Zero-K - GoogleFrog
Many players mention Zero-K's powerful controls when asked what they love about the game. Some even joke that we spoilt other RTS for them. By now there are a few other games with parts of the Zero-K suite of controls, but I know of none that are driven by the same underlying principle. That principle is "Fight your opponent, not the UI (user interface)", and it goes back to the early days of Complete Annihilation. It is as central to Zero-K as Quant's Rule and was possibly coined by Saktoth, an early developer who liked to cite it.

A player is "fighting the UI" when they have a clear idea of what they want their units to do, but the controls make it difficult to tell their units to do it. Zero-K tries to resolve this fight, this conflict between the player and UI. This involves eliminating busywork and making simple ideas require few clicks to implement. The principle is the antithesis of things like clicking every 12s to build a worker, or routine frenzies of active ability targeting. At its most extreme, the principle advocates for a direct telepathic link between the player and game, removing all intervening interfaces. Putting aside the current state of psychic technology, other design goals prevent us from going that far.

The principle is not about removing micromanagement, as the 1v1 community can attest, Zero-K can be fast and frantic. Rather, it is about giving each click as much meaning as possible. Consider line move. Spreading units out along a line requires many clicks in most games, since numerous subgroups have to be selected and told where to go, while in Zero-K a line takes one click. If an "average line" takes 10 clicks to create, then each of the clicks has 1/10th the meaning of the one click required in Zero-K. The effect of this efficiency is not that Zero-K players click 10x less, but rather that they can be 10x more expressive with their unit control. This capacity feeds back into the rest of the game. We can expect more expressiveness from players, so the the game can be that much more nuanced as a result. Basically, Zero-K made surface-level micro easier and found more interesting micro underneath.


We need a more precise definition of UI to know exactly what is being fought. This involves drawing a distinction between the game world, the abilities units use to affect the world, and the UI itself.
  • The game world is everything that describes the state of the game. This include the state of the terrain, the position of all the units and their statuses, and global things such as metal storage and innate income. Fundamentally, a game¹ is some number of players trying to manipulate the game world into a state which counts as victory.
  • An ability is any action that may be taken by a unit. Jumpjets and Swift boost are abilities, but so are moving, firing, and building. Players indirectly affect the game world by having their units use abilities. Characteristics such as health and sight range are part of the game world, not abilities, because they are innate.
  • The UI shows the player a summary of what their units can see, and players use the UI to tell units to use abilities. The UI is their eyes, ears and hands, players never see or touch the game world directly. The UI also has its own states and can show them to the player. For example, command queues are not abilities or part of the game world, they are owned by the UI.
Chess provides a nice example. The game world of chess is an abstract list of piece positions (plus things like the draw timer), the abilities are the ways pieces move, and the UI is the physical chess board and pieces. Distinguishing between these three parts of chess makes the concept of a UI sound a bit silly, but that is the whole point. People rarely consider the "UI" of chess, since strategy stays the same regardless of whether the board is made of stone, wood or plastic. Chess players already fight their opponents, not the UI (except in blitz), so it fades into the background. This is foreign to RTS players, who seem to love arguing about UI.


The key difference between chess and an RTS is that chess expects the player to perfectly micromanage everything their pieces do. At the risk of heating up this take, chess is only a sedate game because very little happens. Strictly speaking, every step taken by a unit counts as an ability, so more abilities are used in the first few seconds of an RTS than in an entire game of chess, and games only gets more complex from there. RTS UIs have to filter and aggregate these abilities since the game would be impossible to manage otherwise. Turn-based strategy players might be aware of this issue, as these games sometimes end up in an awkward spot between RTS and chess, with too much to do each turn relative to the tools provided by the UI. At least RTS designers have a hard real-time constraint, whereas designers of turn-based games have to deal with the more nebulous constraint of the player's patience.

The filtering applied by RTS UI has a significant impact on the feasible actions within the game. Consider line move again, if it were suddenly added to a game, then area of effect damage would be much worse. Or to flip it around, poor area of effect damage was being propped up by a UI that made it difficult to split units. Fights between the player and the UI bias strategy away from a pure expression of what units can achieve with their abilities. and this bias is often particularly strong for new players, which can delay how long it takes for someone to start playing the "real" game.

How many people remember looking for Starcraft II advice and being told to focus on macro (Starcraft speak for micromanaging the economy)? People were basically told to fight the UI before even considering fighting their opponent. That said, fighting the UI is fine, it is a preference. Many games and genres are built around it. The solitary battle between player and UI can be rewarding, and has more reliable progression than fighting opponents. Zero-K is just the crazy project that asks whether the fight is necessary in RTS. Can we have fast, real-time, action in a strategy game, without a UI that new players have to overcome, and which avoids biasing strategy?


Time for some examples. Back in the early days of CA, Lurker and I talked about the disguise ability of the Spy from Red Alert 2 (which appeared later as the Changeling in Starcraft 2). Enemy Spies look like your own units, but are not actually under your control. We decided that disguises just create and then exploit a conflict between the player and UI, so they never made it into CA. The argument was that, since Spy is only controllable by its true owner, a powerful UI could constantly attempt to control every unit that seems to be yours, and flag any that refuse.

A mechanic that did make it in to CA, briefly, was radar spoofing. This was an ability that generated fake radar dots. The problem was that players were pretty decent at spotting fake radar dots after a bit of observation, but there was no nice way to tell this to their units. Players were forced to work around their units constantly firing at invulnerable radar dots, revealing their positions and wasting reload time. We could have solved this conflict by giving the player more powerful tools to fight the UI, but what would be the point? The fakes were fairly easy to spot, so we would be putting in a lot of work to end up with basically the same game. A Red Queen's Race against ourselves.

By now we have seen two approaches for solving conflicts between the player and the UI. The first is to make the UI more powerful, such as with line move. This gives the UI fewer ways to get in the way of a player trying to tell units how to use their abilities. The second approach is to remove conflict at the source, as we did with radar spoofing, or to avoid creating it altogether. This barely looks like work from the outside, so whenever we considered adding a mechanic we tried to imagine what perfect play would look like. If the game seemed like it would be worse, or not change at all, then the mechanic would be rejected. Sometimes we would come across mechanics that seemed good, but which would require a lot of UI work to deal with new conflicts. In these cases we would try to tweak the mechanic to put less strain on the UI without otherwise modifying its effect.


So far you would be excused for thinking that we simply figured how the UI should work, then implemented it. This is far from what happened. The principle itself was put in place fairly early, but it served more as future proofing than as an action plan. We did not know how powerful the UI could become, only that we were ready for it. This meant avoiding designing new conflicts, and assuming that existing conflicts would be solved eventually. We had, and still have, an open approach to players modifying the UI, with the expectation that people share anything useful. Sometimes an advance in UI causes a problem, but we approach these cases with the idea that powerful UI just reveals issues with game mechanics, so strive to fix the mechanics.

It took over a decade for the UI to reach its current state. Overkill prevention was only added in 2015, and anti-bait was as late as 2021. These were not small changes, but they still failed to upset the overall balance and design of Zero-K that much. Admittedly, Lance has been nerfed since then, but prior to anti-bait players were still using Hold Fire to manually snipe commanders, so it was already using its abilities well when doing so mattered most. Artemis has not even been nerfed since it stopped wasting shots on Gnat. This is because Artemis was bad for quite a while, but being bad was better than the alternative. We try to balance units under the assumption that they use their abilities well, because otherwise we would have powerful but unwieldy units enticing players into fights with the UI.

In the end, Zero-K was never going to reach the level of control characterised by chess, but we have found fertile and relatively unexplored ground along the way. Powerful controls (hopefully) make the design resilient to players improving at micromanagement, and basic unit intelligence eases the difficulty of balancing for both new and experienced players simultaneously. The "opponent" part of "Fight your opponent, not the UI" is a bit of a misnomer though, because the principle is really about closing the gap between what players can tell their units to do, and what their units are really capable of. The idea can be extended to games without opponents, and even to games without units.

The principle touches every part of Zero-K, from the economy to the tech tree to movement mechanics. It is also at the centre of a few ongoing questions, such as how good units should be at dodging projectiles. If this post seems a bit light on detail, worry not, because this principle is going to come up throughout the rest of this series.

Index of Cold Takes


P.S.
This did not fit in the main post, but my thoughts about UI were refined by Achron, the time travel RTS. I started playing Achron from the end of 2009 and it handles the UI in a very interesting way. In Achron the player is a time travelling commander, jumping around and giving orders throughout time. An order given in the past costs a global resource, "chronoenergy", and has a continual effect on the timeline by activating whenever a parallel world "hits" it. The details are complex, and a lot of can be done with this system, but the important thing for now is that the order exists in the game world. But if that is the case, where is its UI?

Commands in Zero-K are not part of the game world. They are UI constructs used to track which units are going to be told to use which abilities. But the commands in Achron work differently, so it actually has a very simple UI, which led me to make some weird feature requests. One of my requests was a way to delay issuing a command, because this could be used to save chronoenergy. Essentially, a sort of "command queue" of commands to queue later. Trust me, a desire for this sort of "meta-UI" makes sense with time travel. A similar thing happens with the Psychic Sensor in Red Alert 2 (mark your bingo sheet). Once you see the distinction between UI, abilities, and game world, you start seeing it everywhere.

¹ This includes singleplayer games, but not games without intrinsic victory states. There is probably more to say about games in general since most games have some form of goal, but that is beyond the scope of this post. I am talking about strategy games, and possibly even any game where challenge is one of the primary engagements.
Dec 30, 2023
Trans Ops Playtest - Trans Ops
Another fix for PlayTest11. Also changed team colors for all Game Modes. Set character save differently. Changed some menu features and visuals.
Oneiric - mateusz.t.golebiowski
Hey, fellow gamers! I'm thrilled to share a sneak peek into my upcoming game that I've been pouring my hearts into. 🎮 Currently in the final stages of development, Oneiric is an walking simulator that promises discovering world of dreams.

🛠️ What's in the Works:
I'm excited to reveal that I've already crafted four captivating levels filled with simple yet engaging riddles! From solving labirynth to finding right path in the corridors, every detail is designed to make your gaming experience unforgettable.

🧩 Riddle-Infused Adventure:
Embark on a journey through these unique levels, where each riddle brings you closer to wake up.

📅 Release Date Teaser:
Get ready for the adventure! I'm gearing up for the game's official release, and I can't wait to share more details soon. Stay tuned for updates, behind-the-scenes peeks, and a countdown to the big day!

🙌 Join the Journey:
As I approach launch day, I invite you to be a part of our community. Follow us for exclusive content, discussions, and a chance to be among the first to experience the thrill of discoveric world of Oneiric.

Thank you for your support, and let the countdown to launch begin! 🚀
Tales from The Dancing Moon - DjMonkey
Hello everyone!

Thank you to those who have purchased and are playing the Early Access. It really means a lot!

Feel free to continue reporting any bugs and improvements via the many social media links below!

Discord: https://discord.gg/kpGVRKPn5W

Threads: https://threads.net/dancingmoongame

Twitter: https://twitter.com/DancingMoonGame

Steam Forum: https://steamcommunity.com/app/1782420/discussions/




0.9.9

Updates
  • The UI for Lucas' blueprint shop has been updated to show an icon for each item, giving you a preview of the item you'll be learning.
  • Minor visual tweaks to craft card UI.
  • Moved one of Andrew's Diaries to a more relevant and easier to see location in Act 3.
  • Updated item background of key items.
  • Scrolling the mouse wheel will now snap-rotate objects around 45-degrees in the object-placement mode.
Bugfixes
  • Fixed an issue where the Noneye Desert boss could be encountered sooner than intended.
  • Fixed an issue where the parsnip visual would disappear in the farm plot when it was ready to harvest.
  • Fixed an issue where the player could easily pick up multiple duplicates of a story related note.
  • Fixed a progression issue with the "Diary from a Familiar World" quest.
New Blueprint Recipes

This update starts to introduce more craftable items that you can build around the village.

I am hoping that this is just the beginning of the things I'd like to add to expand the sandbox gameplay!

Only accessible after reaching Act 2, purchased from Lucas' blueprint shop.
  • Hardwood Plank
  • Plant Pot A
  • Plant Pot B
  • Bookshelf A
  • Bookshelf B
  • Bar Counter
  • Bar Counter (Corner)
  • Bar Stool
  • Wooden Cup
  • Metal Cup
  • Rug A
  • Rug B
  • Stone Wall
One stand-out piece of furniture from this list are the bookshelves! You can specifically store books and diary entries in these special containers.

Here's just a little example of what you can build with the new craftable items!



Click here for previous patches.

Thank you so much for playing!
-DjMonkey

https://store.steampowered.com/app/1782420/Tales_from_The_Dancing_Moon/
The Willow Man - MR.FREEMAN
Hey everyone just here to mention some updates I have made for “The Willow Man”. Firstly to everyone who has given me a chance and checked out the game. It really means a lot to me to have anyone even give me chance so again thank you. Now enough mush lets move onto the changes to the current build of “The Willow Man”.

Featured Changes:

  • New Player Controls displayed between Keyboard & Xbox Controller. Helps with well showing you how to play. Exciting I know…
  • New Tutorial showing how to play and hide from The Willow Man.
  • New Balance Changes to being chased by The Willow Man. More chances to escape his evil grasp.
  • New Animations/Props Added to Environment.
  • Fixed some minor bugs that lead to a more smoother experience overall.
Dec 30, 2023
Undomestic - tempest_studios
Finally done with patch/update 3!

alot of changes were made in this update so your old saves will not work anymore, please start over with a new save file. if you face any crashes, please delete this folder in the following path in your pc.

C:\Users\{user name here}\AppData\Local\SurviveTheWinter

aside of that, the minimum requirements were changes to follow up with the changes made to the game.

Changes Made:

1) Map Rework, added a lot of straight areas to help with building, changes made to the village, campfire added across the map, fields and many more.
2) Complete Quest Rework, added new quests with voice lines to make it interesting.
3) added markers to the quest to help show the player where to go during the quest.
4) Loot system was also added to areas across the map.
5) New Planting system was added.
6) New Seed Merchant Added to the village.
6) New animals were added including boars, crabs, squirrels and crocodiles.
7) New Boss was added to enemy campfire.
8) adjusted night darkness to help with visibility.

Please Let us know how the update is for you and we wish everyone a happy new year!
Dec 30, 2023
TimeShifters - TheFossett
  • Fixed saved times not showing the "0" (thanks to Benkilla's run).
Taphouse VR - Toikka


Taphouse VR turns six years old! 🎉

Hi! Fresh on the tails of a similar update to The Spy Who Shrunk Me; you're getting the soundtrack to Taphouse VR by Antti Luode to your Steam library!

Read on to get some more info about whatever happened with this game, the non-existent sequel and what the team moved to next.

The Soundtrack



Taphouse VR's soundtrack isn't an OST - it was actually composed by Antti Luode using his Antti's Instrumentals songs that he released to the world, royalty-free. So technically, we haven't "released anything", we just used those. I took the liberty of adding the name of the tavern the songs appear in, but that's it - track names correspond to the royalty-free ones!

All 9 tracks are available through Steam's neat soundtrack system - so it'll appear in your Steam library under "Soundtracks". It's free - as a thank you for playing the game!

https://store.steampowered.com/app/2704080/Taphouse_VR__Soundtrack/

Looking back at Taphouse VR: A Brief Retrospective

As most of you know, Catland is long dead. The game IPs were bought out by the CEO & creative director Tomi Toikka (me, the one typing this post) in order to preserve them even after being lost during all the winding-down-a-company hustle. I really think Taphouse VR and The Spy Who Shrunk Me deserve to be enjoyed by gamers long after the company is gone - so I've been preserving, discounting and nurturing them since we wound down operations.

Let me take you back on a history lesson.

The birth of Catland



We made Catland during a business incubator called Nordic VR Startups (after branded as Nordic XR Startups). It was just three founders back then; me (Tomi), Anssi and Tommi (both programmers).

https://store.steampowered.com/app/591680/Taphouse_VR/

Virtual reality was still in its infancy. Here's the very first prototype video of Taphouse VR I could find.

https://www.youtube.com/watch?v=r_x5Wj_CSx0

This prototype got us to many places - including the incubator program. We even got to show off the game at Slush 2017! It was all thanks to our mentors in the program, who helped us turn a hobbyist weirdo project into an actual videogame. They helped us also with funding the thing and getting our team up and running.



This picture from October 2017 shows off the incubator program's companies and mentors. It feels like ages! Probably the most I've learned of anything in my life in such a short timespan. Keep in mind; this company was formed by three random people meeting in a bar in Forssa.

Here's us showing the game off in a XR event. The logo is still the coolest thing I ever made.



Humble Taphouse VR beginnings

Some of the first things I did (I made the first prototypes all by myself in Unity and VRTK) was the meme-filled labels on the drinks in the bar. I got some friends of mine (thanks Whitby and the other Tomi) to make me glass models and dwarf clothes. But I'm most proud of the labels, which were just in-jokes and memes from back in the day.



In fact, I gathered them to a PDF for you! Here you go: https://tomitoikka.com/wp-content/uploads/2023/12/TaphouseVRLabels.pdf

A hilarious news article

The most hilarious thing was when the Finnish press branded the game to be a gay bear bar simulator. That was a nice phone call from Mom when I was on the front page of Ilta-Sanomat. Here's a translated link if you don't know Finnish.

https://www-is-fi.translate.goog/digitoday/art-2000005366313.html?_x_tr_sl=fi&_x_tr_tl=en&_x_tr_hl=en-US


The phrasing "The customers of the current version of Taphouse VR look strongly like teddy bear men based on classic gay aesthetics. According to Toikka, these are the elves or dwarfs of the game's own fantasy world." will be on my tombstone. Lmao.

The reason most of the dwarves in the screenshots didn't have shirts was because we had numerous clipping issues with the t-shirt models at the time...but I get it. It was hilarious.

For some unknown reason then, soon after the article, we released the Ladies Night content update with new diverse drunks to make sure we've got an adequate balance of colorful characters!

https://steamcommunity.com/games/591680/announcements/detail/1571059408646102833

The Spy Who Shrunk Me

There's a retrospective specifically for this part here!

https://steamcommunity.com/games/754850/announcements/detail/6968819156365318616

Taphouse 2: The Taphousening



Taphouse 2 was a project we announced that got shelved very early into development and our development effort went to Starship Saboteur's prototype instead - which we also shelved. Catland stopped existing shortly after, sadly, due to funding running out.

Taphouse 2 was meant to have new patrons (goblins), new interactables such as a new machine to play, new complex recipes and both PC and VR support. We simply didn't have the motivation or the skillset to actually do a proper sequel to the game back then, and in many ways the first prototypes of Taphouse 2 were vastly inferior to the original - trust me on that.

You can see some in-progress screenshots here.

https://www.igdb.com/games/taphouse-2-the-taphousening

Six years later



We took the death of Catland pretty hard, but all of us stuck to the gaming industry. I started a new company called Makea Games, of which I'm the CEO, Founder & Creative Director of.

For Taphouse VR, I made the first prototype, most if not all non-assetflip textures, marketing art, the taverns itself, all UI and much more I can't remember anymore.

For The Spy Who Shrunk Me, I did marketing art, the entire UI, wrote and scripted the cutscenes and story, made the initial prototype and came up with all the gameplay features.

Anssi, one of the founders and programmers, went to work on games like Surviving the Aftermath from Iceflake Studios and other projects, and is now founding a new game company!

Tommi, the other founder and programmer, went onto Iceflake Studios as well to work on Surviving the Aftermath and other cool titles.

https://store.steampowered.com/app/684450/Surviving_the_Aftermath/

Many of the rest of the development team moved onto my next venture. Out of the team, Ville (programmer at Catland who helped us with "liquid physics shader", now CTO at Makea Games), Bea (environment artist at Catland, now founder at Makea Games) and Pyry (all-around guru, now game designer at Makea Games) joined me at Makea Games.

If you're interested in what we're working on - we are making the ultimate parkour party game called Supermoves! You can check out some of the revealed stuff at https://supermovesgame.com. Put it this way; if you like Tony Hawk's, Mirror's Edge, Fall Guys and Minecraft - boy do we have a game for you.

https://store.steampowered.com/app/1959580/Supermoves/

Frequently Asked Questions

Is there going to be a sequel/prequel/any followup for Taphouse VR?
We tried to make a sequel called Taphouse 2 but ran out of funding. We used to have a saying "Everyone loves Taphouse" which still holds true to this day. It always makes my day to see people still enjoying Taphouse VR!! But probably not. A remaster? Maybe, if I can find a developer for it.

Are you ever going to update or bugfix Taphouse?
I'm way too busy with my new company to do that, unfortunately. I'm not a programmer, but I would love for someone to migrate the game over to OpenXR from the VRTK it has now. Get in touch through Steam if you can handle it.

Could you release the source code for Taphouse VR?
Yeah, technically I could. This was however one of the first projects we ever worked on, so the codebase is really, really horrid. I'd rather get a programmer or two to remake it to work on newer VR headsets.

Will Taphouse VR stay on Steam?
Yes, as long as I am able to host it somewhere. I've been using my friend's company Adjective Animal for the games - the sales from the spinner go directly to funding the upkeep of stuff like accounting and business costs. I might make my own holding company someday to host it, it's no biggie.

Check out Adjective Animal's games (like the Smash-like topdown hockey game Puck Buddies) here.

Can I use the music in the soundtrack in my videos or streaming content?
It's CC BY 3.0!

Whatever happened to Starship Saboteur?
It didn't get funded. It was a neat concept though and I really learned a lot from it.

Will Catland ever make a return?
It was my first company and will always be in my heart. That logo I made in 3 minutes (and which required 3 hours to have the eye blink using CSS) is still the best damn logo I ever made. Maybe I'll keep hiding the logo around in my future endeavors to keep the spirit of Catland alive. But no, as a company and a studio, we've all drifted apart to our own ventures - we do keep a DIscord server up for catching up from time to time :) We used to have a saying; "from this poker table, we leave as friends". I hope people remember Catland fondly and give it the love it deserves. That's what we all want. Avenge us! ːsporobarː



What's next?
I'll keep the games nice and tidy in the Steam store so people can play them. Feel free to keep on playing Taphouse VR and The Spy Who Shrunk Me, grab a copy for your friends. I will keep doing discounts and general maintenance. If you really enjoyed the games and want more from the developers, I'll have some news about my next game soon as a separate announcement.

I can't really say how thankful for I am for all the players who've enjoyed Taphouse VR all these years. Thank you so much for having fun with the game! I wish all the best to you.

Tomi Toikka
Former CEO
Catland
Dec 30, 2023
King of Kinks - NtkuLover


Introducing the one and only Scorpion Queen, Sammu! Win her heart to boost your team and secure flawless victories in battles.

CODE:
HNYJN6OKRY


REWARD:
Gem x300
Summon Ticket x5
4-star Hero Soulstone x60
Period: 1 Jan 05:00 ~ 8 Jan 05:00 EDT

Keep an eye out for exclusive bundles in the Shop to level up your game.

This is a limited event - Don’t miss the chance to add the sexy and powerful Scorpion Queen to your harem!

Scorpion Queen - Sammu Valhalla period: December 31st, 05:00 ~ January 28th, 05:00 EDT



The King of Kinks team
Dec 30, 2023
Necesse - Hooded Horse (Eliot)
Hi everyone, get Necesse for 50% off during the Steam Winter Sale! Build, quest, and conquer across an procedurally generated world. Establish a settlement, explore dungeons, fight monsters and bosses, mine rare ores, craft equipment, and more!

Check out this game and Hooded Horse's other published games during the Winter Sale until January 4.

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