Stormworks: Build and Rescue

I'm pretty good at rescuing, but building is another matter. I've been doing a bit of both in Stormworks: Build and Rescue, a sandbox sim where you build your own boats, helicopters, and planes and use them for open sea rescue missions and other tasks. Stormworks is currently in Early Access on Steam, and in free open beta. Yep, you can download the free demo (which is currently the entire game) and play, and I suggest you do because I've been having a lot of fun with it. The trailer above demonstrates the building and rescuing far better than I am about to.

The world of Stormworks is an open sea dotted with small islands. You begin with one island unlocked, which comes with a pre-built boat (plus a cute little house for you to sleep in). As the day passes, timed missions begin to appear in the world: deliver cargo from one island to another, bring inspectors from the airport to an oil rig, collect an injured or stranded worker and deliver him to a hospital. In the meantime, you can use your workshop to modify your boat or build a new one. Building is accomplished by sticking together various cubes and wedges, and adding pre-made items like engines, rudders, roters, seats, and lights. Then you connect the engine to the motor and starter button, hook up steering to your dashboard, connect lights to switches, and so on.

Like I said, I haven't had much success with building things yet. My attempt to build a jetski didn't go so well, though if I had been trying to build an endlessly spinning submarine I'd give myself high marks.

I did much better with modifying, first adding extra passenger seats to the starter boat, then elongating it for cargo space and adding a few lights for night missions. I acted as a water taxi, delivered equipment, and even pulled someone out of the ocean and took them to an island for medical care, earning money along the way.

Things got more fun when I purchased a second island, which came with a hangar and helicopter. Now the rescue missions could really kick off: a large tanker ship was sinking and six crew members needed to be transported to the safety of a hospital. Since I only had three spare seats on my chopper, it required two trips. Flying takes a little time to get the hang of, so it wasn't the speediest rescue ever, but I managed it safely (except for accidentally landing on top of the hospital instead of beside it.

Even better, and what I consider my shining moment so far: I received a call about a runaway speedboat that needed to be stopped and returned to its owner, who was treading water in the open sea. I lifted off in my chopper and flew through the dark night, located the runaway watercraft, brought my helicopter down over it, and jumped into the speeding boat. It was like a blocky little action movie.

How did I retrieve my hovering chopper afterwards? I'd love to say it was another daring mission, but I just fast-traveled back to my island and recalled it by clicking an icon on my map that delivered it back to my workshop. Look, not everything calls for white-knuckle heroism.

Stormworks is also charmingly goofy at times. When rescuing people, they tend to be quite helpless, standing stock still when you land nearby instead of running for the chopper themselves. You can tell them to follow you, but you literally need to pick them up and place them in their seats when you get there, which is kind of amusing, especially when doing it in third-person perspective. Maybe they're paralyzed with fear, or perhaps just overcome with for by my heroics and red beanie cap.

That's not their only quirk. With many of the missions beginning during the day, completing them tends to happen after nightfall, and the residents of the Stormworks world have the odd habit of not turning on their own lights. There's something a little creepy about entering a building and finding people just standing around in the dark:

On another mission I had to deliver four technicians to a wind turbine. We all crowded into the elevator, and it was more than a bit creepy waiting to reach the top. 

Tell me Stormworks isn't the ideal framework for a horror game:

Mostly though, it's a great sandbox to play around in, a nice mix of relaxing delivery missions and enjoyable heroic rescues, plus plenty of workshop tinkering in between. 

If you're a poor builder like myself, Stormworks is supported by the Steam Workshop, so not only can you upload your creations, but you can download the work of others while you're in the game, and the 'shop is already packed with cool planes, choppers, and boats of all sizes and shapes. Until I get better at building, I'll trust everyone else to craft my boats and just focus on the heroics.

Stormworks: Build and Rescue - Deltars
The Stormworks Free Beta is now available to play to everyone!

To play the Beta, go to the Stormworks Steam page and click "Download Demo":

http://store.steampowered.com/app/573090



The Free Beta is the full version of Stormworks and will be available for a couple of weeks.

Thank you for supporting the game and for your patience waiting for this release. We are really excited to share this, and would love to hear your feedback. Drop us an email at stormworks@mcro.org or chat on the Discord, or use the in game buttons to officially report bugs and request features!

To keep updated with the latest news:

Sign up to the email list

Join us on discord

Follow the game on Steam

Much love <3,

The Stormworks Developers
Stormworks: Build and Rescue - Deltars
The Stormworks Free Beta is now available to play to everyone!

To play the Beta, go to the Stormworks Steam page and click "Download Demo":

http://store.steampowered.com/app/573090



The Free Beta is the full version of Stormworks and will be available for a couple of weeks.

Thank you for supporting the game and for your patience waiting for this release. We are really excited to share this, and would love to hear your feedback. Chat on the Discord, or use the in game buttons to officially report bugs and request features!

To keep updated with the latest news:

Sign up to the email list

Join us on discord

Follow the game on Steam

Much love <3,

The Stormworks Developers
Stormworks: Build and Rescue - Deltars
Dear Stormworkers,

The open free beta for Stormworks: Build and Rescue will launch Wednesday 7th February on Steam!

We will also be announcing the release date of Stormworks Steam Early Access in the next couple of weeks.

Thank you to all the players who participated in alpha 1 and 2. Without your enthusiasm, support, and feedback we would not have been able to push Stormworks to where it is today. We have enjoyed talking to you on the Steam forums, discord, emails, the issue tracker, and elsewhere and we are really looking forward to what you think about the beta.

As always, we are fixing issues and make improvements, so please do use the in-game buttons to report problems and suggest new game features, and we will be releasing patches regularly as we complete the improvements.

However, it isn't over. We have big ambitious plans for the game, and in the coming weeks, we will also be announcing our development road map, our plans for new features, and the order in which we will work on them. As we close the alpha, this also brings an end to long breaks between alpha versions. We are looking forward to continuing to develop and support Stormworks, especially as we enter this new open phase.

To keep updated with the latest news:

Sign up to the email list

Join us on discord

Follow the game on Steam

Much love <3,

The Stormworks Developers



Major New Beta Features

New Missions System

We have overhauled the story of the ocean around you, and created a new AI system where NPCs are persistent in the world, and can drive vehicles on their own or as a crew around the ocean. Their activities sometimes go wrong, and these persistent background stories can become a mission. This is now how all missions work. There is all new mission content, as well as a lot of the older content reworked to work in the persistent simulation.



New Environments

There are all new locations to visit in the world, as well as upgrades to existing locations. Many of these locations are designed with the new missions system in mind and may become important as we expand the missions in the future.



Submersibles

Water no longer comes inside spaces that are enclosed by the water-tight doors, windows and blocks. These spaces provide buoyancy, but if water comes in through an open door or the new water pumping components, compartments will start to fill up and will lose it's buoyancy. These new parts can be used for submarines as well as adding interior areas below the waterline of existing boats.



New Graphical Effects

All new visual effects have been added such as water impacts, spray, fire, splashes and bubbles. Some existing effects have also been refined and improved.



Wildlife

You now share your environment with a host of bird species and sea-life. Below water there are new plants and rock formations to explore, while above water, the world is divided into biomes in which certain bird species cohabit.



Full Change Log

New Features

- Submersibles

- Water will no longer enter sealed compartments

- Doors and hatches will stop water when closed

- Water will flow between open compartments

- Water can be pumped in and out of compartments to float/sink them

- Added new water components

- Water meter

- Water inlet

- Water outlet

- 2 types of water pump

- Hose

- Water connector

- Improvements to the world

- Multiple types of birds can be found

- Multiple types of fish can be found

- Underwater rock formations

- Underwater plants

- NPC boats can be found

- Reworked mission system

- NPC characters, vehicles and locations persist between missions

- Some missions only spawn when others have been completed

- Missions will repeat when there are none left to spawn

- Graphics

- Particle effects on propellers and other underwater components

- Underwater dust particles

- New foam effects on boats hitting waves

- Splashes when boats/objects are dropped into water

- Bubbles around player when jumping into water

- Added fire graphical effect

- Wind turbine island

- Vehicles and characters respond to water velocity

- Added more options to settings menu for disabling cosmetic features for lower spec hardware



Changes/Fixes That May Affect Existing Vehicles

- Linear tracks now have gear ratio and motor speed settings for lifting heavier vehicles

- Hatch mesh reworked slightly, now has fewer blocks around the edge

- Throttle lever now has options for min/max value and starting value

- Removed magnetic strength option from connectors



General Changes/Fixes

- Fixed some issues where components were not refunded in the editor

- Fixed ocean foam animating in photo mode/when game is paused

- Fixed not being able to jump forwards when standing on a moving vehicle

- Fixed physics of ocean floor causing invisible barriers/vehicles getting stuck/vehicles being sucked through the ground

- Fixed motion blur flickering when crossing tile boundaries

- Fixed occasional bug where vehicles would be launched into the sky upon exiting photo mode

- Fixed snorkel not showing in character creator

- Fixed wheels not creating correctly causing some vehicles to jump on first spawn

- Fixed waves flickering when looking straight down

- Player correctly takes the velocity of their vehicle when exiting a seat

- Editor asks for confirmation if overwriting a vehicle when typing same filename as an existing vehicle

- Setting weather in creative mode blends over time instead of being an instant change to prevent boats flipping out

- Removed creative mode mission spawn menu due to incompatibility with new mission system

- Disabled hardcore mode. This will return in an early-access update when it is more fully featured

- Reworked parts of the nuclear island to support a mission that takes place there

- Helicopter island edit grid has been moved to the helipad in front of the hangar

- Can now hold handles while on a ladder

- Separate bug/feature buttons on main menu and pause menu

- Increased vehicle editor fov to 70



General Notes

- Save files will be reset due to major changes to missions and islands (most vehicles will still work fine)
Stormworks: Build and Rescue - Deltars
Dear Stormworkers,

The open free beta for Stormworks: Build and Rescue will launch Wednesday 7th February on Steam!

We will also be announcing the release date of Stormworks Steam Early Access in the next couple of weeks.

Thank you to all the players who participated in alpha 1 and 2. Without your enthusiasm, support, and feedback we would not have been able to push Stormworks to where it is today. We have enjoyed talking to you on the Steam forums, discord, emails, the issue tracker, and elsewhere and we are really looking forward to what you think about the beta.

As always, we are fixing issues and make improvements, so please do use the in-game buttons to report problems and suggest new game features, and we will be releasing patches regularly as we complete the improvements.

However, it isn't over. We have big ambitious plans for the game, and in the coming weeks, we will also be announcing our development road map, our plans for new features, and the order in which we will work on them. As we close the alpha, this also brings an end to long breaks between alpha versions. We are looking forward to continuing to develop and support Stormworks, especially as we enter this new open phase.

To keep updated with the latest news:

Sign up to the email list

Join us on discord

Follow the game on Steam

Much love <3,

The Stormworks Developers



Major New Beta Features

New Missions System

We have overhauled the story of the ocean around you, and created a new AI system where NPCs are persistent in the world, and can drive vehicles on their own or as a crew around the ocean. Their activities sometimes go wrong, and these persistent background stories can become a mission. This is now how all missions work. There is all new mission content, as well as a lot of the older content reworked to work in the persistent simulation.



New Environments

There are all new locations to visit in the world, as well as upgrades to existing locations. Many of these locations are designed with the new missions system in mind and may become important as we expand the missions in the future.



Submersibles

Water no longer comes inside spaces that are enclosed by the water-tight doors, windows and blocks. These spaces provide buoyancy, but if water comes in through an open door or the new water pumping components, compartments will start to fill up and will lose it's buoyancy. These new parts can be used for submarines as well as adding interior areas below the waterline of existing boats.



New Graphical Effects

All new visual effects have been added such as water impacts, spray, fire, splashes and bubbles. Some existing effects have also been refined and improved.



Wildlife

You now share your environment with a host of bird species and sea-life. Below water there are new plants and rock formations to explore, while above water, the world is divided into biomes in which certain bird species cohabit.



Full Change Log

New Features

- Submersibles

- Water will no longer enter sealed compartments

- Doors and hatches will stop water when closed

- Water will flow between open compartments

- Water can be pumped in and out of compartments to float/sink them

- Added new water components

- Water meter

- Water inlet

- Water outlet

- 2 types of water pump

- Hose

- Water connector

- Improvements to the world

- Multiple types of birds can be found

- Multiple types of fish can be found

- Underwater rock formations

- Underwater plants

- NPC boats can be found

- Reworked mission system

- NPC characters, vehicles and locations persist between missions

- Some missions only spawn when others have been completed

- Missions will repeat when there are none left to spawn

- Graphics

- Particle effects on propellers and other underwater components

- Underwater dust particles

- New foam effects on boats hitting waves

- Splashes when boats/objects are dropped into water

- Bubbles around player when jumping into water

- Added fire graphical effect

- Wind turbine island

- Vehicles and characters respond to water velocity

- Added more options to settings menu for disabling cosmetic features for lower spec hardware



Changes/Fixes That May Affect Existing Vehicles

- Linear tracks now have gear ratio and motor speed settings for lifting heavier vehicles

- Hatch mesh reworked slightly, now has fewer blocks around the edge

- Throttle lever now has options for min/max value and starting value

- Removed magnetic strength option from connectors



General Changes/Fixes

- Fixed some issues where components were not refunded in the editor

- Fixed ocean foam animating in photo mode/when game is paused

- Fixed not being able to jump forwards when standing on a moving vehicle

- Fixed physics of ocean floor causing invisible barriers/vehicles getting stuck/vehicles being sucked through the ground

- Fixed motion blur flickering when crossing tile boundaries

- Fixed occasional bug where vehicles would be launched into the sky upon exiting photo mode

- Fixed snorkel not showing in character creator

- Fixed wheels not creating correctly causing some vehicles to jump on first spawn

- Fixed waves flickering when looking straight down

- Player correctly takes the velocity of their vehicle when exiting a seat

- Editor asks for confirmation if overwriting a vehicle when typing same filename as an existing vehicle

- Setting weather in creative mode blends over time instead of being an instant change to prevent boats flipping out

- Removed creative mode mission spawn menu due to incompatibility with new mission system

- Disabled hardcore mode. This will return in an early-access update when it is more fully featured

- Reworked parts of the nuclear island to support a mission that takes place there

- Helicopter island edit grid has been moved to the helipad in front of the hangar

- Can now hold handles while on a ladder

- Separate bug/feature buttons on main menu and pause menu

- Increased vehicle editor fov to 70



General Notes

- Save files will be reset due to major changes to missions and islands (most vehicles will still work fine)
Stormworks: Build and Rescue - David - Green Man Gaming
Hello!

We've made our second vehicle showcase for Stormworks: Build and Rescue, and we look at some boats and ships built by the community!

https://youtu.be/3ipVnlV1TlE

We're also well underway with Alpha 2 with a selection of players. With this update, we're testing a selection of new features, which includes -

  • Added hydrodynamics and aerodynamics
  • New components
  • Character Creator
  • New Islands
  • New Search Components Tool
  • Added Bloom Post-Processing effect
  • Lots of general fixes and improvements

If you want to help test out Stormworks: Build and Rescue and provide feedback on the game, you can sign up right here - http://mcro.org/stormworks

Here's some new screenshots -

Character Creator


Component Search Tool


Hydrodynamics


Bloom Post-Processing Effect

Stormworks: Build and Rescue - David - Green Man Gaming
Hello!

We've made our second vehicle showcase for Stormworks: Build and Rescue, and we look at some boats and ships built by the community!

https://youtu.be/3ipVnlV1TlE

We're also well underway with Alpha 2 with a selection of players. With this update, we're testing a selection of new features, which includes -

  • Added hydrodynamics and aerodynamics
  • New components
  • Character Creator
  • New Islands
  • New Search Components Tool
  • Added Bloom Post-Processing effect
  • Lots of general fixes and improvements

If you want to help test out Stormworks: Build and Rescue and provide feedback on the game, you can sign up right here - http://mcro.org/stormworks

Here's some new screenshots -

Character Creator


Component Search Tool


Hydrodynamics


Bloom Post-Processing Effect

Stormworks: Build and Rescue - David - Green Man Gaming
Hey everyone!

We wrapped up our very first alpha for Stormworks: Build and Rescue a little while ago - Thanks for everyone who took part! We're aiming to do another Alpha on the game at the start of November - and if you haven't signed up, you can do that right here - http://mcro.org/stormworks

We had a great response from our Alpha testers, and had plenty of vehicles uploaded to the Steam Workshop for everyone to experiment and learn from each others work. We loved some of these so much, that we decided to start a video series looking at the great work made by the Community - a Vehicle Showcase!

Dan and David sat down with some choice cuts from the Workshop, and took them for a test drive. Take a look right here - https://youtu.be/6x_6cAfOi7E

Let us know what you think, and what you want to see more of!

/ Stormworks: Build And Rescue Team
Stormworks: Build and Rescue - David - Green Man Gaming
Hey everyone!

We wrapped up our very first alpha for Stormworks: Build and Rescue a little while ago - Thanks for everyone who took part! We're aiming to do another Alpha on the game at the start of November - and if you haven't signed up, you can do that right here - http://mcro.org/stormworks

We had a great response from our Alpha testers, and had plenty of vehicles uploaded to the Steam Workshop for everyone to experiment and learn from each others work. We loved some of these so much, that we decided to start a video series looking at the great work made by the Community - a Vehicle Showcase!

Dan and David sat down with some choice cuts from the Workshop, and took them for a test drive. Take a look right here - https://youtu.be/6x_6cAfOi7E

Let us know what you think, and what you want to see more of!

/ Stormworks: Build And Rescue Team
Stormworks: Build and Rescue - David - Green Man Gaming
Hello everyone!

It's been a little while since we updated you on Stormworks: Build and Rescue, but we have lots to tell you about today.

First of all, we have a brand new trailer for the game, showing off the new oceans, a whole host of new vehicles that the team have created, and announcing that we are going to support Steam Workshop! Build your buggies, Tweak other peoples boats, and Share your Helicopters with the community.

https://youtu.be/oD3lRfqmiRE

We've also got a whole load of new screenshots for the game that we're going to be uploading soon, all taken with an in game Photo mode. Pick your perfect angle, change the time of day and add filters to create stunning, dramatic photos. Here's one we took earlier!



And finally, we're running a free alpha for the game starting very soon before the game launches later this year. If you're interested in signing up, trying the game out, and making some vehicles to share on the workshop, then head on over to -

http://mcro.org/stormworks

Here you can register interest in the Alpha, and if you are successful, you can help us fine tune this Early Access launch of Stormworks: Build and Rescue.

Thanks for reading, everyone. We'll see you on the seas!

Sunfire Software & Green Man Gaming Publishing
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