Skull from Valfross, the Golden Egg from Autilis and the Ancient Tome from Tolbrynd.
It’s our hope that adding some of the more unique campaign objects will enable you to create levels with more varied objectives and aesthetic features.



The Tiling Brick section now includes all the destructible wall pieces used in Besiege’s campaign, which should allow for the creation of more interesting and varied fortresses in your levels! This section now also contains the various banners from across Besiege’s campaign islands.



The Foliage & Environment category has benefitted from a significant reorganisation and much clearer thumbnail images. Although most of Besiege’s foliage was already present in the editor, much of it was hidden away as variants and was difficult to browse through, so in this update we’ve given many objects their own thumbnail in the panel to make it easier to choose which one you want.



The Animals and NPCs categories have also received some love, with more Splintered Sea creatures added (including the Giant Squid, Shark Egg and Giant Shark) and the missing Krolmar Javelin Thrower, the Frozen Knight’s from Valfross and.. Something else as well..



The Primitives section has seen some love as well, with the addition of new objects useful for building roads/ramps/circuits and even loops! We’ve also added a ton more materials/textures which can be applied to primitive shapes and some other objects like the sand dune. All the campaign environment materials are present, as well as some extra ones we felt could be useful.



The Virtual category now contains the “finish line” used in Splintered Sea’s race/gate level, a Zero Gravity zone and a “Joint” object. The Joint object can be placed to intersect between two other objects, creating a joint between them and connecting them together.



For Water levels we've added options for setting the water's altitude and also how rough the surface is. You can switch between several "Types", each with it's own degree of roughness.

The Build Zone now automatically adjusts size depending on whether you’re playing in a water environment, giving you more space to build seafaring vessels.



We also spent some time revisiting existing objects in the level editor, in order to make them more usable, like the “Sharp” and “Smooth” ramps. These ramps now have a softer incline and a reworked collider to make them easier to drive on. Many objects have also recieved fixes for issues like not being breakable or being able to catch fire.

Additional Features

To start with, we’ve got a new option for Besiege’s camera that prevents it from passing through large objects and terrain. This means you can now more easily control your machine near large terrain features, in tight spaces, or even in structures created in the level editor.



Those of you who participate in large multiplayer games will be pleased to hear that (thanks to some clever maths) we’ve been able to double the playable area in Multiverse sessions, giving you much more space to manoeuvre your fighter jets and other crazy creations!
We've also made some improvements to machine loading in multiplayer sessions, to make it more performant.

Another setting we’ve added to the game’s options is “UI Accent”, which allows you to colour shift Besiege’s UI and we’ve also added a “Saturation” slider that controls the colour intensity of the game overall. Additionally we’ve created an option for defining which “Display” (screen) you want Besiege to output to.

That’s all for this update, but we’ve got the Block & 10 Year Anniversary updates coming in the next few months so stay tuned! We hope you enjoy our revamp of the level editor and we look forward to seeing the new exciting levels you create with it.

Cheers,
Von

If you'd like to support our continued development of Besiege, please consider picking up the "Supporter Edition" on Steam. It includes Besiege's Soundtrack and an animated Source Cube engine skin as a thank you for your generosity.

https://store.steampowered.com/bundle/41069/Besiege_Supporter_Edition/

1.6 changelog:

Level Editor & Multiplayer related
- 125 New Level Editor objects*
- changing the size of multiplayer world from 2,000 x 1,750 x 2,000 to 4,000 x 1,500 x 4,000
-- (the slight lowering of the height by 250m was necessary on a technical level to ensure a smooth experience after expanding the floor area by 4 times as much)
- added water altitude setting to level settings
- added water type selection to level settings
- fixed objects that were unable to break (or didn't display correctly for clients) and/or move in Level Editor, even though they had settings for it
-- Desert House, Cart, Lyre, Coliseum Column, Arena Column, Gate, Arch, Scaffold, Scaffold Tall, Fence Low, Basket, and more
- fixed fire on several objects, including wooden ramp objects and certain foliage in level editor
- fixed newly placed colliseum pieces in level editor to aligning and not be squished
- fixed density and mass sliders in Level Editor for some objects not assigning values
- fixed some objects that would not sync correctly for clients becuase they were marked as never moving network side
- polished all thumbnails in the level editor
fixed NPC cannons aiming being framerate and timescale dependent
- fixed NPCs sometimes spawning weird blood coulds only intended for water maps
- fixed order of operations of bombs exploding and calling Level Editor events, so that if they respawn themselves on explode they do not stack overflow.
- Level Editor NPCs can now join to specific objects, i.e. vehicles
- fixed an issue with respawning machine in Multiplayer where the machines would get stuck mid air
- fixed being able to scale unscalable objects during placement in level editor
- changed the layout of the level editor categories
- fixed when placing certain objects in Level Editor pressing T or holding T didn't scale the object visibly
- fixed an issue in the level editor where after a transform event we always reassign their physics to default moving, even if they shouldn't have been
- now displaying in level editor which objects are DLC specific
- fixing multiplayer spectator not working after TSS was introduced
- level editor walls' destroy threshold now also modify how easily the break off of adjecent pieces
- updated level editor scale tool so that when you scale an object multiple times in a row, the numbers actually try and stay on the grid you defined (instead of going from 1.0 -> 0.9 -> 0.72 -> 0.682, it'd go 1.0 -> 0.9 -> 0.8 -> 0.7)
- added ambience to sandboxes and level editor environments
- fixed NAT punchthrough fascilitator server trying to connect over and over in a steam environment, as well as outside if it fails it keeps trying forever even if it can never reach the server. This caused lagspikes every 10 seconds when it failed.
- Limiting Level Editor selection tool selection range from infinity to 1000 to get a better selection of objects, also improving the performance and delay to select or open mapper for said objects.
- spread out and improved the multiplayer machine loading to avoid as high potential for bad frames, note if you have great framerate and want faster spawning set fps cap to unlimited
- added selection inverting to level editor
- fixed using center for selections in level editor aligning with the center of a single object as well
- fixed intro animation in multiplayer, and attached event on end of animation now plays properly
- fixed camera focusing on level editor objects staying locked on when switching from simulation to build mode and vice versa.
- fixed updating center and orientation of level editor tools when switching between the tools
- fixed keeping level editor on screen on resolution changes
- fixed not being able to load levels into multiverse that are inside entire uploaded folders of levels (although it's still jank likely)
- fixed fog in multiplayer not applying correctly to certain objects in barren environment, e.g. explosions and foliage
- fixed virtual objects in level editor having selection outlines

Block fixes
- fixed water cannons throwing errors on client side
- fixed water cannons creating particles on water correctly
- fixed a problem with water cannons not displaying steam or water particles as accurately to what the server sees
- improved water cannon performance when they spawn into simulation
- fixed a centering issue on the source cube
- fixed a problem with the Machine Mesh Exporter where certain blocks would stop it from exporting correctly
- fixed error happening from spamming respawning that would result in multiple simulation machines for 1 player and ofc breaking the simulation
- fixed TSS blocks showing up in searches for people who don't have the expansion installed or active
- fixing sensor blocks seeing insignias in level editor
- a very slight optimisation for build surface meshes
- tried to fix cannons with NaN power crashing the game
- fixed some rope alignment issues on the harpoon launcher and its harpoon
- fixed some centering issues on newly placed bombs and grenades
- fixed errors thrown if a rocket with NaN explosion force explodes upon certain blocks and objects
- fixed wheels and steering hinges continuing to play audio sometimes after they break
- fixed a bug with aquatic screw as clients where it would throw errors
- fixed an issue where having loads of machine inputs would generate garbage and use more RAM than necessary
- fixed a symmetry tool issue where if you move the block on which the pivot is on while symmetry options are enabled it causes errors, lags and potentially freezes

Splintered Sea
- added a new island to the seafarers' haven sandbox
- tried to improve graphics performance on seafarers' haven by limiting geometry on screen
- fixed an issue where ballasts exiting water would have changed their drag from 0 to 0.2 as their base drag
- fixed aerodynamic water drag routine not running at all, it accidentally published in a broken state (we'll balance the amount of drag if things have become too aerodynamic)
- fixed a glitch where for 1 frame camera entering or exiting water would see incorrect visuals
- improved vram use of water shaders by compressing data slightly for calming
- in the ocean environment in level editor the spawn zones now match the size of the TSS campaign
- tried to improve water physics performance by not processing objects that are processable but not currently assigned to.
- fixed density sliders appearing only for the level editor objects they should

UI and generic
- added monitor selection to options menu (requires restart after switch)
- added saturation slider to options menu
- added UI highlight intensity slider to options menu
- if no thumbnail exists for a save/load folder it'll try and find a suitable recent thumbnail from one of the machines inside of the folder.
- added toggle option specifically for water cannon particles spawning ripples and foam on water
- added the ability to multiply values in values fields by writing * between 2 inputted numbers
- added toggle for using new camera distance limiting feature
- now able to limit camera distance to large geometry obscuring the view
- tried to improve main menu performance a little
- added more mouse button compatibility (from m1 to m6)
- updated debug console canvas to scale correctly with height

Modding:
- added efficient cubemap loading
- when loading assetbundles to stop mods reusing the same one throwing errors, we attempt to check their content hash against eachother before loading
- Added ModEntryPoint.Path so modders can find their own resource folders and such
- added a way to assign cubemaps and related colours to the water planes
- exposed cannon ammo to mods with a property

*New Level Editor Objects:
- Desert Windmill
- Hexagonal Hut
- Costal Shack
- Geteld Tent
- Large Geteld Tent
- Wooden Stilt Tower
- Wooden Stilt Platform
- Wooden Jetty
- Wood Beam Tower
- Stone Floor
- Stone Road
- Stone Wall
- Stone Wall Windowed
- Stone Wall Arch
- Stone Column
- Stone Column Arch
- Stone Column Structure
- Stone Cube
- Brick Stairs
- Brick Ramp
- Hinged Iron Gate
- Farm Fence
- Wooden Table
- Fish Rack
- Barrels
- Wooden Crate
- Wooden Chest
- Stone Boulder
- Gold Nugget
- Gold Ingot
- Jewelled Egg
- Coin Pile
- Anchor
- Tentacle Brazier
- Chained Chest
- Large Tome
- Stone Bollard
- Shipwreck
- Shipwreck Mast
- Beacon Post
- Wooden Crane
- Knight Statue
- Railway Track
- Railway Track Curve
- Wooden Path
- Stone Beacon
- Chain
- Giant Tuna Skull
- Anglerfish Skull
- Sea Beast Skull
- White Ribcage
- Giant White Vertibrae
- Dragon Wing
- Dragon Skull Bottom
- Dragon Skull Top
- Dragon Ribcage (2)
- Yak Skeleton
- Mossy Wall
- Mossy Wall Walkway
- Mossy Wall Window
- Mossy Wall Gate
- Brick Wall Door
- Underwater Wall
- Underwater Wall Window
- Un-plastered Wall (TSS DLC)
- Plastered Wall (TSS DLC)
- Plastered Wall Window (TSS DLC)
- Plastered Wall Doorway (TSS DLC)
- Cobblestone Wall
- Cobblestone Wall Supports
- Cobblestone Wall Window
- Cobblestone Wall Doorway
- Desert Wall Window (2,3)
- Desert Wall Door
- Stone Pillar
- Sandstone Pillar
- Desert Tower Top
- Beam Banner
- Hanging Banner
- Carved Stone Steps
- Brush Patch
- Berry Bush
- Coral
- Long leafed Seaweed
- Stalagmite
- Frigid Rock
- Scorchmark
- Basalt Mountains
- Shark Egg (TSS DLC)
- Tuna (TSS DLC)
- White Razortooth (TSS DLC)
- Squid (TSS DLC)
- Fisherman
- Besiege Developer
- Krolmar Javelin Thrower
- Frozen Knight
- Offlander Harpoon Thrower (TSS DLC)
- Offlander Diver (TSS DLC)
- Cannon
- Mortar Cannon
- Ship Cannon
- Bronze Cannon
- Scout Balloon
- Airship
- Cannon Airship
- Desert Airship
- Fishing Boat (TSS DLC)
- Sail Boat (TSS DLC)
- Raiding Boat (TSS DLC)
- Galleon (TSS DLC)
- Caravan
- Spinning Chain
- Quarter Pipe
- Textured Quarter Pipe
- Cylindrical Segment
- Textured Cylindrical Segment
- Sloped Quarter Turn
- Textured Sloped Quarter Turn
- Sloped Eight Turn
- Textured Sloped Eight Turn
- Large Sloped Eight Turn
- Textured Large Sloped Eight Turn
- Finish Line Insignia
- Zero Gravity Zone
- Joint


Besiege - SamSpiderling
Hey all,

Welcome to the third chapter of our Community Highlights series! It’s that time again where we celebrate the sheer creativity and brilliance of our community. This month’s highlights are nothing short of spectacular, featuring everything from stunning replicas to mind-bending mods. With that said, we're excited to announce the winners of our Pop Culture Reference Machine Contest!

🥇 1st Place: Fnom3 - Xenomorph from Alien franchise



🥈 2nd Place: モルもっちー - Anakin's Podracer from Star Wars: Episode I



🥉 3rd Place: Laraki - Angry Birds



The contest was a blast, and the sheer level of creativity from the community was off the charts! A huge congratulations to our winners, and a big shoutout to everyone who participated. Don't forget that contests are held every month so keep an eye out on our Discord.

Now, time to get into this month's highlights!



Stunning Artistry

Besiegeian Night by UNITGX48



Valfross by go la king



3D Model by Guilherme Tonini





Marvelous Spectacles

Nyan Cat by 氷室ゆうき (Contest honorable mention)



Genshin Impact Wanderer by Remilia (Contest honorable mention)



Engine-power Moped by kummajainen



Crabio Minicrane by Koalakatto





Crafty Contrivances

https://steamcommunity.com/sharedfiles/filedetails/?id=3334360992
https://steamcommunity.com/sharedfiles/filedetails/?id=3332619889
https://steamcommunity.com/sharedfiles/filedetails/?id=3330014994
https://steamcommunity.com/sharedfiles/filedetails/?id=3328648366
https://steamcommunity.com/sharedfiles/filedetails/?id=3321503647



Moving Tapestries

The Mako Swordfish by Daikosiege



Air vs Ground Combat by Big Mathis



Seven Nation Royale by DESTROPOCALAYPSE





Upcoming Stream



September's community developer stream will be this Friday, September 27th at 5 PM BST! We’ll be hanging out and showcasing your creations over on Twitch so make sure to share your builds with us over on our Discord!

That's all for September, we hope you enjoyed this month's Community Highlights and look forward to seeing you all during our stream on Friday!

Cheers everyone,
Sam




If you'd like to be featured in our next Community Highlights, make sure to use our special hashtag #BuiltWithBesiege on Twitter or use the Submissions channel over on our Discord. Alternatively, you can reach out to Sam (Discord) who will be vetting submissions.
...

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