(Updated December 19) We have improved the world builder and fixed some bugs. Unfortunately saves containing world builder terrains created earlier in the test no longer works. Sorry about that.
Added tile icons in world builder.
Added camera panning.
Added undo feature (Ctrl + Z).
Improved visualization.
Various interaction improvements.
Fixed a save file corruption that could occur in world builder terrains.
Fixed suspension and piston settings issue.
(Updated December 15) In this update, we added a very early version of the world builder. Please keep in mind that a lot of things are still missing. But we already want to start testing it.
Added the world builder.
(Updated December 12)
Fixed a crash that occurred when the player exited the game while seated.
Fixed flickering on player nametags.
Fixed creation import visualization.
Hi Mechanics
As some of you following us on Twitter might have noticed, we are currently working on a World Builder and a Tile Builder. These builders will give you all the awesome tools you need to create and share worlds via Steam Workshop. In preparation for this update we will start doing a few tests on the test branch. We are starting out with some necessary fixes like faster texture loading as well as improved frame rate when loading creations from the lift. We even added 3 new terrain tiles made in the Tile Builder.
Here is the full update list.
Added better and smoother lods.
Added 3 new world tiles to creative mode.
Faster texture loading.
Better texture quality.
Faster terrain loading.
Less lag when loading creations from the lift.
As always! We would be happy if you can help us test it out and let us know if everything works well. We have made a lot of changes to our game engine as well so this test build can be a little unstable.
When you enter a world in this test, you will no longer be able to open the world outside of the test branch. So please don't test this update in your favorite worlds.
Here is how you access the test!
We hope to add the World Builder and the Tile Builder to the test branch soon. Time for us to get back to work! Stay tuned Mechanics!
(Updated December 19) We have improved the world builder and fixed some bugs. Unfortunately saves containing world builder terrains created earlier in the test no longer works. Sorry about that.
Added tile icons in world builder.
Added camera panning.
Added undo feature (Ctrl + Z).
Improved visualization.
Various interaction improvements.
Fixed a save file corruption that could occur in world builder terrains.
Fixed suspension and piston settings issue.
(Updated December 15) In this update, we added a very early version of the world builder. Please keep in mind that a lot of things are still missing. But we already want to start testing it.
Added the world builder.
(Updated December 12)
Fixed a crash that occurred when the player exited the game while seated.
Fixed flickering on player nametags.
Fixed creation import visualization.
Hi Mechanics
As some of you following us on Twitter might have noticed, we are currently working on a World Builder and a Tile Builder. These builders will give you all the awesome tools you need to create and share worlds via Steam Workshop. In preparation for this update we will start doing a few tests on the test branch. We are starting out with some necessary fixes like faster texture loading as well as improved frame rate when loading creations from the lift. We even added 3 new terrain tiles made in the Tile Builder.
Here is the full update list.
Added better and smoother lods.
Added 3 new world tiles to creative mode.
Faster texture loading.
Better texture quality.
Faster terrain loading.
Less lag when loading creations from the lift.
As always! We would be happy if you can help us test it out and let us know if everything works well. We have made a lot of changes to our game engine as well so this test build can be a little unstable.
When you enter a world in this test, you will no longer be able to open the world outside of the test branch. So please don't test this update in your favorite worlds.
Here is how you access the test!
We hope to add the World Builder and the Tile Builder to the test branch soon. Time for us to get back to work! Stay tuned Mechanics!
It’s been a little while since we last parked our construction diggers to publish a dev blog, but we intend to step things up a gear in future starting with this, the first in a revamped and polution-free series of updates, intended to keep you even more up to date with developments and community trends in the world of Scrap Mechanic! Today’s update includes exciting new details on Survival Mode, reworked guns and how terrain will work in future versions. Read on for the details – and thanks for playing!
-Enter the Scrapyard Say hello to the massive Scrapyard biome we’ve been building for Survival Mode! Once the largest farming settlement on the entire planet, the Scrapyard has since been choked by untold tons of scrap and garbage that has accumulated. With enormous bots pushing rubble around and stacking scrap in sky high pillars of junk, the Scrapyard will be a great place for scavenging parts and resources. But be alert… It’s also not very safe!
-Adjust Your Arsenal In our last dev blog we showed off the Spud Gun for the very first time. Since then we’ve had a ton of great feedback from the community, including many requests for our latest firepower feature; modular weapons! We’re happy to confirm that the team is currently reworking spud guns so that players can personalize and improve them from many different parts (see a few below!) We are also tweaking the trajectory of potatoes based on your feedback. Should they have a range limit? How much falloff should they have? Let us know what you think in the comments!
-Survival mode terrain The next in-development tech is something we’re especially excited to share: randomly generated terrain for Survival Mode! In Survival Mode, the entire terrain will be built from tiles made in our terrain editor, similar to Creative Mode. However, we’ve improved the system further to give more shape and curve to tiles, which we hope will give Survival a much more epic feel, with rolling and natural-looking environments. Thanks to randomly generated terrain, in Survival Mode players will explore beautiful worlds unique to their experience. We can’t wait for you to explore them yourself! Keep in mind that this is just a tech demo and not how the actual final terrain will look. It will have a lot more variation and cool places to explore.
-Tile Styles Recently we had to take a short break from working on the game’s Terrain Editor, but we’re happy to confirm that the team is back to work on a new version that you mechanics will be able to use to create your own world tiles! When the new Terrain Editor is released, players will be able to place trees, rocks, roads and shape the ground itself! We’re also planning to include a feature that will allow you to select placement of your tiles when you start a new world. Finally, mechanics will be able to share their world tiles via Steam Workshop. We hope to have all of these features out in time for the new year!
-LODs Better In visual spit ‘n’ polish news, we finally got around to improving our level of detail system to make it run a lot smoother. In the current game you might have noticed that trees and rocks can pop as you get closer to them - this is because more detailed models are getting spawned in. In future versions, we’ve made the transition between models nearly unnoticeable, making walking and driving a much nicer experience.
-Tee-riffic Finally, it’s always a pleasure to share some of the outfits our digital tailors have been busily sowing together. This one is the new golfer outfit: very fitting for when you and your friends are swinging sledgehammers at loose objects.
-So, Survival Mode… When? The Scrap Mechanic team is working tirelessly to deliver a game mode that lives up to our quality standards – and your expectations! Until we’re able to hit those goals, we appreciate the patience and support of the community. It will be worth it in the end! Because the game is built using our own game engine, it means we have to work a little bit harder to get the features we want working in-game, compared to a pre-made engine which comes with functions already in place. However, this also means we have full control over everything we do, which is very important for a complex game like Scrap Mechanic. We are able to build a lot of complex and unique functions that we believe fans will really appreciate. Survival Mode, for example, will be fully moddable, on top of the deep physics and multiplayer elements you can already see at work today.
We have an awesome team that is making amazing progress every day, working hard to create a unique gaming experience that you will hopefully love for many years to come. Thanks for your support mechanics!
It’s been a little while since we last parked our construction diggers to publish a dev blog, but we intend to step things up a gear in future starting with this, the first in a revamped and polution-free series of updates, intended to keep you even more up to date with developments and community trends in the world of Scrap Mechanic! Today’s update includes exciting new details on Survival Mode, reworked guns and how terrain will work in future versions. Read on for the details – and thanks for playing!
-Enter the Scrapyard Say hello to the massive Scrapyard biome we’ve been building for Survival Mode! Once the largest farming settlement on the entire planet, the Scrapyard has since been choked by untold tons of scrap and garbage that has accumulated. With enormous bots pushing rubble around and stacking scrap in sky high pillars of junk, the Scrapyard will be a great place for scavenging parts and resources. But be alert… It’s also not very safe!
-Adjust Your Arsenal In our last dev blog we showed off the Spud Gun for the very first time. Since then we’ve had a ton of great feedback from the community, including many requests for our latest firepower feature; modular weapons! We’re happy to confirm that the team is currently reworking spud guns so that players can personalize and improve them from many different parts (see a few below!) We are also tweaking the trajectory of potatoes based on your feedback. Should they have a range limit? How much falloff should they have? Let us know what you think in the comments!
-Survival mode terrain The next in-development tech is something we’re especially excited to share: randomly generated terrain for Survival Mode! In Survival Mode, the entire terrain will be built from tiles made in our terrain editor, similar to Creative Mode. However, we’ve improved the system further to give more shape and curve to tiles, which we hope will give Survival a much more epic feel, with rolling and natural-looking environments. Thanks to randomly generated terrain, in Survival Mode players will explore beautiful worlds unique to their experience. We can’t wait for you to explore them yourself! Keep in mind that this is just a tech demo and not how the actual final terrain will look. It will have a lot more variation and cool places to explore.
-Tile Styles Recently we had to take a short break from working on the game’s Terrain Editor, but we’re happy to confirm that the team is back to work on a new version that you mechanics will be able to use to create your own world tiles! When the new Terrain Editor is released, players will be able to place trees, rocks, roads and shape the ground itself! We’re also planning to include a feature that will allow you to select placement of your tiles when you start a new world. Finally, mechanics will be able to share their world tiles via Steam Workshop. We hope to have all of these features out in time for the new year!
-LODs Better In visual spit ‘n’ polish news, we finally got around to improving our level of detail system to make it run a lot smoother. In the current game you might have noticed that trees and rocks can pop as you get closer to them - this is because more detailed models are getting spawned in. In future versions, we’ve made the transition between models nearly unnoticeable, making walking and driving a much nicer experience.
-Tee-riffic Finally, it’s always a pleasure to share some of the outfits our digital tailors have been busily sowing together. This one is the new golfer outfit: very fitting for when you and your friends are swinging sledgehammers at loose objects.
-So, Survival Mode… When? The Scrap Mechanic team is working tirelessly to deliver a game mode that lives up to our quality standards – and your expectations! Until we’re able to hit those goals, we appreciate the patience and support of the community. It will be worth it in the end! Because the game is built using our own game engine, it means we have to work a little bit harder to get the features we want working in-game, compared to a pre-made engine which comes with functions already in place. However, this also means we have full control over everything we do, which is very important for a complex game like Scrap Mechanic. We are able to build a lot of complex and unique functions that we believe fans will really appreciate. Survival Mode, for example, will be fully moddable, on top of the deep physics and multiplayer elements you can already see at work today.
We have an awesome team that is making amazing progress every day, working hard to create a unique gaming experience that you will hopefully love for many years to come. Thanks for your support mechanics!
We’ve been focusing most of our time on survival lately but we finally got some time to add a few requested features and improvements. Thanks to our amazing community for always letting us know what you want to see in Scrap Mechanic.
This time we added a new feature to the sensor. The sensor can now be set to a color mode to detect colors from the Paint Tool. Mechanics can now build cars that follow painted lines on the ground and other awesome things. On top of that, we also made the sensor much more accurate when detecting things.
Another very requested feature is a search bar in the inventory. Very useful if you have a lot of mods installed. During the test, a lot of you reached out asking if we can make the search instant so you don’t have to press enter on every search. This is now implemented and works great. Please keep in mind that items also now have keywords that can be searched as well to get a specific set or mod.
We also did some fps improvements when the player is walking on a big creation. Before the whole creation was collision detecting against the player but now it’s only the closest area the player is walking on that gets detected. This is a huge improvement from before and will really allow mechanics to make larger creations without having to cut them up in sections for better fps. We are really happy with this one.
Finally! we also added a new maintenance ship block and 8 new parts that can be great for decorating your creations. One of them is the Maintenance Ship Door that can come in handy when building houses and other entrances.
Here is the full update list:
Added color detection to the sensor.
Improved the sensor so it’s more accurate.
Added a search bar to the inventory.
The search bar in the inventory and blueprint menu can be selected with Ctrl + F.
Made a big fps improvement when walking on big creations.
Fixed an issue where the big Plateau tile did not generate in new worlds.
We are also preparing a new devblog. Our goal is to make these more frequent from now. We have picked some new things that we will share with you soon.
We’ve been focusing most of our time on survival lately but we finally got some time to add a few requested features and improvements. Thanks to our amazing community for always letting us know what you want to see in Scrap Mechanic.
This time we added a new feature to the sensor. The sensor can now be set to a color mode to detect colors from the Paint Tool. Mechanics can now build cars that follow painted lines on the ground and other awesome things. On top of that, we also made the sensor much more accurate when detecting things.
Another very requested feature is a search bar in the inventory. Very useful if you have a lot of mods installed. During the test, a lot of you reached out asking if we can make the search instant so you don’t have to press enter on every search. This is now implemented and works great. Please keep in mind that items also now have keywords that can be searched as well to get a specific set or mod.
We also did some fps improvements when the player is walking on a big creation. Before the whole creation was collision detecting against the player but now it’s only the closest area the player is walking on that gets detected. This is a huge improvement from before and will really allow mechanics to make larger creations without having to cut them up in sections for better fps. We are really happy with this one.
Finally! we also added a new maintenance ship block and 8 new parts that can be great for decorating your creations. One of them is the Maintenance Ship Door that can come in handy when building houses and other entrances.
Here is the full update list:
Added color detection to the sensor.
Improved the sensor so it’s more accurate.
Added a search bar to the inventory.
The search bar in the inventory and blueprint menu can be selected with Ctrl + F.
Made a big fps improvement when walking on big creations.
Fixed an issue where the big Plateau tile did not generate in new worlds.
We are also preparing a new devblog. Our goal is to make these more frequent from now. We have picked some new things that we will share with you soon.
Inventory searching happens instantly, no need to press Enter.
Improved inventory search performance.
Fixed lag when scrolling in the hotbar.
The sensor only forces color selection the first time it is put into the color mode.
Hi Mechanics! We are back! This time with a test for our upcoming update. We’ve been focusing most of our time on survival lately but we finally got some time to add a few requested features and improvements. Thanks to our amazing community for always letting us know what you want to see in Scrap Mechanic.
This time we added a new feature to the sensor. The sensor can now be set to a color mode to detect colors from the Paint Tool. We got a lot of mechanics asking us for this feature. Mechanics can now build cars that follow painted lines on the ground and other awesome things. On top of that, we also made the sensor much more accurate when detecting things.
Another very requested feature is a search bar in the inventory. Very useful if you have a lot of mods installed. It’s now also added to the test.
Lastly, we also did some fps improvements when the player is walking on a big creation. Before the whole creation was collision detecting against the player but now it’s only the closest area the player is walking on that gets detected. This is a huge improvement from before and will really allow mechanics to make larger creations without having to cut them up in sections for better fps. We are really happy with this one.
The final version of this update will also come with a few new building parts. They are not included in this test.
We would love to hear how you find these new improvements.
Here is how you access the test!
Here is the full update list:
Added color detection to the sensor.
Improved the sensor so it’s more accurate.
Added a search bar to the inventory.
Made a big fps improvement when walking on big creations.
We will be back soon with more survival mode news!
Inventory searching happens instantly, no need to press Enter.
Improved inventory search performance.
Fixed lag when scrolling in the hotbar.
The sensor only forces color selection the first time it is put into the color mode.
Hi Mechanics! We are back! This time with a test for our upcoming update. We’ve been focusing most of our time on survival lately but we finally got some time to add a few requested features and improvements. Thanks to our amazing community for always letting us know what you want to see in Scrap Mechanic.
This time we added a new feature to the sensor. The sensor can now be set to a color mode to detect colors from the Paint Tool. We got a lot of mechanics asking us for this feature. Mechanics can now build cars that follow painted lines on the ground and other awesome things. On top of that, we also made the sensor much more accurate when detecting things.
Another very requested feature is a search bar in the inventory. Very useful if you have a lot of mods installed. It’s now also added to the test.
Lastly, we also did some fps improvements when the player is walking on a big creation. Before the whole creation was collision detecting against the player but now it’s only the closest area the player is walking on that gets detected. This is a huge improvement from before and will really allow mechanics to make larger creations without having to cut them up in sections for better fps. We are really happy with this one.
The final version of this update will also come with a few new building parts. They are not included in this test.
We would love to hear how you find these new improvements.
Here is how you access the test!
Here is the full update list:
Added color detection to the sensor.
Improved the sensor so it’s more accurate.
Added a search bar to the inventory.
Made a big fps improvement when walking on big creations.
We will be back soon with more survival mode news!
We have a very special announcement for you today! We’re delighted to reveal that Axolot Games will be publishing popular survival game Raft, coming to Steam Early Access in 2018!
If you’re not one of the many, many players who’ve experienced Raft already via itch.io, allow us to explain: Raft is a unique survival game in which players are thrown in the middle of a treacherous ocean with only a simple raft protecting you from the dangers of the sea! Playing alone or with friends, players must gather debris, scavenge reefs and grow crops to survive and build their own floating home. Oh, and be wary of the man-eating sharks!
Our relationship with Raft creators Redbeet Interactive began a few months ago when they invited us to fly over to their studio in Gotland, a small island outside of Stockholm. We were really impressed with their passion and vision for Raft and the two teams quickly developed a strong friendship. After all, we both love making survival games with building mechanics!
It soon made a lot of sense to become partners and invest in Redbeet Interactive, which we believe will ensure that players get to see the full Raft experience come to life, with all of the exciting features and ideas they have planned for the game fully realized.
Of course, it’s important to emphasize that because Raft and Scrap Mechanic are being worked on two separate teams, this partnership and exchange of ideas will only strengthen both games as we continue to work hard on bringing Survival Mode to Scrap Mechanic!
Finally, to celebrate today’s announcement we have a few goodies for players of both games! Scrap Mechanic players will receive the Raft Shark Mount (careful… it can bite), while RAFT players can look forward to receiving the Scrap Mechanic Duckie to proudly decorate their floating home… if they manage to catch him!
We have a very special announcement for you today! We’re delighted to reveal that Axolot Games will be publishing popular survival game Raft, coming to Steam Early Access in 2018!
If you’re not one of the many, many players who’ve experienced Raft already via itch.io, allow us to explain: Raft is a unique survival game in which players are thrown in the middle of a treacherous ocean with only a simple raft protecting you from the dangers of the sea! Playing alone or with friends, players must gather debris, scavenge reefs and grow crops to survive and build their own floating home. Oh, and be wary of the man-eating sharks!
Our relationship with Raft creators Redbeet Interactive began a few months ago when they invited us to fly over to their studio in Gotland, a small island outside of Stockholm. We were really impressed with their passion and vision for Raft and the two teams quickly developed a strong friendship. After all, we both love making survival games with building mechanics!
It soon made a lot of sense to become partners and invest in Redbeet Interactive, which we believe will ensure that players get to see the full Raft experience come to life, with all of the exciting features and ideas they have planned for the game fully realized.
Of course, it’s important to emphasize that because Raft and Scrap Mechanic are being worked on two separate teams, this partnership and exchange of ideas will only strengthen both games as we continue to work hard on bringing Survival Mode to Scrap Mechanic!
Finally, to celebrate today’s announcement we have a few goodies for players of both games! Scrap Mechanic players will receive the Raft Shark Mount (careful… it can bite), while RAFT players can look forward to receiving the Scrap Mechanic Duckie to proudly decorate their floating home… if they manage to catch him!