We're excited to bring you the latest update for Besiege. This update introduces three new blocks, a Length Detector, Axle, and Metal Jaw block.
The Metal Jaw is a bear trap type weapon block that uses tension in a spring to release an impactful swipe or bite.
The Axle is a universal joint like block that is similar to a ball joint, except it isn't allowed to swivel freely, which means you can use them to transfer rotational energy from one part of the machine to another, like an axle on a car.
The Length Detector is much like a rope, but instead of shortening and lengthening itself physically, it just follows the two points it is between always, and dependent on length it can output a button like the other automation blocks.
In addition to the new blocks, we've added a couple extra features to existing blocks including; a damper setting for suspension, a target pressure/height for regular balloons, and an often requested pre-extension of sliders.
This update also includes important bug fixes, primarily focused on the Build Surface. We've addressed issues where clients couldn't connect to the host's surface blocks, when the host selected the move tool. We've also fixed a bug where surfaces would lose their paint colour when skins were toggled in simulation, and a problem where moving surfaces outside of the bounding box would cause fire spread to cover too big and inconsistent areas. For a full list of fixes, see the changelog below.
We've also optimized surface interactions to reduce their performance impact, like spread out their mesh generation in multiplayer when loading machines. Explosions are now less intensive, which means you'll experience fewer FPS drops when many overlapping explosions occur.
We hope you enjoy the new update and look forward to seeing the amazing creations you come up with using the new blocks and features!
New blocks: - Length detector - (Automation block that measures the span between two points and emulates at a certain length) - Axle - (A universal joint that allow rotation around 2 axes but not to spin around itself, perfect for axles and drive shafts.) - Metal Jaw - (A new weapon block that uses a wind up spring to release an intense chomp to snap enemies and structures in half.)
New features: - Damper setting for suspension - Flexible setting for grabber - Regular balloon can be pre-set to a target pressure/height - Sliders can now be pre-extended
Bug fixes: - Fixed a bug where selecting the move tool as host in multiplayer would make surfaces not connect for clients - Fixed sometimes undoing and redoing with symmetry enabled would go weird - Fixed surfaces sometimes losing their paint color if skins were toggled in simulation - Fixed an issue with camera tracking the machine sometimes would not follow - Fixed focusing camera on rope like blocks would center wrong - Fixed spring misaligning with the machine after moving the machine for a while or far away from where it started simulation. - Fixed sometimes scaling blocks selecting a hinge skin instead of the skin they were assigned - Fixed surfaces briefly extended outside of their bounds keeping their fire mask outside the machines bounds. - Fixed selection tool blocking surface placement after undoing back into placement state. - Fixed hot air balloons displaying a white line on enter sim sometimes - Fixed glitching banding shown across camera when using SSAO - Fixed explosions not applying forces and damage to ai realistically - Fixed merging edges and nodes after deselecting a block selection providing an incorrect merge.
Improvements: - Spread out surface mesh generation in multiplayer so loading in machines with lots of surfaces doesn't strain the server - Surface skin colors should now match better with other blocks - Ipsilon ai instantiation improvements - Turning off bloom now doesn't change the colors of the game - Place braces by clicking optionally - Smaller more readable surface block nodes - Made using move/rotate/mirror tool on partial surface selection should now only update the mesh when it needs to - Reduced interblock connection broken checks every frame - Flipping steering hinges display their arrow more visibly - Camera centers on block centers and not pivots - Explosions now spend less time evaluating propagation of their effects
Changes: - Moved block search to bottom right - Subtle normal map added to skin using surface blocks - Rocket pivot is now in the actual block's center of mass
Modding features: - Glass tinting slider - Block 55 can get skins from block 52 - Wheel inflation slider
Hotfix 19238
- Fixed MP error caused by missing networkblock - Fixed large cog, small cog, etc, where placing prevents entering Sim - Fixed issue with collisions - Fixed Blood transfer issue - Maybe other stuff
Today we’ve got another update for you V1.20, bringing a new block, a bunch of quality of life changes with a refreshed UI and a host of bugfixes. We've also launched some Besiege merch!
The new block can be used to raise your machine into the air, giving novice builders their first taste of creating a flying machine. The block works in a similar way to a hot air balloon, where its buoyancy can be increased or decreased on the fly, causing it to float gently at a desired height, and its colour can be customized.
Also for this update we've done an extensive rework of the game’s UI giving it a fresh, cleaner look, to go alongside the updates various quality of life improvements.
We’re also excited to announce that Besiege now has merch! Working with a number of talented artists we’ve come up with some cool stylistic designs for T-shirts & pin badges that are available right now on our new merch store!
We’ve also been working with Makeship to produce a Besiege Knight Plushy! Check him out, he’s so cool!!!! This is a limited time campaign and we need your help to make it happen, so make your pledge today if you’re interested!
That’s all for today, we hope you enjoy the update and we’re excited to continue Besieges development going forward. :)
Patch notes: - Added a new Block, THE HOT AIR BALLOON. - Added new level for Ipsilon (Zone 3). - Reworked old tutorials. - Added new tutorials.
- Reworked direction arrows on rotating blocks to make it more clear which way they will turn. - Fixed problem with balloon ai in Sandbox. - Braces now show a ghost when dragging. - Fixed problem with SSAO settings not updating correctly in Multiplayer. - Fixed missing HUD lighting which caused the UI to be darker than intended. - Reworked UI on the Top Bar. - Steering Block is now properly grid aligned. - Fixed a lot of different translation errors. - Sliders related to height values now use logarithmic scaling. - Moved Server Health and Server Buttons in Multiplayer. - Updated model and texture on Balloons. - Changed the Version check for connecting in MP to be less strict. - It is now possible to undo a machine deletion. - Rope default mass has been lowered from 1 mass total to 0.4 (will not affect saved machines). - Added new option for disabling deformation of meshes. - Fixed miss aligned Flying Block Collider. - Adjusted AI melee attack range to be less when hitting upwards. - Undoing now also changes tools to match the action that was undone. - Added a secret. - Resetting machine rotation now resets around the gizmo instead of around the transform position. - Lenses rain has been disabled on multiple levels. - Optimized all Cog Colliders.
Known Bugs: - There are a few bugs related to the way our Symmetry Tool and the undo/redo system interact. We have fixed a few of them in this patch but it will unfortunately take some time to get it completely bug free.
Hotfix - 1.20.17395
- added togglable permanent FPS counter for UI, first revision - slightly nerfed the new hot air balloon as to not be as op - fixed an issue with rope+winch mass loading, it's consistently always 0.5 now - made armour on breaking hot air balloons work - fixed localisation suggestions - fixed undoing transform giving weird tool selections at times - made hot air balloon center update with modified scale - Re-Hosting a Playfab Server may get you stuck waiting on "Hosting Server". Restarting the game will fix the problem.
There’s a couple of things we want to talk about today.
Firstly, as you’ve probably already noticed we’ve pushed out a few hotfixes over the past couple of weeks (since the 64bit update), which should have fixed any issues you’ve encountered.
If you come across any other bugs while playing please let us know in the Bug Reports section of the Steam forum or you can contact us directly through our support email!
The other news we have today is that Besiege Console is out now on play on Xbox One & Series X|S! Those of you with Game Pass can download and play the game right now but if you don’t then the game is available for purchase here!
Besiege Console includes:
Singleplayer Campaign with 54 Levels
3 Sandbox Environments
68 Weapons, Blocks, Devices & Mechanisms to build machines
A suite of Advanced Building Tools
Workshop to download other player’s machines or upload your own to share
Unfortunately Besiege Console will not include Multiplayer or a Level Editor. We’ve worked really hard to bring all of Besieges features to Console but sadly it just wasn’t possible with Multiplayer & the Level Editor
Besiege will be coming to Xbox on the 10th of February!
Besiege Console will be entering Xbox’s Game Preview program on the 10th of February, and will be available on Xbox One, Series S/X and Xbox GamePass!
Significant sections of the game have been rebuilt from the ground up to provide a top tier experience while playing on a console. We’ve worked hard to ensure all the advanced tools present in the PC version, function smoothly & correctly while using a controller. We’ve also completely redesigned the UI for Besiege Console, to provide easy interaction with a controller.
Besiege Console also contains an all new Workshop for sharing machines and has some cool new features built into it like the “Screenshot Tool '' which helps you to create an attractive thumbnail for your machines & even customize their backgrounds!
Besiege Console includes:
Singleplayer Campaign with 54 Levels
3 Sandbox Environments
68 Weapons, Blocks, Devices & Mechanisms to build machines
A suite of Advanced Building Tools
Workshop to download other player’s machines or upload your own to share
Unfortunately Besiege Console will not include Multiplayer or a Level Editor. We’ve worked really hard to bring all of Besieges features to Console but sadly it just wasn’t possible with Multiplayer & the Level Editor
Another cool little addition we were able to make is Motion Blur, check it out, it looks pretty cool!
We're super excited about launching on Console and we're looking forward to bringing more content to both PC & Console gamers in the near future!
Hope you all had a good time over the holidays, today we’ve got a big quality of life update!
The most important part of the update is that Besiege is switching to 64bit! This will mean players with powerful computers will see a huge performance boost when playing with larger machines, during testing we’ve seen up to a 3x FPS boost on certain workshop items!
We feel like now is a good time to make the shift to 64bit as it will put Besiege in a good position going forward, allowing us greater freedom to pursue more exciting features in the future.
If you’re still running a 32bit operating system then don’t worry! You’ll still be able to play Besiege as we’ve created a “legacy32bit” branch of the game on Steam, click here for a guide on how to change to the 32bit branch! However, you will need a 64bit operating system in order to play newer updates for Besiege.
In addition to shifting to 64bit we’ve got a host of new features, improvements and bug fixes for you. There’s a full changelog at the bottom of this post but here are some of the highlights:
Added more features for the logic system, including new gate options and support for variables in place of keyboard inputs, making complex logic systems easier to manage & track
Reworked Ipsilon campaign island that includes the advanced brick system, present in the later campaign islands, as well as fixing a bunch of issues with levels
Increased the number of maximum cloud saves from 1,000 to 10,000
Added more level editor objects
Added language support for Italian, Polish, Turkish, Chinese Traditional (Taiwan), Chinese Traditional (Hong Kong)
Made UI improvements, New Tutorial system & a bunch more stuff!
That’s all for today but watch this space, we’ve been working on a whole bunch of stuff since our last post and we have lots more to talk about in the next few weeks! :)
Cheers, Von
Changelog:
FEATURES
Updated to windows 64 bit (for windows, linux and macOS already support it)
Skins bottom bar fold out UI now shows you the most recently used skins in the first column if you use Advanced Building
In advanced building you can now switch keyboard inputs to variables to make complex logic systems easier to keep track of
Increased max number of cloud saves from 1000 to 10000
New languages - Traditional Chinese (Taiwan) - Traditional Chinese (Hong Kong) - Italian - Polish - Turkish
New Settings - Added setting to make the camera look at the center of all the blocks instead of the average - Camera Sensitivity - Soft / Hard shadows toggle
Updated ipsilon brick levels for modern breaking systems
Save + Load menu workshop tabs to more easily keep track of your subscriptions and uploads
Glass surfaces now cast semitransparent shadows
Glass surfaces now have slightly less intense reflection
Improved thumbnail generation code with better centering and colours
Scroll wheel now can interact with time slider for precision increments
Boulder pieces now don't overlap and they inherit the velocity from before breaking
Explosion updated to be more performant and minor visual improvements for slowmotion
Logic Gate options added: - Binary Counter - SR Latch - D Latch - Random
New tutorial system, that shows you more clearly how to do steps, with an example base machine for level 1
Made it possible to select thumbnails from your pc for when uploading to the workshop
Made it possible to update thumbnails from in game for previously uploaded items (if not selected, it won't change the thumbnail)
When updating a workshop item it'll auto assign the tags that was used last
CHANGES
The machine bounding box now doesn't render in front of your machine
Local snapping for level editor translate tool now snaps to local grid instead of global
Transform gizmos for level editor now hide while holding shift
Single broken blocks now are ignored by the camera when following the machine
Surface block hidden if not Advanced building mode
Skins are now off per default
Improved colour correction for the Krolmar island
Improved colour correction for Ipsilon
Slight improvement to fire spread
Changed one multiplayer achievement from requiring 25 servers to 10 instead
Making propellers automatically align themselves around blocks that spin around their base axis
Steering hinges auto return per default now
Updated some achievement names
Changed connection type selection to tabs in multiverse
FIXES
stopped deflecting steering hinges on simulation start
fixed some slight memory leak issues when loading skins and block mods
when detaching surface blocks in a selection containing other block types, it now doesn't duplicate the others.
when using modding tools to scale surfaces or blocks surfaces connect to, broken pieces now match the original surface scale.
Surface corners don't show in automatic thumbnails
foliage doesn't render on top of fog anymore
fixed Ambient Occlusions sometimes missing in level selects
fixed an issue where grass and blood decals would make a slight dark square around the bounds of the decal
fixed when duplicating or detaching selections with surface blocks the reference pivot sometimes changing
Fixed who needs a mechanic achievement using the right category when you have mods
Made AI blood decal not spawn on the ground when dying in the sky
Fixing Krolmar Artifact level so keys are more easily accepted
various dx9 issues fixed
fixing sometimes loading machines would say they intersected the floor even if they aren't
fixed an issue where moving a surface corner on top of another surface corner, resulting in the surface being incomplete and removed, would throw errors
fixed an issue where certain brick objects weren't updating right for clients
Drill now properly receives emulation
unpowered wheels now are allowed to spin as fast as other wheels
MODDING
Added hidden toggle to turn off collision for surface blocks
Added social media mode to the cam tools
Added min and max grid static surface grid size variables
hidden logic gate option to make emulation loops burn out to avoid spamming behaiour
Hotfix 16991
Fixed missing sensor area cylinder
Fixed sorting files by date and throwing correct logs if invalid file loaded
Fixed negatively scaled fire areas
Fixed logicgate counter reset not resetting always or fully always
Fixed automation update rate, to be like previous update consistently at a single time instead of staggered
Made surface block zero volume check between corners and edges so zero volume is more accurately determined
Launching certain languages breaking until switching languages
Making emulation messages work even if the key is set to None
Added tutorial toggle option
Fixed drills not emulating again
Fixed spark particles over emitting on drills and saws
Added hidden mass slider to surface
The gerenuks in multiplayer now face the right way
Bomb explosion sizes stay consistent again as it did in 1.05
Blocks with shadow casters now cast the correct shadows using skins
Fixed occasional error when switching blockmapper from a secondary emulation input to another block
Hotfix 17044
MP bounding box now hides its front like in SP
Surface Block changes: - Corner points would sometimes obscure other selections - fixed missing colliders for folded surface blocks - removed overlapping double collider generation with some surface block configurations (in those cases the mass will be halfed aswell) - Mass slider changes is now loaded in vanilla no matter if the toggle for it is enabled - hidden collision toggle now properly updates mass
fixed broken key inputs for logic systems in level editor
fixed broken discord link in the Title Screen
fixed an accidentially changed event/action for mod stability (FragmentVisualController.onVisualBreak)
fixing shadows on instantiating a block with non default skin
slight optimisation to moving a lot of surface nodes at the same time
Japanese Translation tweaks
Fixed nre from loading a machine while having a surface block on the current machine.
fixed bug after defeating the last level of Krolmar causing the player to be unable to build on the machine.
Fixed baloons at length 0 breaking skins toggle and shadow mode.
Fixed some issues with machine thumbnail generation when the build zone was moved away from the default position
Machine tutorial now properly hide when using the level editor tools
now doesn't change the thumbnail when updating a machine without touching the thumbnail.
removed error logs from opening workshop update tab in save.
fixing overwriting thumbnails when changing content of a workshop upload but not having selected a new thumbnail
fixed not using completion state correctly to gauge what tutorials players have finished
fixed an issue with surface blocks having an empty list of corners for other players
Today we’ve got another update for you, Version 1.05, bringing an awesome new feature we’ve been working on for a while now called “Build Surface” and some highly requested additions to the symmetry tool.
The Build Surface feature is a simple, highly customizable & powerful block/tool that allows you to create custom shaped blocks/panels for your war machine. These panels can be made from either wood or glass, both with their own characteristics that will affect the durability of your creation and how it reacts when damaged.
The tool uses a simple grid system that’s easy to master, even for you novice builders out there. You simply select 4 points on the grid and the tool will create a panel to fill the shape you have chosen.
Once you’ve created a panel you can then manipulate it into curved shapes using the advanced building tool. You simply select the advanced building tool, click one of the panel’s nodes and drag it to the shape you want.
The custom shaped panels you create also have aerodynamic properties which should unlock a whole range of new possibilities when constructing flying machines and airplanes.
The new panels have a health system that you can wear down by damaging them over time but it’s also possible to smash right through them, splintering the panels and sending fragments flying in every direction.
The size of the panels you make will affect how they react to damage or being put under stress, creating a more realistic structure for you machines.The panels also use the existing joint system, meaning that shapes you draw will attach to surrounding blocks and form a cohesive structure for your machine.
This new block/tool unlocks many more possibilities for designing your machines and makes creating complicated shapes and intricate detail on your machines even easier than before.
The tool is currently considered ‘Experimental’ which means we’re still actively working to improve it and give it a polish that we’re happy with.
In addition to the new block/tool we’ve made some additions to the symmetry tool that give it increased functionality, with two new modes that will further aid you in both building and editing your machines. The first new mode revolves around selection and modification of your machine. When you select a block with this option enabled, it will automatically select the corresponding block on the opposite side of your machine. For example if you select the front left wheel on your car, it will also select the front right wheel for you. If you use the advanced building tool with a mirrored selection, the blocks will behave in a mirrored fashion. For example if you have the front left & right wheels of your car selected and move the left wheel further away from the car’s center, the right wheel will also move further away from the center.
In addition this symmetry tool setting allows you to modify mirrored blocks at the same time, for example changing the speed of the front left wheel also changes the speed of the front right wheel. The second new mode lets you perform mirrored deletion of blocks on your machine, for example deleting the front left wheel also deletes the front right wheel.
That’s all for now and we truly can’t wait to see what madness you guys concoct with this awesome new feature!
Happy building!
Von
Hot Fix Version 1.05-12524
Changelog:
- Fixed centering via C on selection - Fixed an issue where removing a surface while building a surface could result in errors. - Fixed an issue where joints would complain on rotated machines being respawned immediately - Fixed pin blocks flickering on and off when being placed on a surface block - Fixed issue with the surface tessellation when curving opposite edges in different directions - Fixed burning surfaces being persistent on clients in Multiverse - Fixed an issue where bloom options would apply properly - Fixed a problem with undoing where an error could happen from duplication and other actions on surfaces - Fixed outlines on modded objects - Fdded new japanese translations - Fixed some russian entries - Edges of surfaces now don't accidentally get rotated off their orientation by AB - Fixed an error when changing selection between surface blocks while duplicating - Fixed and error when inspecting the overview key mapping with logic blocks in it
Hotfix Version 1.05-12422
Changelog:
- Fixed machine center calculation when the buildzone has been moved - Fixed transform cache issues in Multiverse - Fixed LookAtCamera component that was throwing exceptions - Only resets and restores rigidbody interpolation on blocks that are affected by undo actions - Fixed projectiles not despawning correctly when respawning - Updated Chinese, French, German, Portuguese and Russian localisation with new surface-related entries - Now makes sure edges and surfaces are valid after loading - No longer tries to process invalid surfaces - Surfaces no longer do anything in sim, and destroy their joints if they're invalid - Automatically removes invalid edges and surfaces when automerging - Fixed exceptions when machines with invalid surfaces enter sim
Today we’ve got another update for you, bringing a whole load of new level objects & Krolmar’s desert environment to Besiege’s level editor, and a bunch of bug fixes for issues that have been reported since the V1.0 release!
The new level editor objects are from the new campaign island of Krolmar, so now you can make your own desert levels of doom for your friends or the wider community!
We’ve had a lot of really useful feedback about the Automation blocks since they were launched and have been hard at work making improvements to the way they work on a technical level. Key Emulation will now work consistently meaning that low FPS will no longer cause your machine to perform differently. This improvement will be most evident in Multiplayer, where previously lag spikes resulting from people loading in large machines were having a negative impact on machines that rely on an emulation system to function properly. Whilst this improvement will make using automation blocks much smoother in the long run, it’s possible that some existing machines may respond differently with the new update.
(Shameless twitter plug) You can follow us @spiderlinggames to get sneak peeks at cool new features and tech that we're working on, as well as announcements about Besiege and any future projects we work on!
That’s all for now folks, hope you enjoy this update and keep on Besiging!
- Fix being able to copy speed values from Speedometer to Wheel - Make Anglometer respond correctly with rotated machines - Fixed a problem where off screen insignias might have some invisible parts - Fixed the text cursor appearing in wrong places for the slider values in the keymapper - Fixed some potential issues with logic blocks on the client - Fixed an issue with the camera focusing where blocks would disable and be impossible to build off of as a client - Fix level 48 to only require destroying the cannons - Make sure islands are marked as unlocked just after unlocking them - Don't award Tree Of Life achievement on wrong level - Make Dodger achievement detection more robust - Add thumbnails/icons for logic blocks
Changes: - Emulation now happens at a consistent 50 fps (assuming 100% timescale) - Made modded negative valued water cannons not attempt particles that would fail anyway - Sensors now properly ignore only virtual triggers, like insignias or things outside of the level - Changed how interpolation and kinematic behaviour works for the spring blocks which hopefully should stop them from visually gliding off the machine - Made starting simulation emulate the start emulation keybinding (SPACE fx.) consistently whether you pressed space or the play button
Today we’ve got another update for you, our first since Besiege left early access! This update, Version 1.01, adds 2 new blocks for the newly established Automation category and some fixes for minor bugs that have been reported since the V1.0 release.
The team’s been super excited to see everyone enjoying the V1.0 launch and they’ve been working round-the-clock to get this next update done as quickly as possible!
If you didn’t see our preview development post, here’s a quick rundown of what the new blocks do:
The Anglometer This block detects angles on a single axis, emulating a key press when an angle is met or exceeded. The block should allow you to create gyroscopes and stabilization systems for your machines.
The Speedometer The name’s pretty self explanatory for this one. The Speedometer is a new logic block that will emulate a key press when your machine reaches or drops below a certain speed. You will of course be able to adjust the speed in the blocks settings yourself.
We’re already seeing some awesome machines made with the Automation blocks added in V1.0 and we’re super excited to see what you guys create with these 2 new ones!
Follow us on Twitter to stay up to date with what we’re working on, and see some of the awesome creations the community is coming up with!
Thank you to everyone for all the support and positive feedback following Besiege’s release and we hope you enjoy this update!
Cheers, Von
Changelog V1.01-11100:
ADDITIONS: Speedometer Block Anglometer Block
FIXES: Fixed 'Stuck on Initializing' issue by ignoring the RemoteFile logic when CloudSaving is turned off Setting no emulate key will now not throw errors Fixed World Conquerer achievement firing in first Krolmar zone Valfross unlock text is now "CONQUER TOLBRYND TO UNLOCK" in title screen Fixed some display issues on the krolmar level select in terms of conquered marking Fixed altimeter height being displaying wrongly in misty mountain Fixed logic gate input names Making preextension work while bounds are disabled and allow intersection enabled, even if something is in the way to be consistent with when bounds are enabled.
CHANGES: optimised textures for automation blocks Made automation blocks with dials place upright when on top of the machine per default removing debug log for falling ai key in krolmar vault level ignored by splash force
for modders: Make LevelXMLLoader public instead of internal so mods can access it
Hope you’re all enjoying the V1.0 update! The team & I have been eagly watching people’s reactions and feedback on the new content, it's great to see so many people having fun with Besiege!
We’ve been overwhelmed by the positive reception you guys have given to the new Automation/Logic blocks, it’s awesome to see all the innovative creations people are coming up with!
With that in mind we’ve begun thinking about what other Automation/Logic blocks we could add to Besiege and we’ve got some rough plans for a couple that we’d like to share with you here! (Keep in mind these are work-in-progress & subject to change)
The Speedometer Concept The name’s pretty self explanatory for this one. The Speedometer is a new logic block that will emulate a key press when your machine reaches or drops below a certain speed. You will of course be able to adjust the speed in the blocks settings yourself!
The Angle Detector Concept This block detects angles on a single axis, emulating a key press when an angle is met or exceeded. This block should allow you to create gyroscopes and stabilization systems for your machines! The angle the block detects you’ll be able to edit in the settings.
We’re hoping to get these blocks worked up and implemented into the game very soon, so you can expect another small update in the next couple of weeks!
Thanks again to everyone for the good wishes and congratulations following the V1.0 launch, we really appreciate it guys!
Today we are proud to announce that Besiege V1.0 has been released, bringing the game out of early access!
Version V1.0 brings the final island for Besiege’s singleplayer campaign, Krolmar. Krolmar is an ancient & mysterious desert island, filled with new enemies to slaughter, fortresses to obliterate & secret magics to unravel. With it’s stunning visuals and challenging levels, Krolmar brings a fitting finale to the campaign.
In addition to the new island, V1.0 also brings a new category of block to Besiege, Logic/Automation blocks. These blocks allow you to create automated mechanisms for machines, performing several actions in a sequence with the push of a single button, or automating actions using the various sensor blocks!
V1.0 includes 4 Logic/Automation Blocks, here’s a breakdown of what they do:
As with all our updates, version 1.0 comes with a large number of bug fixes, polishing the game off to it’s fully released state!
You may also be wondering what’s next for Besiege and Spiderling. We plan to continue working on Besiege, improving the game & prototyping experimental features!
In line with our original Early Access plan Besieges price will be increasing in 1 weeks time,after the release sale has finished, so if you haven’t picked up the game yet then now is the best time to grab yourself a copy!
We hope you’re all as excited as we are to see Besiege leave early access! As always, thank you to everyone for your support and participation in what has been an incredible journey!
We hope you all enjoy the update! Thanks again, The Spiderling Team