Apr 1, 2022
costrutto - Daniel Volfson
- New maps added:
- German
- Mexican
- American

- New styles added (20+)
Apr 1, 2022
Bitburner - hydroflame
v1.6.3 - 2022-04-01 Few stanek fixes
----------------------------

Stanek Gift

* Has a minimum size of 2x3
* Active Fragment property 'avgCharge' renamed to 'highestCharge'
* Formula for fragment effect updated to make 561% more sense.
Now you can charge to your heart content.
* Logs for the 'chargeFragment' function updated.

Misc.

* Nerf noodle bar.
Apr 1, 2022
The Nightmare Inside - koukoutsis
- FIXED game bugs
Invasion: Neo Earth - iao_dev
Small update for balancing and bugfixes -

Bugfixes for:
  • Non-responsive pause menu for some users
  • Zero damage dealt to enemy when camera moved with keys during attack fx animation

Balancing changes to player unit movement values:

  • Air units now all move 5
  • Infantry units now all move 2
  • Tanks and robot units now all move 3
  • Skimmer units now all move 4
Balancing changes to enemy bases:
  • Enemy base HP now increased to 58
  • Enemy base DEF now increased to 24
Pixel Noir - SWDTech Games
Hey Everybody!
As you can probably tell from each successive Kickstarter update, we've been posting fewer update content. That's because we're in the process of finally closing out our development cycle! While you'll continue to see polish and bug fixes up through release, we'll be transitioning from development to porting and localization over the next few months. Let's jump into the rest of the update!



Release & Porting News
Although we are still locking down timing, we plan to launch on Steam first and subsequently on consoles. We were hoping to have more details around release times for you by this update, but we're still in planning discussions with our publisher. Currently, the team is in the middle of heavy testing, so the amount of time needed to find/fix bugs and the defects with the porting/compliance issues that are sure to rise up will greatly influence exactly when we can target a launch date. We know launch times are important to you backers and fans, so we are working to get you this information as soon as we can.


Shade's Summons
We implemented Shade's Summon skills a couple of months ago, which means this mysterious character is ready for battle with sword in hand.





Dealing With Enemies
We've added in and polished up the enemy skills for every enemy in the game! Some of these attacks will challenge you and have you rethinking your strategy.



In addition to adding many enemy skills, we are currently on our fourth pass of balancing for the game. We've fine-tuned enemy encounters during this run and ensured that enemies have appropriate item drops. Battles were already feeling pretty good, but now they feel rewarding too!



Place Your Bets!
We're excited to showcase card-slinging NPCs. These characters will be happy to play a game or three of CRDTech with you. And happy to take your hard-earned cash while they're at it.



More Polish & Optimization
Finally, we've made several enhancements, including updating and adding a ton more player interactions.



We Added text highlighting to item, skill, & case descriptions.



And lots of optimization to pathfinding to help decrease load times!



New Tunes
Finally, on the audio front, last year composers Hiroki Kikuta and Kunal Majmudar finished out a pretty spectacular boss theme. Does it feature a turbo intense orchestra? Check. Is it full of bloops and bleeps? Double-check. Does it feature Slavic women wailing? Ja! Feast your earbuds on this!



That's A Wrap!
If you're pumped about Pixel Noir, here are three steps you can take to make sure you're in the know:

1. Wishlist Pixel Noir on Steam!

2. Join our {LINK REMOVED} for a constant stream of screenshots, granular development updates, sprint summaries, and chat with the development team!

3. Check in on development by dropping by Leo's Pixel Noir development streams on Twitch Monday, Tuesday, and Thursday nights. Also, remember you can follow our progress on our official Roadmap / Twitter bot.


Our next update will be out on August 11th! See you then!
Apr 1, 2022
Vector Assault 2 - WizByte Games
For those of you who signed up for the Closed Beta test for Vector Assault 2 it is now downloadable. If you missed the sign up period don't worry about it. There may be another playtest in the future if more testing and feedback is needed.

For those of you who are in the closed beta please feel free to give feedback on the Steam community forums for Vector Assault 2 or join the WizByte Games Discord Server
DEATH STRANDING DIRECTOR'S CUT - apounder505
INTRODUCTION

"Once there was an explosion, a bang which gave birth to time and space.”

An explosion called the "Death Stranding" hit humanity. Civilizations and societies on Earth collapsed, people were cut off from one another and lived in isolation. With a mission to reconnect and rebuild a decimated America, as Sam Porter Bridges, you’ll travel across the North American continent from east to west to unite the divided, one step at a time.

In your mission to reconnect America, you will also build connections with other players from all over the world via DEATH STRANDING’s unique game system, the “Social Strand System”.

SOCIAL STRAND SYSTEM

To provide some context around how this game system works here is an example: in your journey, you come across a mountain path that normally would be difficult to cross. But, a fellow player before you built a ladder to cross that same path, ultimately helping you in your journey. To show appreciation and recognition to a fellow player’s structure that has helped you, you can ‘like’ their structure. Likewise, a ladder or bridge that you built along your journey, might help another player in their journey as well, and they can, in turn, ‘like’ and recognize your structures also.

The intention behind the “Social Strand System” was to develop a system that creates a gentle connection between players through their actions, change the sense of gameplay, with the aim of providing a more fulfilling experience overall between players.

DEATH STRANDING DIRECTOR'S CUT is the definitive DEATH STRANDING experience and adds a number of new enhancements, missions, facilities, weapons, vehicles, and more.

Attention PC Players: Having Trouble Exporting Your Save Data from DEATH STRANDING over to DEATH STRANDING DIRECTOR’S CUT? Scroll to the bottom of the guide for step-by-step instructions.

BEGINNER’S GUIDE

To help ease players or “porters” into DEATH STRANDING DIRECTOR’S CUT, we have prepared a mini-guide that offers tips on how to traverse the world, manage your cargo, plan your routes, as well as provide details around the new facilities, equipment and how to connect with other players.

PART 1: MANAGING YOUR CARGO

Organizing and managing your cargo can improve the efficiency of making deliveries. If you load too much cargo for Sam to carry, his stamina will drain, which will affect his movement.

Accessible from the Cufflinks, go to “CARGO” to manage and adjust your cargo load.

Monitor Cargo Weight and Balance

Check the cargo weight display color at the bottom of the “CARGO MANAGEMENT” screen to ensure you’re not exceeding Sam’s cargo carrying max. If the weight display remains white, this means that your cargo weight is ok and manageable. If the indicator turns yellow, this means that the weight of your cargo has increased to a level that will cause Sam to strain a bit and will adversely affect his movement. If the indicator turns red, this indicates that Sam’s cargo load is over the maximum which will greatly affect Sam’s mobility. Monitoring your cargo weight display will ensure you maintain optimal movement and performance when making deliveries.



Cargo Optimization

It’s best practice to ensure the placement of your cargo sits closest to the center of gravity, or central, to Sam's body, as possible.

If you need a little guidance in the beginning, from the cufflinks menu, under the “CARGO” section, select "Auto-Arrange Cargo". This function will automatically adjust your load to a more optimal state.

However, keep in mind that there are special packages such as pizza that damage if placed vertically, so be sure to also keep an eye out on the type of cargo you’re carrying as well. Some cargo does have special instructions.



Cargo Still Too Heavy? These Might Help!

Knowing and understanding the characteristics such as weight and balance of your cargo is important and will ultimately enable you to carry and manage even more cargo. If you’re still finding cargo a bit difficult to manage though, or alternatively, you’re wanting to try and maximize your cargo load and complete multiple orders at a time, there are some equipment options that can help.

For example, equipment such as floaters and power skeletons can make it easier for you to carry more cargo, even across more complex terrains. On national roads, long-distance mass transportation is also feasible, not to mention more comfortable, on-board vehicles, such as trucks and trikes. However, these equipment types and vehicles will drain battery power, so be sure to monitor and charge your batteries when you can.

The most important thing is to deliver your package without damaging it, and as you progress through the game, you’ll discover and unlock more equipment along the way that will assist you in delivering cargo. The terrain, climate, delivery conditions, all vary and can change at any moment, so ahead of each delivery it’s important to study the map topography and the details around each order. Doing this will help you make deliveries even more efficiently.

Finding efficient and creative ways can also lead to a variety of discoveries including new areas and locations, and more!

Watch Out for Cargo Deterioration

Cargo container cases can get damaged and deteriorate in a variety of different ways. “Timefall” is a form of precipitation (rain, snow, etc.) that accelerates the passage of time, or ages, objects that it comes into contact with. Falling from high distances can also damage cargo as well. In any case, it’s always good to carry a can of “Container Repair Spray” with you to repair unexpected damage to cargo cases.



PART 2: PLANNING YOUR ROUTE

Studying your map and the order details for a delivery is critical in preparing for what lies ahead in the precarious world of DEATH STRANDING. Mapping your route and finding the quickest and easiest way to cross rough terrain is central to the gameplay in DEATH STRANDING DIRECTOR'S CUT. Get familiar with your navigation system straight away to learn how to identify and plan your route effectively.

Using Your Map

When you open the map screen, be sure to check the terrain to your destination by tilting the map. This will enable you to check the steepness of the terrain, which will aid you in planning your route ahead.

Sometimes it's faster to bypass and follow gentle terrain than to climb mountains with various height differences. Consider a route that seems easy for you to go. You can place multiple markers on the map and connect them with lines to help chart your delivery route. Guide markers also appear on the field whilst you’re playing to help you stay the course.

Switch to compass mode by pressing the “Compass” button to see your destination, and the route direction markers you’ve placed on your map, while you’re playing as well.



Encountering Rugged Terrain

In the world of DEATH STRANDING, areas that can seem scenic and awe-inspiring can also have dangers lurking close by. Careful planning before you set out will always help; think ladders to climb a cliff edge, a rope to traverse rocky drops, and even Ziplines to help you slide across the skyline. However, unplanned challenges can also arise, and in some cases, you might not always have the right piece of equipment for the job. Sometimes it is helpful to look around and see what other players have left behind, it could prove useful. While these items help you overcome obstacles, they could also be your ticket to some breath-taking views.

WARNING: A FEW SPOILERS AHEAD…

PART 3: NEW FACILITIES

DEATH STRANDING DIRECTOR'S CUT expands upon the original and introduces new facilities including a firing range and racetrack.

Firing Range

In the firing range, you can practice and hone your weapon skills through a variety of drills against enemies such as MULEs and BTs. You can also participate in ranked drills and compete against other players from around the globe for the best time score.

To access this area, complete [Order No.14] at Capital Knot City [K2] or [Order No.77] at the K2 West Distribution Center. A message will be provided by Die-Hardman recommending you to use the training area. You will then be able to access the “Firing Range” from any delivery terminal of a distribution centre or safe house.



Racetrack

On the racetrack, you can use a variety of vehicles including trikes, trucks, even a new roadster, to time attack against other players

To access the racetracks, you must first reach Episode 3 and connect the Qpid to the “Junk Shop” Sam visits. Once you have received [Order No.35] and completed your delivery to the K4 South Distribution Center, you should receive an email from Thomas Sutherland regarding the “racetrack”. Once you have completed his request, head to the racetrack terminal located south of the Timefall Farm and deliver the following materials:

Chiral Crystals: 650
Metal: 2240
Ceramic: 1960

Once you have delivered the materials to the racetrack terminal you will have access to the racetrack. Get behind the wheel and you may be hooked on the smooth-riding.



PART 4: NEW WEAPONS, EQUIPMENT AND MORE

Maser Gun

The maser gun is a new weapon introduced early in the game that stuns human threats such as MULE soldiers with an electric shock.

When you receive [Order No.77] at the K2 West Distribution Center, once you clear it, you will be able to obtain this weapon. If you want to practice how to use it, go to the "firing range" and try the maser gun drills.



Support Skeleton

Support skeletons are new gear that support early-game delivery. Not only do they reduce the burden of carrying heavy loads, they also have a boost feature to increase your travel speed enabling you to make deliveries faster.

The boost feature does consume battery power, so be sure to monitor your batter charge meter.

The support skeleton will be available to fabricate after completing [Order No.77] which can be accessed via the terminal at the K2 West Distribution Center.



Buddy Bot

The buddy bot is a support bot that is designed to carry cargo. It can be programmed to follow and assist you in carrying cargo, or instructed to make deliveries independently.

If you need a breather, the buddy bot can be a real convenient way to move a lot of cargo and get you to the nearest facility automatically.

Keep in mind though that the buddy bot can only be used within the Chiral Network range. Additionally, if a buddy bot is used to make a delivery order, your package rating max is capped and cannot exceed an “A” grade.

The buddy bot can be accessed after clearing [Order No. 83], which is made available at the same time as [Order No.41] which can be accessed at the K4 South Distribution Center.



Jump Ramp

The jump ramp is a new structure that utilizes chiral crystal energy to propel you over long distances. The chiral crystal energy also reduces the landing impact following a jump as well.

Although the jump ramp can be one solution in helping you clear obstacles that hinder your delivery, depending on the amount of airtime you get launching off a jump ramp, you can also execute some really cool tricks while you’re airborne as well!



Chiral Bridge

The chiral bridge helps you navigate narrow terrain and areas where a normal bridge that requires a foundation cannot be built. The chiral bridge also has a special ID to prevent the entry of MULEs soldiers and other enemies. However, be careful, the chiral bridge will become disabled if it comes into contact with “Timefall” (rain, snow).



Cargo Catapult

Cargo catapults are structures that enable you to launch cargo over long distances.  With this, you can deliver your cargo to a safe location, instead of trying to manoeuvre through challenging areas with a backpack full of cargo, such as mountain summits or huge crevasses. This new structure widens your options and opens up new ways to deliver your cargo safely and efficiently.

The cargo catapult can be accessed at the end of Episode 5 of the main story, you can build it by creating and equipping a portable chiral constructor, or PCC [Lv.2] at the distribution terminal.



The Ruined Factory

The “Ruined Factory” is a newly added location that can be accessed when you clear both [Order No.7] and [Order No.8], both are available at the K2 West Distribution Center. Once those two orders are complete, [Order No.77] will then become available.

As you progress through the game, you'll gain deeper access into the Ruined Factory; who knows what you’ll discover?



PART 5: FAST TRAVEL

Fragile Jump

Want to save a little time in travelling around the world of DEATH STRANDING? The Fragile Jump enables you to instantly transport to known centers, facilities and safe houses within the Chiral Network.

To access this feature, continue to Episode 3, highlight Fragile’s umbrella in your private room and select "Fragile Jump". A list of locations will then be made available.



PART 6: CONNECTION

In DEATH STRANDING DIRECTOR’S CUT, we have added new ways you can play and connect with other players.

Leaderboard Rankings

You can now compete with other players in a number of ways including firing range drills, boss rematches, lap times on the racetrack, and completing ranking order requests. Challenges are updated frequently, gain rewards depending on how high you rank.

Strand Contracts, Now More Convenient

After you’ve unlocked the “Bridge Links” option in the Cufflinks menu, an additional option to form strand contracts also becomes available. Strand contracts enable you to connect with other players, increasing the chances of their structures appearing in your world, and vice versa – there are a number of benefits to this.

Additionally, to make it easier to add players to your preferred contract network, a “Friend” tab has been added to the strand contract section as well.

PART 7: FINALLY…

In this article, we introduced a few tips as well as some of the various elements added in DEATH STRANDING DIRECTOR'S CUT that we hope can help you on your way to reconnecting the world of DEATH STRANDING.

In the real world, it can still be difficult for some to actually hold hands with friends. We hope that this work helps us all in connecting our thoughts, so that we can move the world in a good direction, even if it’s just a little.

To everyone out there, keep on keeping on.

KOJIMA PRODUCTIONS

DEATH STRANDING DIRECTOR’S CUT is now available. For more information, please visit:

STEAM: https://505.games/SteamDSDCLaunch

For PC Players: Having Trouble Exporting Save Data from DEATH STRANDING over to DEATH STRANDING DIRECTOR’S CUT, below is a step-by-step guide:

Before you start exporting your files, please ensure you have downloaded DEATH STRANDING’s 1.07 patch.

Important: We recommend that you do not delete your base game install until you have successfully imported the converted save into DEATH STRANDING DIRECTOR’S CUT.

To export your save data, please follow the instructions below:

1. Launch DEATH STRANDING version 1.07 or later on your PC with internet connection.*
2. Select “Load Game” on the title screen of DEATH STRANDING and start the game from the save data you wish to export to DEATH STRANDING DIRECTOR’S CUT.*
3, Open Cuff Links in front of a Delivery Terminal in a facility
4. Select “SYSTEM” → “Export Save Data” (*1)
5. Details about exporting saved data will be displayed. Check the information and select “OK”.
6. At this point, saved data of the running DEATH STRANDING will be exported and saved to the local storage.
7. Launch DEATH STRANDING DIRECTOR’S CUT on your PC. (*2)
8. Select “Load Game (Death Stranding Save Data)” on the title screen of DEATH STRANDING DIRECTOR’S CUT
9. You now can play the game from DEATH STRANDING saved data stored in local storage. Also, immediately after the game starts, a new save data of DEATH STRANDING DIRECTOR’S CUT will be created.

(*1) In order to select “Export Save Data” on Cuff Links in DEATH STRANDING, the following conditions must be met.

* Open Cuff Links in front of a Delivery Terminal in a facility.
* Any “Orders for Sam” MUST NOT be in progress. If you have “Orders for Sam” which are in progress, please complete them all before selecting “Export Save Data”.

(*2) To load save data which was exported from DEATH STRANDING, you need to launch DEATH STRANDING DIRECTOR’S CUT with the same account used to export DEATH STRANDING save data.


Apr 1, 2022
Cosmonious High - manojalpa
  • You know that feeling when you fix something and you're like "Yeah, we did it!" and then an hour later it turns out you didn't do it, and it's so bad you really wish you could just say APRIL FOOLS but you can't? Yeah. That's our save bug.
  • It's fixed now.
  • Almost certainly.
Apr 1, 2022
Oneiro - Linkforce
Yo. It's been a while. Lotta things have happened both with Oneiro and IRL, sorry for the long delay on this one.


1. New Additions/Notable Changes
  • The engine has been upgraded in order to use the improved Input System. Controller support should be more widely accepted among many controller types. You may notice some slight visual changes, which are byproducts of upgrading the engine.
  • Various UI elements have been tweaked a little. ESPECIALLY the main menu.
  • New Gear: The Mimic. Yeah- just a mimic. Mimic is a gear that drops from- well- Mimics. It's the actual specimen that took over the treasure chest in the first place. Mimic is an interesting gear; the effect of it changes based on what it hits. For example, hitting land causes it to break the land, you can shuffle a shops inventory, transform an item, and much much more.
  • New Enemy: Nature Mimic. Funnily enough I made this enemy before the games release and just never checked a certain checkbox. He's in the game now. He's stationary, but his attacks focus on dragging in everything in intervals- almost like a black hole. If you get too close, it'll teleport you somewhere random with it.
  • New Item: Energetic Core of the Labyrinth. Speed +30%, Max Life -15%
  • New Generation Pattern: Double Bridge
  • New Generation Pattern: Spine


2. Labyrinth Tweaks
  • The "duplication" action can now be cancelled by pressing the pause button.
  • Duplicators will no longer be wasted if you accidentally use them without anything to dupe.
  • Torch Weapons can be placed back on walls. Good for score hunting.
  • "Minimal Hud" option has turned into a multiple choice with Maximum/Minimum/None Hud options
  • Living Walls will now awaken when attacked.
  • "Shrine"/"Midair Stairs" generation now spawns 1 less stair section. Now can spawn a flat section of platforms prior to the stairs; enemies can spawn here.
  • NREM 2 Mushrooms have a less strict check to cause an object to bounce. Should be more responsive. They also have a sound for getting hit now.
  • REM Layer can now spawn pots. Just for that extra bit of hope/clutch.
  • Mimics are a little more common.


3. Balance Changes
  • Branch gear now shoots out 4 additional roots. Total of 10. Nature Giant now drops Branches in 2-3 as opposed to a singular drop.
  • Throwing Knife gear now travel faster and deal 5 more damage.
  • The hitbox for the Sword Alt attack comes out slightly faster, and the hitbox has been improved


4. Audio Changes
  • Main Menu confirmation beep has been edited a bit to be less painful to listen to.
  • Environmental mushrooms in NREM 2 now have a sound play when they're attacked directly.
  • Sound plays now when you jump and climb a ladder.


5. Bug Fixes
  • Some bugs regarding the boss healthbar have been fixed.
  • NREM 3 Mimics will no longer keep moving while flattened via Vulture Skull
  • Treasures/Pots should now break upon falling onto an enemy. Before this version they just vanished, but now they should drop items/gear upon impact.
  • Weapon hitboxes will no longer prohibit you from interacting.
  • The core can now be pulled more consistently with the grapple hook.
  • NREM 2 bogs are scaled slightly differently and shouldn't "bleed" through the walls anymore.
  • Ceilings can no longer deal damage to multiple hurtboxes at once.
  • Prevented rare occurrence where NREM 3 wouldn't start off on an island
  • Essence will no longer be collected after dying.
  • Spider Eggs will now properly break when hit by Fiery Essence explosions.
  • Pocket Bonfire can no longer be exploited to stay awake past the sleep timer.


6. Steam
  • Updated the steam page with some new images.
  • New Achievement - Rule Breaker: Acquire 2 of a one of a kind item. It's possible as of this version.
  • New Achievement - Drunken Brawl: Defeat an enemy with your right hand while using a drinkable gear with your left hand.

That's it. I'm expecting some bugs to be found, so expect a hotfix in the next few days. The next update should hopefully improve the scoring system.

Let me know how you enjoy the new gear/item in the comments here or the discord. Enjoy.
-Ryan

Version 1.2.1.1 Hotfix - April 1st, 2022
  • Possible fix for a strange issue where the game wouldn't launch sometimes.
  • A new VSync toggle can now be found in Display & Performance. Use it if you find your screen tearing.
  • Reduced lag after pausing.
  • Mouse Sensitivity severity has been reduced to more closely match the previous version mouse sensitivity.
  • Minor work on the pause menu font.

Version 1.2.1.2 Hotfix - April 7th, 2022
  • Fix for "Drunken Brawl" Acheivement not always unlocking as intended. Should work 100% of the time now.
  • The Statistics menu in the main menu; all the stats displayed are now displayed in a wider textbox. This makes it much easier to read with larger numbers.
  • Wisps should no longer fly downwards if you break a wall near them.

Version 1.2.1.1

Version 1.2.1.2


Version 1.2.1.3 Hotfix - April 11th, 2022
  • Spiked Boots have been buffed and will now allow you to "Fast Fall" by holding the jump button.
  • The Headband item now affects Spear Throwing.
  • Changes to prevent a stupid way of dying in the REM Layer of the Labyrinth.
  • Can now use the Karambit counter for the Shadow Beast projectile.
  • Changes to a strange interaction regarding jumping from ladders. More work is to be done, but it's a little better this version.

Version 1.2.1.4 Hotfix - April 13th, 2022
  • Fixed an issue where doing the tutorial will keep you in tutorial hell until restarting the game.
  • Several issues fixed regarding the Mimic in NREM 2
  • Fixed an issue where jumping on a ladder the wrong way would cause the player to freak out.
  • Living Walls no longer break after being pulled down by the Shadow Beast in NREM 1
  • Reduced the chance for Mimics to drop the Mimic gear if they were originally a normal chest that turned into a Mimic by a Mimic gear.

Version 1.2.1.5 Hotfix - April 15th, 2022
  • Fixed an issue regarding ladders.
  • Fixed an issue regarding the NREM 2 Mimic and falling players.
  • NREM 2 Mimics can now pull new objects after being startled.
  • NREM 2 Mimics can pull players in with more force if they are close.
  • Fixed a rare issue where Weapon Chambers would spawn without ladders to get back up.
1993 Space Machine - Alouatta
Initially pixel art was the only game in town. Now it has become a deliberate design choice.
Some time ago I tried to explain the art style of our space shooter 1993 Space Machine to a new artist that would help us out with some additions to the game. As I explained our way of working to him I realized that people today that are making pixelated retro graphics have a different approach to it then what we had.

In 1993 we were doing our best to hide the technical limitations of the time, but today that is embraced as part of the charm and style. So the limitations back then shaped our style, just like the now popular retro pixel style, but for completely opposite reasons.

Rough or smooth?
The screen resolution of 320x256 pixels presented a challenge in getting graphics to look smooth. We spent lots and lots of time on 'anti aliasing', or smoothing out the edges, of our art. However, this is almost never done today, as seen in these two examples of the great games 'Hoppenhelm' and 'Zero Ranger'. To us, this would not be finished artwork, but has today been accepted as a deliberate art style.



So 'anti aliasing' is the process of smoothing out unwanted pixelated edges that appear on high contrast areas. I've tried to illustrate what's going on in the image here.



Red= Desired shape.
Green= Shave off 'subpixels'.
Yellow= Fill up 'subpixels'.
On shapes where the angle is small, a longer distance for smoothing out the aliasing is needed, as illustrated with the line in the image. This means more shades of that color are needed than when anti aliasing tight angles, like the circle. The objects appear a bit more blurry, but smoother. Modern pixel art is on the other hand often sharper but also very rough.

A clear example of this in effect can be seen in this planet. All smooth edges, but not as sharp.
[/img] The color palette was very limited so to prevent 'banding' (clear blocks/bands of colors) on surfaces with few colors, certain tricks were used, like dithering. It's the detailed patterns created to blend colors into each other. The pattern created also lends a certain textural look to the surface. It is quite notable on this grey ship which has a pretty rough appearance of the metal, which gives it some extra character too. In this example below a different trick is used for blending colors. Having a palette with colors of almost the same saturation and value makes it possible to sometimes 'cheat' a bit and put colors that might not really belong in there, like the gray blue color in the purple skin tones. Since the graphic will be quite small our eyes blend it together enough for the illusion to work. Obviously it also helped that the old CRT screens were much blurrier than what we are used to today. This blur could be used to our benefit for blending colors in this way. [img]https://media-exp1.licdn.com/dms/image/C5612AQESfW_qw3LpOA/article-inline_image-shrink_1500_2232/0/1645720543992?e=1654128000&v=beta&t=RnREle4CstDdo7liVp1DzSIm3mKT9eFKnDb1vU7APJo[/img] The legendary game developers 'Bitmap Brothers' really mastered this technique and only used 16 colors for their games, which all looks amazing despite the few colors they used. (Screen taken from the Amiga version of 'Chaos Engine'.) [img]https://media-exp1.licdn.com/dms/image/C4D12AQEEWiCdbYolwA/article-inline_image-shrink_1500_2232/0/1647620948027?e=1654128000&v=beta&t=CC-HwdoJU3fsk8mOaE-Vw5wAVJm_SYGq8F8rU8rmCxg[/img] This following image of a forest has a different approach and design philosophy; which is more to embrace that limitation and claiming it as a style rather than trying to fight it. We can clearly see the different colored areas and no effort has been made trying to hide the fact that the color palette is limited. And it works because it is its own style and it's consistent. [img]https://media-exp1.licdn.com/dms/image/C4D12AQFtDPBqJx5kFg/article-inline_image-shrink_1500_2232/0/1645734928128?e=1654128000&v=beta&t=2pI_heI8uH4VIxvrnJUUAFohgUCuXzZl3Vui9CiwTOk[/img] Much of the detailed intricacy seen in the pixel art of our game '1993 Space Machine' is because of the need to break up surfaces. This was not only to create interest, but also to sort of extend the colors range. It is especially notable on the tree trunk below. [img]https://media-exp1.licdn.com/dms/image/C4D12AQFtYr3mNxClIQ/article-inline_image-shrink_1500_2232/0/1645737362963?e=1654128000&v=beta&t=sJ7Ke29zwJD91NkH4-yhYDym07dVmN_6edbjSGHsh28[/img] [img]https://media-exp1.licdn.com/dms/image/C5612AQGIU6tkx7OqEQ/article-inline_image-shrink_1000_1488/0/1645740109583?e=1654128000&v=beta&t=LdlxRV_WTyQ1Xwt4ZuvpsMo171xre5NgfVQux3OyyEI[/img] [h2]In retrospect [/h2]It's off course a recurring thing that technical limitations in time give birth to certain styles and looks, just like old prints do today, which I've imitated below as poster art for our game. We recognize this from the typical paper color, muted prints with just a few colors, the fonts, misalignments etc. There's a certain notion attached to this look and it carries a bit of history with it. We think of it as a bit innocent and charming, just like pixelated games does today. [img]https://media-exp1.licdn.com/dms/image/C4D12AQG1yXuFkZxgoQ/article-inline_image-shrink_1000_1488/0/1645738372414?e=2147483647&v=beta&t=FUcVEluPRQXe8PAWsxpR9Mcc4sXw5-PzhW-4nRYaRXI[/img] I find it both fascinating and delightful to s

Colors on a budget


The color palette was very limited so to prevent 'banding' (clear blocks/bands of colors) on surfaces with few colors, certain tricks were used, like dithering. It's the detailed patterns created to blend colors into each other. The pattern created also lends a certain textural look to the surface. It is quite notable on this grey ship which has a pretty rough appearance of the metal, which gives it some extra character too.

In this example below a different trick is used for blending colors. Having a palette with colors of almost the same saturation and value makes it possible to sometimes 'cheat' a bit and put colors that might not really belong in there, like the gray blue color in the purple skin tones. Since the graphic will be quite small our eyes blend it together enough for the illusion to work. Obviously it also helped that the old CRT screens were much blurrier than what we are used to today. This blur could be used to our benefit for blending colors in this way.



The legendary game developers 'Bitmap Brothers' really mastered this technique and only used 16 colors for their games, which all looks amazing despite the few colors they used. (Screen taken from the Amiga version of 'Chaos Engine'.)



This following image of a forest has a different approach and design philosophy; which is more to embrace that limitation and claiming it as a style rather than trying to fight it. We can clearly see the different colored areas and no effort has been made trying to hide the fact that the color palette is limited. And it works because it is its own style and it's consistent.



Much of the detailed intricacy seen in the pixel art of our game '1993 Space Machine' is because of the need to break up surfaces. This was not only to create interest, but also to sort of extend the colors range. It is especially notable on the tree trunk below.





In retrospect
It's off course a recurring thing that technical limitations in time give birth to certain styles and looks, just like old prints do today, which I've imitated below as poster art for our game. We recognize this from the typical paper color, muted prints with just a few colors, the fonts, misalignments etc. There's a certain notion attached to this look and it carries a bit of history with it. We think of it as a bit innocent and charming, just like pixelated games does today.

I find it both fascinating and delightful to see the vitality of this old pixelated art style in modern games. It really is charming in a very special way that appeals to me. And it's very clear that I'm not alone.

/Krister Karlsson - Game designer & Art director
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