Thank you for all your feedback on 1.1 – notably (and very loudly) the feedback on ranged units – we’re experimenting different things for these units, so don’t hesitate to let us know if you feel it’s working (or not).
Considerably increased the Arbalist’s range.
Added a conclusion panel to the tutorial so it doesn’t end as abruptly.
Improved automated Bricktrons’ pathfinding – they’ll be quicker now to get to their goal.
Improved Bricktrons’ pathfindings on certain types of stairs.
Fixed the chopping block not working when manually queuing planks.
Fixed multiplayer save files when in unofficial languages.
Fixed an issue where starting a Conquest Co-Op game on a map that only had 2 Home Crystals (such as Apex) had funky, undesired results.
Fixed rebinding keys not working anymore.
Enjoy and thank you for all the feedback.
P.S: The studio is going to be on Holidays break between the 22nd of December and 8th of January – so this is likely to be the last patch we do for the next three weeks. Don’t let that stop you from sending us bug reports and comments though, we’ll be back soon. :)
Thank you for all your feedback on 1.1 – notably (and very loudly) the feedback on ranged units – we’re experimenting different things for these units, so don’t hesitate to let us know if you feel it’s working (or not).
Considerably increased the Arbalist’s range.
Added a conclusion panel to the tutorial so it doesn’t end as abruptly.
Improved automated Bricktrons’ pathfinding – they’ll be quicker now to get to their goal.
Improved Bricktrons’ pathfindings on certain types of stairs.
Fixed the chopping block not working when manually queuing planks.
Fixed multiplayer save files when in unofficial languages.
Fixed an issue where starting a Conquest Co-Op game on a map that only had 2 Home Crystals (such as Apex) had funky, undesired results.
Fixed rebinding keys not working anymore.
Enjoy and thank you for all the feedback.
P.S: The studio is going to be on Holidays break between the 22nd of December and 8th of January – so this is likely to be the last patch we do for the next three weeks. Don’t let that stop you from sending us bug reports and comments though, we’ll be back soon. :)
I know P.S: usually goes at the end of the message, but I don't abide by such draconian dictatures, thus, P.S: Castle Story is on sale for 40% off ONLY for the next 24 hours! You snooze, you lose!
We just released the 1.1 update, dubbed the Quality of Life Update – it has a tooooon of great improvements. Check out the video below for the whole shebang and scroll a lil’ further down to dive into the detailed changelogs!
Complete rework of the UI; more intuitive buttons positioning, new icons, new crafting queue system, helpful tooltips on almost every hoverable UI and a lot more.
Resources list below the mini map.
6 new stairs type bricks.
Added a brand new 1v1/Grab the Gems oriented map: Apex.
Double Merlon and Concave Merlon bricks.
Back to Work: will order military units to deposit their arms at the nearest weapon rack and turn into workers.
New tutorial docked in the right panel, with new content and more intuitive first steps.
New localization system: translate the game and share your translation on the workshop – or download someone’s translation from the workshop! Clicky for tutorial.
Trading Cards, Badges, Emojis & Backgrounds for Steam! Unlock them by playing. Click here for more info.
Audio feedback when recalling workers or calling to arms.
Audio feedback when dragging blueprints.
New sound when multi-selecting Bricktrons.
IMPROVEMENTS
We’ve taken the time to have a look at each Bricktron class in the game, and tweak them to clarify their intended role. Here are the sweet deets:
Archer : The archer is a scout and a harasser. You will notice he has shorter range than before, does less damage, but fires a little faster and moves faster than some other Bricktron classes.
Halberdier : The halberdier is a fast moving melee fighter. He now moves significantly faster and will be able to catch up to any other unit. He also does quite a bit more damage.
Knight : The knight is now even tankier than before, with a bit more health and increased projectile resistance when he still has armor. He can now block projectiles from any angle in defense mode. Armor will now go down faster against melee and explosion damage though, but will start to regenerate faster when out of combat. He’s also a tad slower.
Arbalist : The arbalist is a though, close range damage dealer. He has shorter range, he’s a bit slower and his damage has been significantly reduced, as he was decidedly too powerful. His melee damage has been increased as it is more likely he’ll end up brawling
Artificer : The artificer is a supporting healer. He now has less range to fit with other ranged unit changes, and a little less movement speed.
Alchemist : The alchemist is a demolition unit. Bombs are now cheaper to craft, and his explosions now deal extra damage to a knight’s armor. He has a little less range.
Redesigned two of Plateau Mont-Royal’s spawn points to balance them out.
Corruptrons in Conquest will now spawn on only two crystals, instead of half the map, and spread form there. They will defend the starting two crystals with a larger force, and will leave less Corruptrons on the others, making it easier to gain territory for the player, but harder to quickly wipe the map.
The delay before all Bricktrons start to regenerate health has been decreased, and they regenerate faster.
Line of sight no longer depends on map size, instead it is set at a fixed 50 voxels.
Removed projectile inaccuracy for units and increased projectile speed to minimize misses.
Projectile range no longer depends on the height difference between shooter and target.
Wards are now more resistant to ranged attacks, excluding explosions.
Bear traps now do more damage.
Workers do slightly more damage.
Biftron will now knockback units with every hit instead of having a 30% chance. It’s attack speed is now slower.
Warlock’s ranged attack does more damage.
Toolrack costs 3 planks instead of 6.
Stockpile costs 1 plank instead of 2.
Each plant voxel now contains 2 plant ressources instead of 1.
Blueprints are much easier to see on snow now.
Improved readability of the mini-map by adding some drop shadow under mountain lines.
You can now see planks on top of chopping blocks.
Added several new music tracks.
Several enhancements to the environmental sounds.
FIXES
Fixed broken character animations in bear trap.
Fixed Warlock getting stuck in bear trap, now behaves like Biftrons.
Fixed rope and fabric colliders so they don’t roll off the map when dropped.
Fixed Bricktrons holding more rope and fabric than shown.
Fixed corruptrons getting more agressive after saving and loading a conquest game.
Fixed Biftrons attack speed being faster, and inconsistent, against knights.
Nova and Quasar are only playable in Sandbox now.
Fixed the spawning algorithm when playing 2v2 in Grab the Gems.
Fixed an AI issue where Bricktrons assigned to harvest iron or brimstone would often stop in front of the crystal patch and not mine it.
Fixed the number of waves survived and number of total kills missing on the scoreboard.
Fixed Light’s Out not being dark enough for clientside players.
Fixed an issue where passive workers weren’t displayed.
Fixed the door’s blueprint not being detailed.
Fixed severe performance drop when lots of glass ingots were on screen.
Fixed shards’ mesh being too high above the ground.
Fixed an issue where Bricktrons in the clean up task could teleport resources to the stockpile if the voxel under them changed.
Fixed the explosive barrel being visually too small on the laboratory.
Removed the legacy repair project.
Fixed an issue where clicking on the score button would cause the sidebar to disappear.
Fixed an issue where clicking outside of the game while in windowed mode would create selection boxes in game.
Fixed the mute button not having visual feedback.
Fixed flickering in the splash screen.
Fixed an issue where deleting a save file didn’t refresh the menu.
Fixed typo in delete confirmation window.
Fixed an issue where the UI Compass didn’t group similar units together anymore.
Fixed an issue where enemy names were missing from the scoreboard in PvP games.
Fixed an issue where the current wave was offset by 1 after wave 30.
Fixed an issue where certain tasks’ goals didn’t refresh when in edit mode.
Fixed an issue where pressing enter didn’t close the chat in multiplayer.
Fixed an issue where pressing “H” while typing in chat would toggle selected units’ state.
We hope you enjoy and on behalf of the entire Sauropod Studio team, Happy Holidays!
I know P.S: usually goes at the end of the message, but I don't abide by such draconian dictatures, thus, P.S: Castle Story is on sale for 40% off ONLY for the next 24 hours! You snooze, you lose!
We just released the 1.1 update, dubbed the Quality of Life Update – it has a tooooon of great improvements. Check out the video below for the whole shebang and scroll a lil’ further down to dive into the detailed changelogs!
Complete rework of the UI; more intuitive buttons positioning, new icons, new crafting queue system, helpful tooltips on almost every hoverable UI and a lot more.
Resources list below the mini map.
6 new stairs type bricks.
Added a brand new 1v1/Grab the Gems oriented map: Apex.
Double Merlon and Concave Merlon bricks.
Back to Work: will order military units to deposit their arms at the nearest weapon rack and turn into workers.
New tutorial docked in the right panel, with new content and more intuitive first steps.
New localization system: translate the game and share your translation on the workshop – or download someone’s translation from the workshop! Clicky for tutorial.
Trading Cards, Badges, Emojis & Backgrounds for Steam! Unlock them by playing. Click here for more info.
Audio feedback when recalling workers or calling to arms.
Audio feedback when dragging blueprints.
New sound when multi-selecting Bricktrons.
IMPROVEMENTS
We’ve taken the time to have a look at each Bricktron class in the game, and tweak them to clarify their intended role. Here are the sweet deets:
Archer : The archer is a scout and a harasser. You will notice he has shorter range than before, does less damage, but fires a little faster and moves faster than some other Bricktron classes.
Halberdier : The halberdier is a fast moving melee fighter. He now moves significantly faster and will be able to catch up to any other unit. He also does quite a bit more damage.
Knight : The knight is now even tankier than before, with a bit more health and increased projectile resistance when he still has armor. He can now block projectiles from any angle in defense mode. Armor will now go down faster against melee and explosion damage though, but will start to regenerate faster when out of combat. He’s also a tad slower.
Arbalist : The arbalist is a though, close range damage dealer. He has shorter range, he’s a bit slower and his damage has been significantly reduced, as he was decidedly too powerful. His melee damage has been increased as it is more likely he’ll end up brawling
Artificer : The artificer is a supporting healer. He now has less range to fit with other ranged unit changes, and a little less movement speed.
Alchemist : The alchemist is a demolition unit. Bombs are now cheaper to craft, and his explosions now deal extra damage to a knight’s armor. He has a little less range.
Redesigned two of Plateau Mont-Royal’s spawn points to balance them out.
Corruptrons in Conquest will now spawn on only two crystals, instead of half the map, and spread form there. They will defend the starting two crystals with a larger force, and will leave less Corruptrons on the others, making it easier to gain territory for the player, but harder to quickly wipe the map.
The delay before all Bricktrons start to regenerate health has been decreased, and they regenerate faster.
Line of sight no longer depends on map size, instead it is set at a fixed 50 voxels.
Removed projectile inaccuracy for units and increased projectile speed to minimize misses.
Projectile range no longer depends on the height difference between shooter and target.
Wards are now more resistant to ranged attacks, excluding explosions.
Bear traps now do more damage.
Workers do slightly more damage.
Biftron will now knockback units with every hit instead of having a 30% chance. It’s attack speed is now slower.
Warlock’s ranged attack does more damage.
Toolrack costs 3 planks instead of 6.
Stockpile costs 1 plank instead of 2.
Each plant voxel now contains 2 plant ressources instead of 1.
Blueprints are much easier to see on snow now.
Improved readability of the mini-map by adding some drop shadow under mountain lines.
You can now see planks on top of chopping blocks.
Added several new music tracks.
Several enhancements to the environmental sounds.
FIXES
Fixed broken character animations in bear trap.
Fixed Warlock getting stuck in bear trap, now behaves like Biftrons.
Fixed rope and fabric colliders so they don’t roll off the map when dropped.
Fixed Bricktrons holding more rope and fabric than shown.
Fixed corruptrons getting more agressive after saving and loading a conquest game.
Fixed Biftrons attack speed being faster, and inconsistent, against knights.
Nova and Quasar are only playable in Sandbox now.
Fixed the spawning algorithm when playing 2v2 in Grab the Gems.
Fixed an AI issue where Bricktrons assigned to harvest iron or brimstone would often stop in front of the crystal patch and not mine it.
Fixed the number of waves survived and number of total kills missing on the scoreboard.
Fixed Light’s Out not being dark enough for clientside players.
Fixed an issue where passive workers weren’t displayed.
Fixed the door’s blueprint not being detailed.
Fixed severe performance drop when lots of glass ingots were on screen.
Fixed shards’ mesh being too high above the ground.
Fixed an issue where Bricktrons in the clean up task could teleport resources to the stockpile if the voxel under them changed.
Fixed the explosive barrel being visually too small on the laboratory.
Removed the legacy repair project.
Fixed an issue where clicking on the score button would cause the sidebar to disappear.
Fixed an issue where clicking outside of the game while in windowed mode would create selection boxes in game.
Fixed the mute button not having visual feedback.
Fixed flickering in the splash screen.
Fixed an issue where deleting a save file didn’t refresh the menu.
Fixed typo in delete confirmation window.
Fixed an issue where the UI Compass didn’t group similar units together anymore.
Fixed an issue where enemy names were missing from the scoreboard in PvP games.
Fixed an issue where the current wave was offset by 1 after wave 30.
Fixed an issue where certain tasks’ goals didn’t refresh when in edit mode.
Fixed an issue where pressing enter didn’t close the chat in multiplayer.
Fixed an issue where pressing “H” while typing in chat would toggle selected units’ state.
We hope you enjoy and on behalf of the entire Sauropod Studio team, Happy Holidays!
Since we released the World Editor, we've added lots of great features to let your creative side shine via Castle Story mapmaking and boy did it shine!
We're going to hand-curate a collection of the nicest player made maps we find on the Steam Workshop for you to easily access and enjoy. :)
Here are some examples of the first iteration of maps that have been added to the collection.
Central BattleGround by MagicShrooms
Garrison 5 (V2) by HQDefault
Hyrule Castle - Link to the Past by swemyss
Cathedral Story by baileyboy3012
Magic Maze by Nik
And remember, even custom maps can be played in multiplayer! When the host clicks "ready", the other players in the lobby will begin downloading the custom map automatically. :)
Check out the rest of this sweet collection by visiting the item below;
Since we released the World Editor, we've added lots of great features to let your creative side shine via Castle Story mapmaking and boy did it shine!
We're going to hand-curate a collection of the nicest player made maps we find on the Steam Workshop for you to easily access and enjoy. :)
Here are some examples of the first iteration of maps that have been added to the collection.
Central BattleGround by MagicShrooms
Garrison 5 (V2) by HQDefault
Hyrule Castle - Link to the Past by swemyss
Cathedral Story by baileyboy3012
Magic Maze by Nik
And remember, even custom maps can be played in multiplayer! When the host clicks "ready", the other players in the lobby will begin downloading the custom map automatically. :)
Check out the rest of this sweet collection by visiting the item below;
Halloween is unfortunately over buuuuut there’s always next year! From what we’ve gathered on social media, the forums and Discord, you peeps had a blast playing Capture the Pumpkin (and honestly, we did too). So we’ve decided to keep it, but re-skin it to match the universe of Castle Story!
Hence, Capture the Pumpkin is now known as Grab The Gems!
Pumpkins have been replaced by gems and pumpkin patches have been replaced by gem patches. Everything else is back to normal – the moon is no longer a spoopy pumpkin and your home crystal has returned to its former, crystally glory. :)
For those who haven’t had a chance to play it during Halloween, GTG for short is a multiplayer only gamemode that where the shards on the map have been replaced by gem patches! Over time, gems will appear in the gem patches and the first faction to collect 10 gems will win the game! Naturally, you’re encouraged to slice and dice enemy workers trying to collect the gems back to their home crystal and steal their gems!
The first 5 gems will appear after 12 minutes in random patches. After that, 5 more gems will appear every 8 minutes. Keep in mind that only workers can pick up gems by selecting the worker and right-clicking the gem. Right-click your home crystal with a worker carrying a gem selected to make them drop it in your home crystal!
Pro-tip: Make your workers “hold position” by pressing H or via the pie-menu to stop them from dropping the gem and going back to work if you forget about them after sending them to pick up a gem. :) Don’t forget to set them back to automated mode (H again) after they’ve dropped the gem in your home crystal though.
Keep an eye on the counter below the minimap to prepare for when the next gems will appear!
FULL CHANGELOGS
Renamed “Capture the Pumpkin” to “Grab the Gems”.
Added new gem mesh to replace the pumpkin thematic one.
Added new gem patches mesh to replace the pumpkin patch thematic one.
Made the sound of shards and crystals being captured or neutralized play across the map, alerting players it’s happening. Remember to check the minimap to see which shards are being captured.
Added new footsteps sounds for snow, plants, different kinds of grass, etc.
Halloween is unfortunately over buuuuut there’s always next year! From what we’ve gathered on social media, the forums and Discord, you peeps had a blast playing Capture the Pumpkin (and honestly, we did too). So we’ve decided to keep it, but re-skin it to match the universe of Castle Story!
Hence, Capture the Pumpkin is now known as Grab The Gems!
Pumpkins have been replaced by gems and pumpkin patches have been replaced by gem patches. Everything else is back to normal – the moon is no longer a spoopy pumpkin and your home crystal has returned to its former, crystally glory. :)
For those who haven’t had a chance to play it during Halloween, GTG for short is a multiplayer only gamemode that where the shards on the map have been replaced by gem patches! Over time, gems will appear in the gem patches and the first faction to collect 10 gems will win the game! Naturally, you’re encouraged to slice and dice enemy workers trying to collect the gems back to their home crystal and steal their gems!
The first 5 gems will appear after 12 minutes in random patches. After that, 5 more gems will appear every 8 minutes. Keep in mind that only workers can pick up gems by selecting the worker and right-clicking the gem. Right-click your home crystal with a worker carrying a gem selected to make them drop it in your home crystal!
Pro-tip: Make your workers “hold position” by pressing H or via the pie-menu to stop them from dropping the gem and going back to work if you forget about them after sending them to pick up a gem. :) Don’t forget to set them back to automated mode (H again) after they’ve dropped the gem in your home crystal though.
Keep an eye on the counter below the minimap to prepare for when the next gems will appear!
FULL CHANGELOGS
Renamed “Capture the Pumpkin” to “Grab the Gems”.
Added new gem mesh to replace the pumpkin thematic one.
Added new gem patches mesh to replace the pumpkin patch thematic one.
Made the sound of shards and crystals being captured or neutralized play across the map, alerting players it’s happening. Remember to check the minimap to see which shards are being captured.
Added new footsteps sounds for snow, plants, different kinds of grass, etc.
Remember how last Halloween the Corruptrons came knocking on your Castle’s doors wearing ridiculous disguises and you totally kicked their stoney butts back into the ground? Well, little did you know, Bougre wasn’t going to let good costumes go to waste and secretely saved them for this year’s Halloween. Your Bricktrons will be the one wearing the disguises this Halloween.
Second, we’re introducing a time-limited, Halloween gamemode called ..
CAPTURE THE PUMPKIN!
Capture The Pumpkin is a special multiplayer only gamemode that will only be playable around the Halloween period, so grab a friend, get in game and cap some pumpkins!
In Capture the Pumpkin, instead of a crystal, each player has a cauldron in their base and the shards on the map have been replaced by pumpkin patches! Over time, pumpkins will grow in the pumpkin patches and the first faction to collect 10 pumpkins will win the game! Naturally, you’re encouraged to slice and dice enemy workers trying to collect the pumpkins back to their cauldron and steal their pumpkin!
Check out this video for more info on how to play.
Remember how last Halloween the Corruptrons came knocking on your Castle’s doors wearing ridiculous disguises and you totally kicked their stoney butts back into the ground? Well, little did you know, Bougre wasn’t going to let good costumes go to waste and secretely saved them for this year’s Halloween. Your Bricktrons will be the one wearing the disguises this Halloween.
Second, we’re introducing a time-limited, Halloween gamemode called ..
CAPTURE THE PUMPKIN!
Capture The Pumpkin is a special multiplayer only gamemode that will only be playable around the Halloween period, so grab a friend, get in game and cap some pumpkins!
In Capture the Pumpkin, instead of a crystal, each player has a cauldron in their base and the shards on the map have been replaced by pumpkin patches! Over time, pumpkins will grow in the pumpkin patches and the first faction to collect 10 pumpkins will win the game! Naturally, you’re encouraged to slice and dice enemy workers trying to collect the pumpkins back to their cauldron and steal their pumpkin!
Check out this video for more info on how to play.