Tag Archives: linux games

3D Game development goes AAA with Leadwerks for Linux

Leadwerks Software has launched a Kickstarter campaign to bring their game development software to the Linux operating system. The company says this will allow users to build and play games without ever leaving the Linux operating system.

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Game engine provider Leadwerks is attempting to crowdfund native Linux development using its tech on Kickstarter.

The company is looking for $20,000 to fund the engine’s compatibility with Linux operating systems, starting with Ubuntu 12.04.

In a post on its Kickstarter page, the firm said it wasn’t enough to just export games to Linux, and that it wanted to ease the development process for the platform by allowing developers to create and play titles without leaving the Linux operating system.

It also stated its overall goal was to help facilitate the expansion of the Linux games library and encourage development of Linux-exclusive releases.

“We have a complete visual editor that handles all aspects of the game development process, and we’re porting it to run natively on Linux,” reads the description.

“We’re using GTK for the user interface, so our editor will look and feel like a native Linux application. We’re targeting Ubuntu 12.04 to start with, and will support other distros as we make progress. You’ll also be able to compile your game’s code on Windows and Mac… if you feel like sharing.”

It added: “We want to push Linux graphics beyond anything that’s ever been done. Linux is the perfect platform for triple-A graphics, because it has OpenGL performance faster than Windows or Mac. We’re taking advantage of this performance with deferred lighting, hardware tessellation, and up to 32x multisample antialiasing. And you don’t have to use an emulator.”

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Leadwerks is known for advanced graphics, and the company says they want to bring this to Linux. This will let Linux users play AAA games that run natively on Linux, instead of going through emulators like WINE. The company points out that the superior performance of OpenGL on Linux makes it the perfect platform for AAA games.

Leadwerks is currently looking to integrate its game engine with Steam, and plans to deliver game assets, including models, textures, scripts and maps through Steam Workshop. It hopes this will also make it easier to submit Linux games to Greenlight.

Leadwerks is a 3D game development platform that allows developers to code in C++, and the latest version of the engine offers features such as automatic asset conversion, and support for scripting language Lua, which can be combined with games written in native code.

The tech’s editing tools were also recently updated to included a technique called constructive solid geometry, which the firm claims helps streamline the process of developing games and allows artists to see what the game looks like as they build it.

It should be noted that the tech’s Steam integration would rely on the engine being passed through the Greenlight process. The Linux version of the development platform will however be available as a standalone application if it successfully reaches its Kickstarter goal.

Leadwerks Software aims to raise $20,000 in 45 days to build Leadwerks for Linux. “We’re really excited to be working with Steam and the Linux community,” said Josh Klint, founder of Leadwerks Software. “We think there’s a unique opportunity here. The timing is right. I think Linux is really ready for mainstream PC gaming, and we really just want to take Linux gaming to the next level”.

Follow this link to Leadworks Kickstarter Campaign

”linux-game-gaming-gamer-news” title="Linux Game Gaming News

Can gaming be the turning point for Linux on the desktop?

By Neil Mohr from PCFormat

Steam’s arrival on Linux is a pretty big deal

Dear old Linux, what are we to do with you? Developed for just over two decades and it’s still barely made a mark on the consumer consciousness.There was a vague peak during the netbook fad – as it enabled companies to eliminate the extra cost of a Windows installation – but that quickly faltered after people started taking them back because Microsoft Office wouldn’t run on them. Have people never heard of Open Office?

The way we’re complaining you’d think Linux is overlooked and underused. The amazing truth is that the majority of supercomputers run one type of Linux or another, and it’s the leading OS on servers. Besides these, it’s put to work on millions of low-power embedded systems around the world – a little something called Android.

So why then does the desktop remain a Windows bastion, while Linux is left shivering out in the cold? The same question could be leveled at the Apple Macintosh. Even with the hysterical success of Apple’s wider products, the Mac as a desktop system accounts for just under seven per cent of the market. Linux is no higher than five per cent, and web use points the figure down to a pathetic 1.5 per cent.

Even with the attractiveness of the Mac’s ease of use – which brutally contrasts with the stubborn user-friendly-free design of Linux – both still have the same fatal flaw: few games.

Until now. Valve, with its release of Steam for Linux – and more recently the announcement it’s going to release an open gaming-platform based on Linux-powered PC architecture – could totally revitalise the desktop fortunes of this able OS.

We’re going to take a look at how learning to run Linux, getting it installed and knowing the new gaming platforms can help you get gaming on a free and easy-ish to use OS.

Stop laughing at the back. It’s okay to admit in these modern times that you’ve dabbled with Linux at some point in your life. You might have been drunk, or flirted with it during those care-free college days when life was still exciting and fun. But then you grew up a little and realised Windows was what everyone else used. It had everything you wanted and needed, without all the additional baggage that Linux brought with it.

Linux – or as insane people would like you to call it, Linux-based GNU – can be one funny old fish to fry. It’s one of the most stable, secure and flexible operating systems on the planet. It’s also free – anyone can install, create and release homemade distributions.

The implications are immense for an ever more locked-down DRM world, with devices that require an advanced OS springing up all over the place. Why should you have to pay the Microsoft tax on each one of those devices when Linux frees you from that expense while remaining totally legal? It enables you to throw installs on your desktops, your servers, your media centre and on as many virtual machines as you have time for. No one’s going to try and take your money or, most annoyingly, continuously check and ask you to validate your copy if you happen to change a bit of hardware.

So why won’t it take off on the good ship desktop? We think the big stumbling point is gaming. Originally, a large part of that stumbling point was a distinct lack of hardware driver support – more specifically, 3D graphics card drivers. If you can’t install a 3D card, you simply won’t be playing anything more exciting than Minesweeper or Solitaire.

The good news is that the big three, which is to say Nvidia, AMD and Intel, do provide acceptable driver support. We hesitate to use anything more positive than ‘acceptable’, as stable and optimised support tends to lag Windows drivers by up to a year. This effectively limits you to slightly older and less-able cards, but it’s better than a poke in the eye with a VGA cable.

We’ll talk at length on just how to get drivers updated in the box on this page, but to get playable 3D frame-rate performance you’ll need to grab the updated ones from your card’s manufacturer.

Now, when it comes to updating, that brings on another interesting side of Linux…

Terminal illness

If you manage to install Linux without seeing ‘the terminal’ then you’re mistakenly using a Mac. Anyone who tries Linux will discover that at some point they’ll have to contend with the terminal and yes, it’s as bad as it sounds.

Let’s be truthful, all operating systems have a command line interface – it’s the base way of running commands. Even from the days of the Atari ST and Amiga, most companies realised that no one wants to use them. Almost thirty years ago, mankind could manufacturer a computer that held a full GUI OS on ROM, so you didn’t have to use a bloody command line.

Apple, with its Macintosh, elegantly embraced the new graphical interface, so almost every program – bar the most low-level – offered a graphical interface for us puny humans to use. Linux followed its own path, stubbornly sticking to terminal input as a primary system. So, even today with Ubuntu – which has been diligently designed to be as easy to use as possible – there’s no avoiding the terminal. At some point, that black slab of type-based interface is going adorn your screen, like a gravestone marking the death of your happiness.

Maybe we’re being a little dramatic here, but when you’ve spent most of your computing life in a GUI, remembering and typing commands can be a shock. It could also make you look like some super hacker from the movies, but maybe that’s just us…

There is, of course, a valid reason for requiring the terminal and that’s because the graphical element of Linux is delivered by a system called X Windows or X11. It’s a standalone system, badly described as bolted on to the GNU/Linux ecosystem – basically you can’t be guaranteed it’ll be available.

As Linux was developed, the majority of commands have to assume only terminal input will be available and this goes for a lot of the low-level OS updates and install routines. It simply means that for many of the more basic processes, a terminal is the primary input and output. Even installing the Steam for Linux Beta will involve a segment of updates, where you’ll be endlessly typing [Y] into a terminal.

More critically, if anything should go wrong – other than just saying “Sod you, Torvalds!” and reinstalling – you’ll be using a terminal to do some serious fire fighting and bug squishing. It’s at this stage you realise just how powerful it can be, as you’re able to install updates and entire programs over the internet from a single command.

It’s also always there, unlike mother, so if the worst should happen pressing [Ctrl] + [Alt] + [F1] always opens a terminal, and [Ctrl] + [Alt] + [F7] takes you to the first X11 interface. So if you know what you’re doing, even with broken graphics drivers, it’s possible to fight your way back to a working system. Hurrah, we love the terminal!

Games, you said?

Did someone make the mention of games earlier? The big great hope for Linux gaming comes in the form of Steam for Linux. Currently just out of beta, we take a quick look at the steps you need to get this installed.

Valve has done a reasonable job of making it easy to install, but even so it hardly fills you with confidence. The beta is officially only aimed at Ubuntu 12.04, though you can obviously try to install it on any flavour of Linux your heart desires, and it will work on many.

Steam for Linux is an ambitious project, as it’s attempting to bring native Linux games to the Steam platform. The success of which seems rather limited, with around 55 games – minus demos and expansions packs – currently converted, the majority of which were already natively available on Linux.

Even Valve itself is hardly churning out the titles. It’s main, and only, triple-A title for Linux is Team Fortress 2, and while it does run on the Source engine it’s still a six-year-old game. The three other games from Valve are the original Half-Life and original Counter-Strike, both of which are nigh on 15-years old. Counter Strike: Source was added on 6 February 2013.

But the major benefit of having Steam on Linux, if you’re already a Steam user, is that any game you bought on Windows will still be available. So it’s likely you’ll have at least one copy of FTL, Amnesia, Killing Floor, World of Goo, Defcon or Darwinia on your books. It keeps your library and the community elements of Steam that you know and love, but brings them to an open OS that you can install on anything.

Steaming ahead

That brings us on to the mysterious Steam Box from Valve. Little is really known about the project at this point, though Gabe Newell did talk about it a little at CES 2013, where Valve was holding closed-door discussions with up to 20 potential hardware partners.

From what was said, we do know that a Valve ‘Steam Box’ is going to be running Linux and likely be released in 2014. It’ll be a small-box PC without an optical drive, and it should have the capability of driving remote screens around the home. It sounds like the base system could even be a smart-streaming box, using the processing power of your main PC to do the 3D donkey work, while extending the HDMI output to your HDTV.

It will, of course, run Steam in its Big Picture mode, providing access to your account, chat and games library. It’s open in as much as it’s a standard PC that other manufacturers can produce, but whether you’ll be able to run standard Linux programs and how exposed the OS will be is unknown. Valve is also offering productivity software via Steam, so that might circumvent that issue to a degree.

You need to realise that Steam as an online gaming distribution platform is huge. Steam accounted for at least 50 per cent of the $4 billion worth online sales in 2011, and estimates go as far as 75 per cent. The huge disparity is no one knows how much money Valve actually makes, but we can imagine it’s a pretty penny.

With all that muscle, could Valve really walk in with a Linux-based console and proclaim “Start making games!” and expect companies to do just that? Or indeed to re-engineer their entire back catalogue to run natively on Linux? All the while, expecting a gaming community to drop their PCs and pick one up? Surely there’s a better way?

Wining away

There is another way and that’s using Wine, a recursive acronym that proves how clever everyone is, standing for Wine Is Not an Emulator – an acronym that makes a very good point.

An emulator seeks to mimic the original runtime hardware and software environment by translating the code to run on an entirely new system. Wine does no such thing – it redirects system calls to suitable alternative Linux-based ones, all running directly on the native x86 processor.

An alternative name would be a wrapper, the like of which was used for the DirectX version of Half-Life. At the time it was an OpenGL-developed game based on the Quake engine. To enable a DirectX compatible version, the most elegant solution was to create a wrapper that would translate OpenGL calls into DirectX ones, with almost no slow down or side-effects.

The most interesting aspect of Wine is that it caters for more than just games, as it’ll attempt to enable a host of standard Windows software to run under Linux. Wine is an awesome way of running Windows software via Linux – that is, if you like bugs.

Wine breaks compatibility down into four levels: Platinum for flawless compatibility, Gold for great use with special settings, Silver and Bronze are for games with minor issues and Garbage covers, well, garbage. Over 3,400 games are listed as Platinum, just over 5,500 as Gold or Silver, while over 6,000 games are rated Bronze or worse.

Interestingly, Wine concentrates on the core Windows API and doesn’t concern itself with how well individual games or software actually work. This means there’s a host of add-on systems that attempt to tune Wine for individual games, and a list can be found at https://wiki.winehq.org/ThirdPartyApplications.

Recently, id co-founder John Carmack tweeted that creating native mainstream Linux games makes no business sense for any company. Largely this comes from id’s dabble with Quake Arena and Quake Live, with Carmack adding: “The conventional wisdom is that native Linux games are not a good market.” He went on to say that a Wine-style layer “could allow developers to get Linux versions with little more effort than supporting, say, Windows XP.”

They’re interesting words, and perhaps that’s what Valve is planning with the Steam Box – whatever it is, it’ll be more than a little interesting.

Fighting talk

As a day-to-day OS, Linux is used by millions of people all around the globe. The X11 interface has been developed on for years and offers some lovely touches, while Ubuntu comes with multi-desktop built-in and it’s easy to add more extensions than we have space for.

As it was created by programmers, for programmers, it’s a fantastic development platform for coders – so if you’ve got a passion for code or are looking to give it a go then there’s no better platform.

As we’ve already mentioned, it’s also used to drive the majority of the world’s web servers, so using it to learn and develop web APIs is never going to be a bad thing. It’s not even like you have to abandon Windows – you can still cling to your favourite Microsoft OS and still dabble with a little Linux debauchery. It’s one of the great advantages of Linux that you can head over to www.virtualbox.org, download it and fire it up on a virtual machine running Linux – just grab an ISO of your favourite Linux distribution and install.

This effectively gives you a perfectly safe and flexible environment to learn and use Linux within. Don’t forget to create a snapshot of a clean build, so even if you utterly break an install, it’s just a click away from being totally restored.

Reblogged from: techradar.com

”linux-game-gaming-gamer-news” title="Linux Game Gaming News

Android gaming on a x86-powered PC with iConsole.tv

The new computer should outmuscle Android consoles using mobile chips, and may be able to run the Linux version of Steambox.

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Android gaming at home has mostly been limited to low-power consoles like the long-awaited Ouya, but a new company hopes to beef up the platform with some serious gaming PC hardware.

Unlike competitors that rely on mobile chips like ARM processors, iConsole.tv is readying a device that uses an x86 CPU, 8GB of DDR3 RAM, 500GB hybrid disk drive/SSD, and an undisclosed GPU. In other words, it’s built more like a mini-gaming PC than a feeble Android console.

It also will run a Linux Desktop mode, which means users will be able to access Steam for Linux to get even more games than the Android ecosystem already provides. Mobile Media Ventures even throws in support for CableCARD to turn iConsole.tv into a home theater PC.

Currently, the company is offering a $999 Developer Kit that features an Intel Ivy Bridge processor, but only integrated graphics. It explains that Ivy Bridge vastly outperforms other chips running Android, and that the graphics card that will ship with the actual console will be “at least two to three times more powerful” than Intel’s integrated graphics.

The device lacks a price yet, as well as a firm release date. Right now, Mobile Media Ventures says it hopes to launch iConsole.tv in the winter. That vagueness leaves open the possibility that this will turn out to be vaporware, but the company did let Engadget gets its hands on a Developer Kit to show off its capabilities. In an interview, CEO Christopher Price extolled the potential of Android not only for serious gaming, but also as “the future of personal computing.” He also said iConsole.tv will be priced well below the cost of the Developer Kit.

Does iConsole.tv have a future as a gaming PC for your HDTV and built on Android? Hopefully, we’ll have a chance to find out several months from now.

Reblogged from: zdnet.com

”linux-game-gaming-gamer-news” title="Linux Game Gaming News

RPMize your Humble Bundle Linux games for Fedora 17/18

If you ever bought a Humble Bundle game pack you already know they provide game installers for Windows, Mac OS and Linux (some packs also support Android) in addition to a Steam / Desura activation key. While the installers are fine (usually tar.gz or sh), using more of them on your machine may cause confusion as to what’s installed on your system. Some developers do provide rpm installers for their games, but those might not necessarily be 100% compatible with your OS.

Luckily for Fedora 17 and Fedora 18 there is an alternative. By the help of Mumble RPMs you can build your own rpm packages using the game Linux installers provided by Humble Bundle. You don’t have to know anything about building RPMs, the web site comes with specific instructions for each games, so all you need is good copy & paste skills.

The Mumble RPMs come as nosrc rpm packages. While typical source rpms include a spec file and one or multiple source files, a Mumble rpm only provides the former and you would have to own the latter in its original state as provided by Humble Bundle.

I was able to successfully build, install and play 3 Linux games on my Fedora 18 (Waking Mars, Legend of Grimrock and Zen Bound 2), here’s a quick guide for Waking Mars taken from the Mumble RPMs instructions page:

step1: prepare the build environment

sudo yum -y install rpm-build rpmdevtools ImageMagick xz-lzma-compat chrpath rpmdev-setuptree

step2: build the rpm (this assumes you have the original Linux installer downloaded on your machine)

cd ~/Downloads
cp WakingMars-1.2.1-Linux.tar.gz ~/rpmbuild/SOURCES
wget https://mumble.knobgoblin.org.uk/nosrc/wakingmars-1.2.1-1.nosrc.rpm

setarch i386 rpmbuild —rebuild —target=i686 wakingmars-1.2.1-1.nosrc.rpm

Note:

  • the last command will rebuild the rpm binary and place it in ~/rpmbuild/RPMS/i686 as wakingmars-1.2.1-1.i686.rpm. If you want to modify the spec file (to change the package name, version, description etc.) you can install the nosrc rpm instead and issue the rpmbuild command after that against the modified spec file:

rpm -ivh wakingmars-1.2.1-1.nosrc.rpm
cd ~/rpmbuild/SPEC
setarch i386 rpmbuild -b —target=i686 wakingmars.spec

step3: install the newly built rpm:

sudo yum localinstall ~/rpmbuild/RPMS/i686/wakingmars-1.2.1-1.i686.rpm

Reblogged from: linuxsysconfig.com
 

”linux-game-gaming-gamer-news” title="Linux Game Gaming News

Adding Non-Linux Games to the Steam Linux Client

By PyGuy from the SteamCommunityForum

Why?

Well, while it’s simple enough to just launch the game from a desktop shortcut, I’ve found that many people, cross-platform, have taken a liking to having all of their games on one client. So one day, I figured “why should Library shortcuts be limited to just Linux applications on the native client?”

Windows Games

This guide is pretty lengthy, but don’t worry. Most of it is just extra details for newbies.

Step One: Your Simple Bash Script

The first thing we are going to do is create a short bash script that Steam for Linux will launch the game from as a Non-Steam shortcut. If you have absolutely no experience with code, don’t be intimidated by this. Only three lines of code are required, and the writing process should be familiar to anyone who has ever launched a program through a terminal.

Simply right click anywhere on your desktop (or any folder in your preferred file explorer), and navigate to Create New Document > Empty Document. After that, simply rename it to anything without spaces and ending with “.sh” In this example, I’ll be putting World of Warcraft in my Steam for Linux library, so I’ll be naming it WoW.sh; short and sweet.

As aforementioned, the script will be used to launch your game, so here is a small breakdown of the script I used to launch World of Warcraft:

#!/bin/bash
cd “/home/andrew/.PlayOnLinux/wineprefix/World_of_Warcraft/drive_c/Program Files (x86)/World of Warcraft”
wine Wow-64.exe

#!/bin/bash
This is what every bash script begins with. It’s basically letting the computer know that you are writing a script of this type.

cd “[/path/to/game]”
The purpose of this line is to navigate to where you installed the game (cd = “change directory”). In this case, I navigated to my World of Warcraft folder. Make sure it navigates to where the .exe file is for your game. An easy way to write this line is to type “cd” and then copy and paste the directory in the form of text.

wine [EXECUTABLE.exe]
Finally, this line is used to launch the game with Wine, because Windows games will not open on Linux machines without it.

Once you’re finished writing your script, save and close the text editor. Lastly, you must right click on the file and go to Properties. From there, go to the Permissions tab and tick the box next to “Allow executing file as program.” Go ahead and test it out by double clicking on your script. If the game successfully launches, then you’re good to go onto the next step.

Step Two: Implementing Your Script Into Steam

Now, with Steam open, click “ADD A GAME…” on the bottom left corner of the window and click “Add a Non-Steam Game…” Your script won’t show up in the list, so select some boring application that you’ll probably never need in your Steam library, such as Calculator, and then click “ADD SELECTED PROGRAMS…”

Once it’s added, right click on the application that’s now in your library and go to Properties. In Properties, change the program’s name (Calculator in my case) to the name of your game. More importantly, you must modify the contents of the “Target” and “Start In” text fields. Change the Target to the directories leading to the script file you created. For example, in my case, it’s
“/home/andrew/Desktop/WoW.sh” (keep the quotation marks). For the “Start In” field, type the exact same thing, except without the script file name at the end.

Finally, here’s what the Properties menu looks like for World of Warcraft.

Click the “CLOSE” button, select the game in your library, and launch your game!
Reblogged from: steamcommunity.com

”linux-game-gaming-gamer-news” title="Linux Game Gaming News

Five games added to the Humble Bundle for Android 4

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Humble Bundle for Android 4 just added five amazing games! Please welcomeAvadon: The Black Fortress (tablets only), CanabaltCogsSwords & Soldiers HD, and Zen Bound 2! This fantastic addition of games was first seen in Humble Bundle for Android 2 and we’re excited to bring them back for more bundle buyers to enjoy!

All these DRM-free games run great on Android, Windows, Mac, and Linux! And many come with soundtracks and can be optionally redeemed on Steam as well as the Ubuntu Software Center!

If you have already purchased the bundle, you can access the games right now from your Humble Bundle download page (or Humble Bundle app!) and play them for free. New buyers can get the games by paying over the average price. week-2

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Humble Bundle for Android 4 is now up to eleven amazing games, bringing the value of this bundle to $195! These five games join the original six below:

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Bundle purchasers can also benefit the Child’s Play Charity and the Electronic Frontier Foundation, two fantastic non-profits working hard for gamers everywhere.

The Humble Bundle for Android 4 ends in just one week, so be sure to pick up your bundle before time runs out!

Reblogged from: HumbleBundle

”linux-game-gaming-gamer-news” title="Linux Game Gaming News

Discover New Linux Games: OpenXcom

OpenXcom, an open-source reimplementation of the X-Com: UFO Defense game developed by Mythos and Microprose, has reached version 0.4.5.

In X-Com: UFO Defense, the players took control of the X-Com organization to fight an alien menace that threatened to conquer Earth.

According to the developers, OpenXcom is an open-source reimplementation of that game, licensed under the GPL and written in C++ / SDL, which was started back in February 2009.

The need for a new Xcom, especially an open source one, has risen from the fact that the original game is old and buggy. Therefore, the developers of OpenXcom are trying to capture the feel of the original, without experiencing the known issues.

This means that OpenXcom has the same graphics, sound and gameplay, but the codebase has been rewritten from scratch, without disassembling the original.

OpenXcom is flexible and doesn’t need any emulators to work. Also, the 80-item limit has been removed, and problems with personnel limits, funding overflows, disconnected facilities, broken proximity grenades, floating soldiers, and so on, have been repaired.

Moreover, the games can run on any platform, its fully documented and free to use by anyone in accordance with the GPL.

Highlights of OpenXcom 0.4.5:

  • The Ufopaedia has been added;
  • Rightclick mouse scrolling has been added;
  • Rightclick arrow buttons to minimize or maximize values have been implemented;
  • Weapons can be toggled on and off during dogfights;
  • Auto-equipping has been improved in order to ignore empty weapons and loaded weapons on the ground;
  • A crash that occurred when completing a research has been fixed;
  • A workaround for big corpse pieces being recovered has been implemented;
  • Item now fly in the air when flying unit drops items;
  • Incorrectly labeled UFO recovery items have been fixed;
  • The options screen and the resolution selection are now working properly;
  • “We can now produce” Geoscape window has been added.

Check out the official announcement for a complete list of changes and updates.

Download OpenXcom 0.4.5 right now from Softpedia.

Relogged from:  news.softpedia.com

”linux-game-gaming-gamer-news” title="Linux Game Gaming News

A Rediculously intriguing Game coming to Linux – StarForge

StarForge is a game about gathering resources, building bases, crafting anything you want, and surviving on an alien planet.

If you have yet to hear about this game or seen gameplay, I would highly recommend you read on. Their IndieGoGo campaign is doing very well.
But even more impressive is the game itself.

*Notice to all future IndieGoGo Pledges – Alpha Access will be granted roughly 2-3 days after you pledge as we have to enter it manually. You will then receive an email from us detailing how to easily transfer your IGG account with it’s rewards to your SF account. If you can, please use the same email to sign up to IndieGoGo as you used for your StarForge account to make the transition easier on us. – Thank you for your support and patience!

“It’s remarkably ambitious, but the terrain manipulation already looks fantastic and outer space is gorgeous. This thing has “potential” scrawled all over it.” – PC Gamer

“I just had a major nerdgasm” Markus Persson, Notch, Creator of Minecraft

“The idea being, you create your own insane Starship Troopers moments.” – Kotaku

“It lets you build blocky structures, just like Minecraft does, but instead of coating them in low-resolution textures, it makes them look incredible.” – Wired UK

” This morning I received an email telling me that the first playable build of StarForge was available. […] Six and a half minutes later I was wondering how to put my excitement into words. Thirty seconds after that I decided to forget words and just share the bloody video. Watch.” – Rock Paper Shotgun

“The most ambitious Indie game in history” – Gamer MC

“Is so remarkably ambitious that I can’t begin to describe what I (and so far many others) like about its concepts” – Inside Gaming Daily

“I’ve played the game for a bit, and I must say: I am very excited for the future of StarForge.” – Destructoid

“StarForge remixes Minecraft with sci-fi shooting reminiscent of Halo.” – IGN

“StarForge is an ambitious 3d action game…” – Derek Yu, TIG Source, Creator of Spelunky

“…it’s another reminder that indie games are the best.” – games.on.net

“Shut up and take my money” – Ncrpts, Poster from Reddit

Wooden Fort

StarForge is a game about gathering resources, building bases, crafting anything you want, and surviving on an alien planet. Earth’s star is dying and humanity transferred as much technology and resources as possible and left on a one way mission to populate another planet.

StarForge was inspired by Halo, Warcraft 3, Borderlands, Terraria, and Minecraft. It borrows elements from the RTS, FPS, RPG, Voxel Builder, Tower Defense, and Physics Sandbox genres. We are building a dark and serious universe and want the player to live out their own unique story on the procedural planet.

We plan to release Starforge for Windows and Mac (with possible Linux support after Unity 4 is released).

Procedural Weapons – Infinite weapon possibilities await. Do you fancy a 3 barreled chaingun, with a chainsaw bayonet, and a flame thrower attached for good measure? No matter how many chests you loot, you will never run into the same weapon twice. Weapons are also fully destructible, so another player can try to strategically rip off your gun barrels. Eventually we want to allow the player to build their own weapons as well.

Procedural Infinite Voxel Terrain and Space – Dig an endless tunnel, fly out to the far reaches of space, and come back again. There are no set boundaries in StarForge, and the planet will procedurally generate each time you start a new game. Hide out in endless forests or harvest them. Mine to your heart’s content and discover the different biomes.

Procedural 3D Tileset – Build anything you want with our unique 3D Tilesets. You can create cities, towns, villages, bridges, forts, underground bases, trenches and much more. We are also working on making it all fully destructible, so you can shoot a rocket and blow a hole in the wall. Each material has its own defense and weight settings as well. You can also enter “Engineering Mode” and properly see the stress points on your building while your building it.

Underground/Surface/Space Gameplay – Build a tower that ascends into the clouds, through the atmosphere, then into space, and do this in realtime. Build orbital stations, launch rockets, and explore the vastness of space. Then jump down and fall back to the surface and start digging down to the core of the planet.

Physics Sandbox – We are designing every object in the world to be fully dynamic. Watch as your bridges fall when you remove a support pillar, or your buildings collapse under their own weight and stress. Snap trees in half by launching your vehicle on them. Construction, vehicles, players, ropes, objects, everything is physically simulated. Do whatever you want and enjoy what happens.

Physics Movement – Our movement model is designed closely around the real biomechanics of biped locomotion; it can simulate jumping, running, climbing, wall jumping, wall running, crawling and pretty much any other behavior all without the use of any state driven code. The result is a more human look and feel, and a character that is equipped to intelligently react to dangers far beyond what conventional movement code was designed to handle. It also features a full body IK system.

Loot, Level Up, and Survive – Before the humans landed countless weapons and armor were sent to Atlas. You will find loot chests littered throughout the land, you will need their contents to survive. We will be implementing a perm death system, so you will have to be careful. Every decision matters. As you gain experience you will level up and be able to choose and use new abilities that are unique to each Hero in the game.

Customizable Characters – We plan on allowing you to cloth and armor your character and change his or her appearance. You are unique and your character should be too.

Dynamic RPG like World – Enjoy dynamic weather patterns, a 24 day and night cycle and a real time atmosphere.  Creatures will also behave in a realistic matter, scavenge for food and return to their hives at different times of day. Other refugees will gather to build villages, wars will erupt, and there will be the option to help out your fellow man in their quests.

Resources and Economy – There will be many different resources in StarForge. However, the player can only hold so much at a time. When the player can no longer hold what he mined, it will be placed on a palette. These pallets can then be put on transport trucks and shipped to your own warehouses to later be used for crafting. This will keep multiplayer games interesting as players will be forced to build road networks, warehouses, and transport trucks. Plus, they will have to protect it all from players acting as pirates or rival clans. You can also become a trader and try to find merchants to buy your goods at a high price.

Vehicles, Flight, Turrets, Furniture, Fences, ect. – We plan to support a lot of different content. So you can decorate your house, make your fort tough, or build an airstrip and fly a plane to your cloud base.

Multiplayer & SinglePlayer – We will have both modes playable in the game.  Enjoy emergant gameplay where you land on the planet, meet other players and NPC survivors, build villages and go to war. Play whatever role you want, become a Solidier, Pirate, Thief, Architect, Miner, Trader, or just hideaway as a hermit. It’s your world and you can do whatever you want in it.
Fort Wars & Fort Defense –  If your the competitive type, you’ll feel at home in Fort Wars, a game mode where two teams duke it out in their quest to destroy the opposing team’s “vat”. If you’re feeling friendlier, you can co-op with your friends in Fort Defense, where you protect your vat from wave after wave of ravenous alien creatures.

Flight

We’ve been developing StarForge in our free time for nearly 2 years. Nearly 5 months ago we put a video of it up on Youtube and we got a ton of great comments and support from everyone online.  Since then we decided to quit our jobs and work full time on StarForge.

In the meantime we have been working really hard on the design and backend of the game. We now have a prototype of the game and we hope to turn it into a complete game.

Here is what our game looked like only 5 months ago –

https://youtu.be/YxBSYit49c8

We chose IndieGoGo because it’s a very open funding platform, and we hope to raise enough money to make a fully fledged Single Player & Multiplayer for our game. Here is what we will use the money for:

Survival: Rent, food, and internet to keep 3 developers working full-time for a year.

Hosting: Server hosting costs money, especially ones with alot of speed and bandwidth. Your money will help keep our main servers going, plus, allow us to provide some dedicated servers for the multiplayer.

Software: Help us afford the essential software needed for pushing this game forward.

Multiplayer: We plan to make a robust multiplayer experience. One that supports Clans, Server Listings, Rankings, Stats, and Leader Boards. We also hope to one day allow persistent gameplay across servers but this is only possible with your support.

Single Player: In order to do a proper single player game you need good A.I and lore. We have extremely innovative ideas on improving A.I beyond what you have seen in traditional games, and good things take time to develop.

Music & Audio: We will hire LoudCore to compose a full fledged soundtrack to the game. We’ll experiment with Holophony, a 3D audio technique producing the illusion of full surround sound while wearing headphones. On top of this high quality SFX would really help boost the audio to the next level.

Art: Were looking to purchase some high quality creatures, characters, and weapons from some great 3D art talents we’ve got lined up. We want you to be able to feel the StarForge universe.

Polish: We generally don’t like releasing anything unless it has undergone a lot of polish. So your money will also go to making everything the best it can be.

We’ve decided to use IndieGoGo because we feel we can only innovate without barriers by remaining independent. We enjoy communicating directly with you and we love all your ideas for the game. This is what makes developing games so special to us, it’s fun, it’s innovative, we get to share with you, and we feel the need to create.

Our vision for StarForge is innovation and fun, and by contributing to our campaign you will empower that idea and make this happen.

The Full Game:

Everyone who contributes to our IndieGoGo (enough to qualify for the first reward) will receive the full game of StarForge and all of its updates free, forever until the final release! The game is currently in its alpha stage. We plan on developing it over the next couple years yet, so there is much more to come. It will be digital download only.

Pledge StarForge on IndieGoGo

”linux-game-gaming-gamer-news” title="Linux Game Gaming News

Pier Solar HD an RPG with native Linux Support

Linux Game News just confirmed a Kickstarter campaign supporting Linux out of the gate. A rare opportunity,  but WaterMelon Corp are keen to make a difference with their biggest 16-bit RPG ever.

The game itself is a flashback to the early days of computer gaming, the SEGA years.  I am sure quite a few people can recall what it was like back in the day.
So here is the Kickstarter campaign for Pier Solar HD…..

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Pier Solar HD an RPG with native Linux Support

Pier Solar is a 16-bit RPG that tells the story of Hoston, a young botanist who is on a quest to save his father from a mysterious illness. Along with his two best friends Alina and Edessot, the three friends embark on a quest seeking a rare herb to cure the illness of Hoston’s father. Little do they know, it is the beginning of a winding journey that unravels his father’s past and the mystery of Pier Solar and the Great Architects.

Pier Solar was originally designed and developed for the SEGA Mega Drive & SEGA Genesis. Yes, you read that right!! It was actually the only newly  developed game for SEGA’s 16-bit system in the new millennium. It’s not a port, fan translation, or a copy of any other game. Pier Solar is a 100% brand new, entirely original,16-bit RPG.

We’ll get right in to what we think makes Pier Solar so special:

  • The Biggest 16-bit RPG Ever! We released Pier Solar on a custom 64MEG cartridge (the average SEGA Mega Drive/Genesis game size is 12MEG), making it the biggest 16-bit RPG ever! This allowed us to push the 16-bit medium to a precedent setting level, with state-of-the-art aesthetics and things like full-screen cutscenes, background scaling and 3D modes.
  • A 100% Original RPG! Pier Solar was developed from the ground up. An original world, storyline, soundtrack, characters, enemies, and battle style. No ports, translations or copying from any other game – it’s all fresh! The first original 16-bit RPG to do this in over a decade!
  • A Massive World to Explore! Pier Solar has 50+ hours of gameplay, over 300 locations, nearly 500 unique treasure chests, and over 800 NPCs!
  • Epic Battle Tactics! We developed an innovative battle system that puts you in control of up to five characters and includes in-depth strategic moves such as counter-attacks and a special strategy called Gather, which stores energy to unleash even more powerful moves and spells!
  • Translated in 5 Languages! Pier Solar is translated in 5 languages: English, Spanish, Portuguese, French, and German.
  • An Original Soundtrack! A beautiful soundtrack written just for Pier Solar that embodies everything great about a classic retro soundtrack!
  • There Are Surprises! We also packed-in many other surprises and secrets like hidden areas and mini-games!

Pier Solar truly is a love letter to the rich, imaginative 16-bit RPGs of a bygone era. We crafted Pier Solar in the same light – with an authentic adventure, that resonates deeply about life, death, love, family, and friendship. Remember the wonder you felt when immersed into your favorite retro RPG? Pier Solar captures that same wonder.

Here is what some of the press has to say about Pier Solar:

After 2 years, 3 prints, and 8 versions of Pier Solar for the SEGA Mega Drive & SEGA Genesis – we are pleased to announce we have been hard at work on releasing Pier Solar in HD for Xbox 360, PC, Mac, Linux & SEGA Dreamcast.

From day one we’ve been getting requests to bring Pier Solar to platforms like Xbox 360. We’ve been listening carefully to you and we are very excited to bring Pier Solar to you on more platforms than ever before! The thing is, we don’t just want to re-release Pier Solar on some new platforms. We want to redo the game in HD so it looks as stunning as it should. We are putting the same level of attention and detail into Pier Solar HD that we put into our original development. Trust us, it’s going to be amazing.

The game will remain the same in essence – you’ll still have everything that makes Pier Solar great (including the translations of 5 languages in every version!) – we will simply be redoing the graphics in high definition and releasing it on each respective platform so that everyone can play it! Of course we’ll be adding some new things here and there, like achievements and trophies for Xbox 360. We’ll take advantage of each platform and make it fit right.

We’ve been hard at work and we already have Pier Solar up and running on Xbox 360, PC, and SEGA Dreamcast (in the original SD resolution). We put together a video of each platform working so you can see we are well on our way! Watch the video here.

When we first sat down to conceptualize Pier Solar HD, one of our initial goals was to adapt the new HD art direction with our pre-existing 16-bit gameplay. We did this by merging the rich charm of retro sprites with crisp HD backgrounds. The sharp blend of each art style unites to provide an enchanting, aesthetic atmosphere never before seen. Sure, other developers have made “modernized” retro, pixel based games – but as far as we know, never before has a game been developed entirely with a mixture of both art styles, from beginning to end. This is one of the most exciting aspects of Pier Solar HD and we think it is going to send every player straight to retro heaven.

Take a look at these before and after Standard Definition to High Definition images so you can see just how beautiful Pier Solar is going to look in HD! We are so excited!!

Hoston's house, where the adventure begins in HD
Hoston’s house, where the adventure begins.
HD is awesome, look at this atmosphere!
HD is awesome, look at this atmosphere!
Splendid visual with a blend of pixel art for a unique style.
Splendid visual with a blend of pixel art for a unique style.
Beautiful, crisp HD backgrounds.
Beautiful, crisp HD backgrounds.
Sharper HD graphics makes the cutscenes look even more gorgeous.
Sharper HD graphics makes the cutscenes look even more gorgeous.

Working directly with fans is an idea that is intertwined at the very core of what WaterMelon is. Our origins and history as a company have been uniquely connected with our fans. Today, we are more connected with them than ever. Just take a look at our recently launched WM’s Magical Game Factory where we are building entire games directly based on what YOU want!

We fit right in around here and that’s why we are running this campaign. We’re coming directly to you to make Pier Solar HD a reality. This allows us to do our work exactly how it should be done – with no compromises! With your help, we can bring Pier Solar in high definition to five new platforms! Furthermore, we will give you behind the scenes access to our world of development as we work. We want you to be right by our side. As a backer of our campaign, you’ll get access to all sorts of behind the scenes extras. We’ll make it worth your while!

With Pier Solar already up and running on Xbox 360, SEGA Dreamcast and PC we are already hard at work on the development.

So what exactly will the funding be used for? All funding strictly goes toward:

  • Remaking thousands and thousands of Pier Solar assets in HD
  • Licensing fees, extra development costs
  • Production (plastic molds, printing)
  • Beta testing for Xbox 360, PC, Mac, Linux and SEGA Dreamcast

To fulfill our funding goal, we have a lineup of pledges that are sure to offer something for everybody. Not only do we have pre-orders for every version of Pier Solar HD, but we have some bundles of awesomeness that you won’t be able to pass up! See the pledge section for all the pretty details.

WaterMelon is a video game development company committed to bringing you the best in old school gaming entertainment. We started in 2004 with an idea – to make an entirely original, 16-bit RPG for the SEGA Mega Drive & SEGA Genesis. After 6 years of love, the result was Pier Solar and the Great Architects. Fast forward to today and take a look at how much we’ve grown.

Today, WM’s offices and our team of 6 are located in Iowa, USA. With distribution centers in both the USA and Europe – we deliver all of our games and products worldwide and have shipped to over 50 countries to date.

One of our latest and most exciting projects is WM’s Magical Game Factory. It is a unique approach to crowd driven development. The Factory allows fans to invest in various proposed projects and have a real impact on the games development throughout the project’s life cycle. Players can purchase GEMS and apply them to any project they wish. The more GEMS they’ve invested in a project, the more weight is given to their votes and opinions when consulted. Once the project is completed, investors will not only get a copy of the game but a host of other goodies and exclusive bonuses.

The philosophical roots behind WaterMelon are burrowed in our love for old school gaming. We think the development limitations of retro video game systems from the 90’s created a unique context that often caused developers to place compelling story telling and innovative game play at the very top of their development. We think it is through this principle that the very best of games have been made.

Today, with the same recycled blockbuster video games over and over again ad nauseum – it is now that a principled approach is needed most. At WaterMelon, we distill the ‘old school gaming’ essence of compelling story telling and innovative gameplay into our fundamental and driving principle as a company. We won’t sacrifice this principle – no matter what.

Pier Solar HD on Kickstarter

”linux-game-gaming-gamer-news” title="Linux Game News

Circus of Light is coming to Linux

Having just received notice about this interesting Kickstarter UK project. It looks like Linux will be apart of the supported platforms.

Circus of Light and Linux

We are pleased to announce that Circus of Light will now also be available in Linux! Bring on the Penguins!
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Beautiful hand-drawn video game about a unique circus that only takes place when lightning strikes. Join Åska in her quest to save it.

Circus of Light is a beautifully illustrated point and click video game (for iOS, Mac, PC and Linux) that takes you on a magical journey through the nordic forest. It is the story of a unique circus show which only happens in an instance of lightning striking the “Synchronor”, a mystic machine that contains the artist’s ‘shine’. As a storm approaches, Åska, the circus director wants to start the “Syncronor” – but the shine of the circus artists has been stolen by the grumpy, magic hating neighbour and the machine won’t work. She embarks upon the journey to recover the artist’s shine and once again perform under the thunder and lightning of this tactile game universe.

HOW CIRCUS OF LIGHT CAME TO BE

Catherine Boman when she was 17 years old. She worked in a circus in Sweden in 1951.
Catherine Boman when she was 17 years old. She worked in a circus in Sweden in 1951.

Circus of Light was inspired by a conversation where Camilla mentioned that her mum had been a circus girl. Since we all share a view of the circus as being spooky yet fascinating, and an irresistible pull towards magic, it made sense that our game would be about a circus, a magical one. All three of us have spent some years living in Scandinavia and all love the nordic forests, so this is how the location for the story of our circus came to be.

As a team, we have a very clear vision of what our game should be:

Fun to play, and for this Alina and Peter, both Interaction Designers, are developing magical interactions and puzzles along the game’s levels. The game starts on a very easy level and gets incrementally difficult along the way. We want to make sure that the game is neither too easy nor too hard, therefore we will thoroughly prototype and test it as much as possible.

A Meaningful Story, and since all three of us are skillful storytellers, we have spent a long time developing a thrilling plot, and also each of the characters, their stories and how they came to be in the circus.

Delightful to experience, so each of our scenes and characters, are hand illustrated by Camilla, the great illustrator in our team. The game will also have an original soundtrack to faithfully interpret its mood.

Elegant Code, on which Peter our code wizard is very insistent on, so he meticulously codes level by level, making sure that our game remains special even inside its seams.

JOIN US

Circus of Light is a game for the explorer and adventurer in every one of us, for anyone who loves unravelling hidden secrets and riddles, for lovers of magic, cheekiness and beauty. It will be a video game for everyone, even for those of you who don’t usually play computer games.

If you are familiar with Kickstarter, you would know that it is all or nothing funding. Which means that if we don’t reach our goal, the Circus of Light will have to sit in our drawers waiting for an opportunity to come to light again. We are committed freelance professionals within our fields, and although we spend most of our spare time working on the projects we love, making a game takes great amounts of time, not just to develop, test, perfect and promote, but also to ideate together as a team. If we manage to reach £15K we will be able to spend some uninterrupted time making this game happen. This is really the ‘just enough’ amount we need to keep us out of trouble with our bills for a few months. Anything we receive in addition will be put straight into the game’s budget, allowing us to develop the game even further.

In return, we have very exciting, fun rewards for you, some of them designed and made by our team. We will be posting visual updates on these soon.

THE STORY

Circus of Light
Circus of Light

Circus of Light is a game about a unique circus show which only happens in an instance of lightning striking the Syncronor, a mystic machine that contains the artist’s shines. As a storm approaches, Åska, the circus director wants to start the Syncronor – but the machine won’t work.

Åska the circus master
Åska the circus master

Åska is the circus master of the Circus of Light. She was raised by her grandma who was born in Sweden. She is from the Sami people. Grandma was once the circus master herself, but whilst they were in a Congo forest, she found her true home there, and decided that she was getting a bit old for traveling from forest to forest, and chose to settle down. Åska was then given the task of being the new circus master, and to help her with the job, grandma gave her Luxi the monkey. Grandma also gave her her Sami clothes, of which Åska is very proud, and only uses for special occasions, like when she’s being the circus master. Åska always had her own number (the number 4 performance) in the circus where she would dance on the tightrope. She still does this, but is sometimes a bit scared of heights. Åska loves trees, tea cakes and shiny things. She also loves the smell of raspberries and the number 4. Her most favorite thing in the world is bananas, and since she sometimes sells them before the performance, she tries to sell as little as possible, and so she sings: bananas bananas, rotten at the edges, good in the middle.

Åskal is inspired by Camilla’s mum who was a real circus girl in her youth. She used to have a monkey, and since there are no monkeys in Nordic forests, we thought Luxi the monkey could be her good companion from Congo.

Luxi the monkey
Luxi the monkey

Luxi is a very cheeky monkey. He loves the wind on his monkey fur, even though it makes his little monkey eyelids flap about like crazy. That’s why he also loves glasses, but when he puts them on he gets a bit mad because they are too big for him and also because he then sees double. Once when he put some glasses on, he stole a toupee from a man and climbed all the way up a tree with the toupe. He would not come down so it took some great effort from Åska to get Luxi to return the toupe to the poor bold man. This said, he is also very kind and very generous too.

Level 1
Level 1

Åska has only been in the nordic forest when she was very little, so she decides to head off there with her circus. It is so different here, specially because unlike with tropical forests, there is hardly ever a lightning storm. So a week passes, and then a month, and then two, and by now all the troupe has settled down in different parts of the forest, and only Luxi is still with Åska. It is not until month six arrives that she glimpses the build up of a lightning storm up in the distance. She gets so excited, finally they will get to perform, so she gets busy turning the “synchronor” machine on, only to find that it is broken.

'Shine' Container
‘Shine’ Container

This is because the Syncronor can only function when full of artists’ shines, and these seem to be missing. Only Luxi knows that the shines have been stolen by their grumpy neighbor who is scared of magic, and wanted to prevent the circus from happening. Åska embarks upon a journey through the forest to recover the artists’ shine, encountering endless adventures along the way.

The game will initially be released for iPad, Mac and PC. We want everyone to enjoy Circus of Light, regardless of which platform you own!

In the game you play Åska, and each level focuses on recovering a circus’ shine. The challenges therefore vary depending on the story of the owner of the shine. Luxi is the helper in the game, if you’re stuck, tap on his head to get hints.The iPad version makes use of features such as the microphone and gyroscope for a more immersive navigation through the different puzzles.

We want to make a game  with good role models for young people such as Åska,  strong, courageous, and clever, but also sensitive and quirky; and Luxi, the unconditional friend that sometimes drives us mad, but that we know will be there when we most need them. The game also has a strong emphasis in the importance of magic in everyday life.

No project is devoid of influences, and our game is no exception. We found inspiration in games like Machinarium, Fez and Portal, Czech cartoons such as A Je To, magicians like Derren Brown and contemporary circus’ acts such as Ieto.

WORKING STAGES 

We have spent the last three months conceptualizing and developing the plot of the game, the characters, the interactions, the scenery and the sounds.

Some of the characters and scenes are already drawn, and the illustration process will continue for the next three months. The game levels are still being developed, and the coding process has just started.

With your help funding us we aim to have our game finished by May 2013 and for this we have drawn a comprehensive plan.

Circus of Light on Kickstarter

”linux-game-gaming-gamer-news” title="Linux Game News

Linux Support for Distance – A Next Generation Arcade Racer

According to their recent update, Distance will officially be supported on Linux!

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The Official word from Refract Studios

Time for Change

With only two weeks left and 58% still to go, we feel it’s time to change things up. We’ve been spending every waking minute since launching this campaign to spread the word to press and original fans of Nitronic Rush, but it’s not enough. We’re going to be putting out a lot more updates about the project from here on out, and we’ll need your help to share them with the world.

Before I get too far, I want to say to everyone who’s expressed concern over us making the goal, bumped up their pledges, and have been writing and sharing the game online, your belief in this project means everything to us. It really gives us the encouragement to push forward everyday, since we know that you’ll be as devastated as us if we can’t make this game.

New Additions: Linux support, split-screen, and a new tier!

We’re excited to announce that Distance will officially be supported on Linux! We tested Distance using the Unity 4 beta, and we feel confident that we can safely bring Distance to Linux. You can read more about the Unity 4 Linux support by checking out their FAQ page here. For those of you who are Linux users, please help by reaching out to the Linux community and let them know that this game exists!

On top of that, we’re announcing the official addition of split-screen to Distance. We took the time to test it out because we believe it’s something severely lacking from most racing games today, and we’re excited to have it be a part of the action in Distance. Right now we’re looking at 2-4 players, but we’ll keep experimenting to see what works best for each mode.

We’ve also been listening to your comments and we’re adding a new tier to our campaign! There is now a $35 tier for anyone who wants the backer vehicle but doesn’t want two copies of the game. It will include everything at the $25 tier plus the backer vehicle. If you already pledged for something below $35 remember that you can easily bump up your pledge by clicking the blue “Manage Your Pledge” button on Distance’s Kickstarter page.

Remember that this vehicle is only available for Kickstarter backers, and never available again to anyone else down the road. Jason’s been working on a concept sketch for it which you can see below. It’s still a work in progress, but it gives a glance at what the car may look like when it’s modeled:

Clarifications: Two copies of the game for $70+, DRM-free copies

We realized that at all $70+ tiers you only get one copy of the game by getting all of the things in the $25 tier. We’re bumping it up so that you’ll be getting everything at the $50 tier, which means everyone $70+ will be getting two copies of the game and the backer vehicle.

We also want to clarify that you’ll always be able to get the game DRM-free! We’re doing our best to get onto as many digital distribution platforms as possible, and we’re doing well on Steam Greenlight so you’ll most likely be able to download it on Steam at launch. No matter what though, you’ll be able to get a copy of Distance DRM-free direct download (like Nitronic Rush) if you prefer.

CAMPAIGN ADDITIONS:

We can’t change the description of tiers once the campaign’s started, but all of these modifications are effective as of now:

  • All tiers now include the option of Windows, Mac, or Linux [NEW]!
  • Every tier includes a DRM-free version for whatever platform you choose.
  • All tiers $70+ now include 2 copies of the game and access to the backer vehicle (everything from the $50 tier instead of from the $25 tier).
  • We included a new $35 backer tier for those that want the backer vehicle but don’t want two copies of the game.
  • The game now includes split-screen support for at least 2-4 players!

THE RESPONSE SO FAR:

  • “Considering the level of quality this group achieved as students at DigiPen with the excellent (and free!) Nitronic Rush, the promise of making a more ambitious follow-up with more money and staff is exciting.” Allistair Pinsof, Destructoid
  • “The themes of Nitronic are repeated here – gravity-defying racing on impossible tracks, this time far more pretty, along with multiplayer, and driving upside down, like in real life.” John Walker, RockPaperShotgun
  • “[T]he exploration mode sounds more exciting than the traditional Grand Theft Auto style, since the car can jump, rotate, ride up building sides, and generally defy gravity.” John Polson, IndieGames.com

To see more, check out the news roundups in our Updates!

Distance is a Windows/Mac/Linux survival racing game that combines the intense action of arcade racing with the exploration of an atmospheric world. You control a unique car that allows you to boost, jump, rotate, and even fly through a chaotic and twisted city. The world has a mysterious history, and as you explore you’ll be able to uncover pieces of its past.

The roads are treacherous and unpredictable with obstacles around every corner. Instead of doing laps on a loop, you’ll be trying to survive to the end in the quickest time. Since your car has several abilities, it allows you to not only drive fast on the track but also upside down and on buildings and walls! You can also fly to discover new shortcuts and paths.

You can take on the roads alone, or in multiplayer with your friends!

The game is a spiritual successor to the multi-award winning game Nitronic Rush, created by ourselves and 8 others while attending DigiPen Institute of Technology. It was released in 2011 on PC, and it was widely praised for its innovative mechanics, visual style, audio design, and atmosphere.

Nitronic Rush was a student project and in many ways only a prototype for what Distance will become. You can try it out for yourself (for free) by downloading it on the Nitronic Rush download page.

  • “Even if you’re not a big racing fan, the intuitive controls and fun atmosphere will keep the pedal to the metal for some time to come.” Rob Manuel, G4TV
  • “It’s a fun, slick, and professionally designed game, and I’m looking forward to more from the Nitronic Rush team.” Todd Kenreck, MSNBC
  • “If you haven’t already guessed, this game’s kinda awesome” … “It’s brilliant, it’s an incredibly good racing game.” John Bain, TotalBiscuit
  • “If you like a unique, challenging racing game, there is absolutely no reason you shouldn’t download it.” Allistair Pinsof, Destructoid

We recently graduated from DigiPen, and several of the other developers on Nitronic Rush took jobs in the AAA game industry or went to work on other projects. When looking at what the three of us wanted to do, we decided to go indie and focus on games we’re really passionate about.

We tossed around a few ideas of what project we wanted to work on next and we always seemed to come back to arcade racing. There are very few developers working on arcade racing games, let alone small indie teams, so we saw it as a unique opportunity to push this genre.

Nitronic Rush demonstrated to us that arcade racing games can be incredibly fun and there’s still a lot of room for innovation in the genre. We learned a ton from creating that game, and we’re really excited to make a spiritual successor that will blow away the original.

  • “Please, try and support this Kickstarter and let’s see what they’re going to do next. I know I’m excited and I hope you are too.” Aaron Hightower, Lead Programmer on Rush 2049 Arcade
  • “I think it’s going to be a fantastic game. They’re very talented guys and they deserve your support.” Cliff Bleszinski, Co-creator of Jazz Jackrabbit, Unreal, and Gears of War

Since we’ve created a game similar to this before, we’re building upon what players found fun in the previous game, and taking that to the next level.

Our focus is on making the solo and multiplayer tracks incredibly fun, which means that there’s much that we’re iterating on in terms of designing a deeper city and atmosphere, as well as creating entirely new game modes, obstacles, and track designs.

On top of the many features and modes in the original game, such as the parkour-inspired Hardcore mode, nail-biting Challenge mode, and heart-pounding Stunt mode, we’re now including many fan-requested features that weren’t possible before:

  • Multiplayer: LAN, Online, and Split-Screen [NEW] play in several modes, such as Classic Race mode as well as Tag, Capture The Flag, Stunt mode, and many others including cooperative modes. We’re targeting to support as many players as is fun for each game mode!
  • Level editor and modding tools: We’re developing a powerful, user-friendly level editor where you can create levels from inside the game and share them with players around the world. We’ll also be releasing other tools used to create content in the game in an effort to best support modders.
  • Exploration: Since the car can jump, rotate, and fly, you’re able to explore the city to find hidden paths, as well as find secrets that reveal the city’s past. Fans loved this aspect of Nitronic Rush and really want to develop a deeper city with a backstory of its own.
  • Updated visuals and atmosphere: The game is now being developed in Unity (as compared to creating Nitronic Rush entirely from scratch). This allows us to mature a lot of visual elements, and really go for a detailed look that supports the atmospheric world we’re building.
  • New dynamic soundtrack: Jordan (aka TORCHT) is back composing a new electro/ambient dynamic soundtrack. Expanding upon his experience from composing the dynamic music in Nitronic Rush (as well as in Solace and Solstice), he’s really excited to create a new sophisticated soundscape.
  • Controller support: Similar to Nitronic Rush we’ll be supporting Xbox 360™ controllers and the keyboard, but we’ll also be doing our best to support as many controllers as possible, such as steering wheels and various gamepads, alongside re-mappable key configurations.
  • Windows, Mac, and Linux: Distance will be released for Windows, Mac, and Linux, all with access to DRM-free versions of the game.

While the core of the game is similar to Nitronic Rush, Distance is a much more expansive game offering including far more modes, levels, and vehicles, not found before. On top of that, we’re aiming for a level of polish that greatly surpases anything found in the student prototype.

We’re using Kickstarter because we see it as an incredible opportunity to get players involved in the development of the game right from the beginning. You get to come behind the scenes, feel an ownership of the game, and be a part of the development process.

Since graduating from DigiPen, we’ve been working on setting up our studio and building the prototype of the new game. The prototype has shown us that multiplayer with this type of game is incredibly fun, but it still needs to be improved and polished.

We want to add more modes, more tracks, and more vehicles, as well as truly craft the city and atmosphere. To make this into a fully realized and polished game, we need the financial support to continue the development further.

We’ll use the money for:

  • Software Licenses : Since we just started our studio, we are missing a lot of software that we need to make this game. Unfortunately, software isn’t cheap and the costs add up quickly.
  • Multiplayer / Hosting: Based on the heavy load on our servers from Nitronic Rush’s minimal use of networking, we’re wanting to properly prepare ourselves for the mulitplayer and server load in this new game. This is also the first time that we’ve worked on multiplayer at this scale so we want to spend the proper time and effort to get it right, which includes proper protection against cheating since we’re on PC.
  • Art : We contracted a concept artist to help us with look and feel and working with him has been great. We’d love to continue working with him going into the future, as well as contract a few other artists that have enlisted to join development down the road.
  • Stipends: We’ll need to take minimal-survival-level salaries, and our hope is that the success of the game will allow us be profitable enough to make other games after we ship Distance.
  • Polish : Any funding in excess of our goal will be invested into refining the game even further.

If we’re able to surpass our initial goal, we have several stretch goals we’ll be excited to announce!

Join developers behind the hit racing game Nitronic Rush as they take futuristic arcade racing to the next level!

  • Launched: Oct 16, 2012
  • Funding ends: Nov 16, 2012
  • Remind Me

Check out our latest video for more pre-alpha gameplay (with new music):

Need more convincing? Download Nitronic Rush right HERE for free!

CAMPAIGN ADDITIONS:

We can’t change the description of tiers once the campaign’s started, but all of these modifications are effective as of now:

  • All tiers now include the option of Windows, Mac, or Linux [NEW]!
  • Every tier includes a DRM-free version for whatever platform you choose.
  • All tiers $70+ now include 2 copies of the game and access to the backer vehicle (everything from the $50 tier instead of from the $25 tier).
  • We included a new $35 backer tier for those that want the backer vehicle but don’t want two copies of the game.
  • The game now includes split-screen support for at least 2-4 players!

UPDATES:

Update #7, November 2nd: Announcing Linux support, split-screen, a new tier, and free upgrades for existing backers!

Update #6, October 31st: World and atmosphere overview.

Update #5, October 28th: Pre-alpha gameplay video release, live streams of Kyle building levels using the pre-alpha level editor.

Update #4, October 24th: Mini dev diary, access to new music and wallpapers.

Update #3, October 21st: Reddit AMA (Q&A).

Update #2, October 20th: News roundup and 2 new screenshots released.

Update #1, October 17th: Steam Greenlight announcement, 3 new screenshots released.

THE RESPONSE SO FAR:

  • “Considering the level of quality this group achieved as students at DigiPen with the excellent (and free!) Nitronic Rush, the promise of making a more ambitious follow-up with more money and staff is exciting.” Allistair Pinsof, Destructoid
  • “The themes of Nitronic are repeated here – gravity-defying racing on impossible tracks, this time far more pretty, along with multiplayer, and driving upside down, like in real life.” John Walker, RockPaperShotgun
  • “[T]he exploration mode sounds more exciting than the traditional Grand Theft Auto style, since the car can jump, rotate, ride up building sides, and generally defy gravity.” John Polson, IndieGames.com

To see more, check out the news roundups in our Updates!

Distance is a Windows/Mac/Linux survival racing game that combines the intense action of arcade racing with the exploration of an atmospheric world. You control a unique car that allows you to boost, jump, rotate, and even fly through a chaotic and twisted city. The world has a mysterious history, and as you explore you’ll be able to uncover pieces of its past.

The roads are treacherous and unpredictable with obstacles around every corner. Instead of doing laps on a loop, you’ll be trying to survive to the end in the quickest time. Since your car has several abilities, it allows you to not only drive fast on the track but also upside down and on buildings and walls! You can also fly to discover new shortcuts and paths.

You can take on the roads alone, or in multiplayer with your friends!

The game is a spiritual successor to the multi-award winning game Nitronic Rush, created by ourselves and 8 others while attending DigiPen Institute of Technology. It was released in 2011 on PC, and it was widely praised for its innovative mechanics, visual style, audio design, and atmosphere.

Nitronic Rush was a student project and in many ways only a prototype for what Distance will become. You can try it out for yourself (for free) by downloading it on the Nitronic Rush download page.

  • “Even if you’re not a big racing fan, the intuitive controls and fun atmosphere will keep the pedal to the metal for some time to come.” Rob Manuel, G4TV
  • “It’s a fun, slick, and professionally designed game, and I’m looking forward to more from the Nitronic Rush team.” Todd Kenreck, MSNBC
  • “If you haven’t already guessed, this game’s kinda awesome” … “It’s brilliant, it’s an incredibly good racing game.” John Bain, TotalBiscuit
  • “If you like a unique, challenging racing game, there is absolutely no reason you shouldn’t download it.” Allistair Pinsof, Destructoid

We recently graduated from DigiPen, and several of the other developers on Nitronic Rush took jobs in the AAA game industry or went to work on other projects. When looking at what the three of us wanted to do, we decided to go indie and focus on games we’re really passionate about.

We tossed around a few ideas of what project we wanted to work on next and we always seemed to come back to arcade racing. There are very few developers working on arcade racing games, let alone small indie teams, so we saw it as a unique opportunity to push this genre.

Nitronic Rush demonstrated to us that arcade racing games can be incredibly fun and there’s still a lot of room for innovation in the genre. We learned a ton from creating that game, and we’re really excited to make a spiritual successor that will blow away the original.

  • “Please, try and support this Kickstarter and let’s see what they’re going to do next. I know I’m excited and I hope you are too.” Aaron Hightower, Lead Programmer on Rush 2049 Arcade
  • “I think it’s going to be a fantastic game. They’re very talented guys and they deserve your support.” Cliff Bleszinski, Co-creator of Jazz Jackrabbit, Unreal, and Gears of War

Since we’ve created a game similar to this before, we’re building upon what players found fun in the previous game, and taking that to the next level.

Our focus is on making the solo and multiplayer tracks incredibly fun, which means that there’s much that we’re iterating on in terms of designing a deeper city and atmosphere, as well as creating entirely new game modes, obstacles, and track designs.

On top of the many features and modes in the original game, such as the parkour-inspired Hardcore mode, nail-biting Challenge mode, and heart-pounding Stunt mode, we’re now including many fan-requested features that weren’t possible before:

  • Multiplayer: LAN, Online, and Split-Screen [NEW] play in several modes, such as Classic Race mode as well as Tag, Capture The Flag, Stunt mode, and many others including cooperative modes. We’re targeting to support as many players as is fun for each game mode!
  • Level editor and modding tools: We’re developing a powerful, user-friendly level editor where you can create levels from inside the game and share them with players around the world. We’ll also be releasing other tools used to create content in the game in an effort to best support modders.
  • Exploration: Since the car can jump, rotate, and fly, you’re able to explore the city to find hidden paths, as well as find secrets that reveal the city’s past. Fans loved this aspect of Nitronic Rush and really want to develop a deeper city with a backstory of its own.
  • Updated visuals and atmosphere: The game is now being developed in Unity (as compared to creating Nitronic Rush entirely from scratch). This allows us to mature a lot of visual elements, and really go for a detailed look that supports the atmospheric world we’re building.
  • New dynamic soundtrack: Jordan (aka TORCHT) is back composing a new electro/ambient dynamic soundtrack. Expanding upon his experience from composing the dynamic music in Nitronic Rush (as well as in Solace and Solstice), he’s really excited to create a new sophisticated soundscape.
  • Controller support: Similar to Nitronic Rush we’ll be supporting Xbox 360™ controllers and the keyboard, but we’ll also be doing our best to support as many controllers as possible, such as steering wheels and various gamepads, alongside re-mappable key configurations.
  • Windows, Mac, and Linux: Distance will be released for Windows, Mac, and Linux, all with access to DRM-free versions of the game.

While the core of the game is similar to Nitronic Rush, Distance is a much more expansive game offering including far more modes, levels, and vehicles, not found before. On top of that, we’re aiming for a level of polish that greatly surpases anything found in the student prototype.

We’re using Kickstarter because we see it as an incredible opportunity to get players involved in the development of the game right from the beginning. You get to come behind the scenes, feel an ownership of the game, and be a part of the development process.

Since graduating from DigiPen, we’ve been working on setting up our studio and building the prototype of the new game. The prototype has shown us that multiplayer with this type of game is incredibly fun, but it still needs to be improved and polished.

We want to add more modes, more tracks, and more vehicles, as well as truly craft the city and atmosphere. To make this into a fully realized and polished game, we need the financial support to continue the development further.

We’ll use the money for:

  • Software Licenses : Since we just started our studio, we are missing a lot of software that we need to make this game. Unfortunately, software isn’t cheap and the costs add up quickly.
  • Multiplayer / Hosting: Based on the heavy load on our servers from Nitronic Rush’s minimal use of networking, we’re wanting to properly prepare ourselves for the mulitplayer and server load in this new game. This is also the first time that we’ve worked on multiplayer at this scale so we want to spend the proper time and effort to get it right, which includes proper protection against cheating since we’re on PC.
  • Art : We contracted a concept artist to help us with look and feel and working with him has been great. We’d love to continue working with him going into the future, as well as contract a few other artists that have enlisted to join development down the road.
  • Stipends: We’ll need to take minimal-survival-level salaries, and our hope is that the success of the game will allow us be profitable enough to make other games after we ship Distance.
  • Polish : Any funding in excess of our goal will be invested into refining the game even further.

If we’re able to surpass our initial goal, we have several stretch goals we’ll be excited to announce!

REFRACT is a studio formed by graduates from DigiPen Institute of Technology. We all met through working on Nitronic Rush after working on several separate experimental games. We’re all incredibly passionate about fusing beautiful audio/visual design with engaging gameplay, and we’re putting our experience from our past games right into the development of Distance.

Kyle Holdwick really excels at developing and growing teams. He’s incredibly passionate about working with others and pushing them to reach new heights. As one of the most varied members on the team, he’s worked on AI systems for the ASCII game Sowlar (IndieCade), functioned as a visual engineer and world designer on Solstice (presented at Tokyo Game Show for Sense of Wonder Night)and created various 2D and 3D graphics engines from scratch.

He was the Producer for Nitronic Rush. He wrote tons of gameplay logic including much of the obstacle logic, created many of the Challenge and Stunt levels, functioned as a liaison between artists and coders, and managed the day-to-day operation of the team.

Jason Nollan has had a history in-game development from both the technical and artistic aspects of creation. He spent several years developing skills in Blender creating models, textures, and several game prototypes well before coming to DigiPen. Over the past few years he’s created low level graphics and physics engines from scratch, as well as providing 2D and 3D art for all of the games he’s worked on. He did the art and graphics programming for the 2D stealth game Subsonic (finalist in IGC) and most of the work on a Tetris prototype which ended up winning $20,000 and Grand Prize in the Tetris Design Challenge.

He was the programmer behind the entire physics engine in Nitronic Rush, as well as implementing the car controls, obstacle logic, many of the Challenge levels, and tons of other game logic. He also created the art for all of the vehicles and several in-game props.

Jordan Hemenway (aka TORCHT) is really passionate about gameplay that makes a deep emotional impact on the player. He’s been programming since he was 10, and at DigiPen he was one of the developers/composers behind several experimental games. He was the Producer, game logic programmer, and lead composer for Solace (winner in IGF, PAX10) and Solstice. He also contributed music to the soundtrack for The Fourth Wall (finalist in IGC, Freeplay).

On Nitronic Rush, he composed the music for the Story mode and main menu, developed an adaptive system for the in-game music, implemented the sound design, and helped with milestone planning, marketing, and community management.

The team’s also been working with Chin Fong, an environment artist on the upcoming Halo 4, to develop the look and feel for the game. He did all of the beautiful concept paintings and the poster shown above.

Working together and with others, the games we’ve worked on have been nominated for over 35 awards including:

THE RELEASED GAME:

Everyone who backs the project (first tier and higher) will get a copy of the final game on Windows, Mac, or Linux when released. You’ll be able to race to the death, bust out crazy tricks, and even explore the city with your friends or by yourself!

We’re hoping for a release on Steam (we’re on Greenlight currently) as well as on other distribution platforms, but if nothing else you’ll always have access to a DRM-free version of the game. The release date is not currently decided, but we’ve included the BETA which is described below.

THE PRIVATE DISCUSSION COMMUNITY:

Everyone who backs the project (first tier and higher) will be a part of a private discussion community. You’ll be the first to know of any news or details about the game as it’s being developed. You’ll also be able to provide your feedback and suggestions as the project progresses.

THE BETA:

Everyone who backs the project (first tier and higher) will also have the chance to play the BETA before the game is released! We’re excited to have you play the game at BETA so you can enjoy the experience earlier and so we can get your feedback on what we need to improve before the actual release.

Reblogged from: Kickstarter

”linux-game-gaming-gamer-news” title="Linux Game News

After LGP, RuneSoft is Bringing Good Old Linux Games back

After LGP, RuneSoft is Bringing Good Old Linux Games back

Few days back we reported that Linux Game Publishing is planning to bring all games in their catalog to Ubuntu Software Center and Desura. Some of their games like Sacred Gold and Majesty have already been released in these distribution services.

Now RuneSoft, another company that specializes in porting games for Linux, is planning to bring their games to Desura. Alongside their own published games, they have also ported games like Software Tycoon and Knights and Merchants: The Shattered Kingdom for Linux Game Publishing.

RuneSoft’s Linux games are otherwise available on discs only and having them on Desura will allow users to get their favorite games as digital downloads.

To start with, RuneSoft has released Robin Hood: The Legend of Sherwood on Desura for $15. Check out a gameplay video:

You can check out all the games they have ported for Linux from here. I hope RuneSoft will bring these games to Ubuntu Software Center as well.

Reblogged from: UbuntuVibes

”linux-game-gaming-gamer-news” title="Linux Game News

Maia, an Indie Development from the UK Kickstarter

Through a recent Twitter post, the details about a Kickstarter game called Maia caught my attention.  Immediately I started scanning the page looking for Linux support. A very apt DRM free final product and an alpha due out in Januray 2013. WOW!! 

Check it out…..

[gigya height=”360″ src=”https://www.kickstarter.com/swf/kickplayer.swf?” flashvars=”allowfullscreen=true&autostart=false&backcolor=000000&controlbar=over&file=https%3A%2F%2Fs3.amazonaws.com%2Fksr%2Fprojects%2F363511%2Fvideo-177936-h264_high.mp4&image=https%3A%2F%2Fs3.amazonaws.com%2Fksr%2Fprojects%2F363511%2Fphoto-full.jpg&screencolor=000000&skin=http%3A%2F%2Fwww.kickstarter.com%2Fswf%2Fkickskin.swf&wmode=opaque” width=”480″ ]
Maia is a new god game from indie developer Simon Roth.

Inspired heavily by the 70’s Sci-fi aesthetic, Maia is a colony management simulator where you must keep your colonists safe, fed and happy. Liberally influenced by nineties god games, the game will have a dark sense of humour and more toys to play with than you can shake a Molyneux at.

[Maia is] right up there in the top branches of indie games to stare at with creepily unblinking desire.” – Alec Meer. RockPaperShotgun

Sounds suspiciously like the best idea ever.” – Futile Position

“Maia is still in an early alpha stage, but it already looks like a fascinating game with a great deal of potential.” – Paul Dean. Eurogamer

I’m hugely excited for Maia. It’s great to see developers with this much ambition, and Simon’s already made some fantastic progress.” – Lewie Procter. SavyGamer

“I’m no Ninjaologist. But that shouldn’t diminish one unassailable fact: Simon Roth is a Ninja. I cannot wait to throw my money at the screen…” – Mike Bithell. Thomas was alone

it’s fair to say that the features list reads like many of my wildest dreams” – Rowan Davies. IndieGameMag

The custom engine provides stunning visuals and will make modding a breeze.
The custom engine provides stunning visuals and will make modding a breeze.

Setting

In 2113 the human race began its first extra solar colonisation program. One of the targets of this endeavour was Maia.

Maia, sitting a mere twelve light years away in the Tau Ceti system, was a world in flux. Due to its home in a dense debris field, the planet had been subject to constant meteor impacts on its surface. The energy released into the planet’s crust distorted the magnetosphere, leading to frequent storms of dangerous ultraviolet and X-ray radiation that scour the surface of all but the hardiest of life.

The colonization process had commenced almost twenty years earlier. Barrages of satellites equipped with powerful solid state lasers were placed in geosynchronous orbit around the planet. Their mission to slow and deflect major meteoric threats. The dense volcanic atmosphere was then seeded with sulfur, in an effort to calm and cool it. After a brief fourteen years of orbital terraforming, earth’s political elites deemed the planet safe for human settlement, despite little being known about the surface.

After an outcry from the scientific community, a brief study was commissioned and the planets surface was found to be: “Mostly harmless”.

Mostly.

Gameplay

You must excavate an underground colony to escape the hostile surface of the world. Mine minerals for construction, build rooms to house, feed and entertain your colonists and defenses to protect them from dangerous wildlife.

Research sources of power, water and food. Explore the surface and perform science to produce the technology you need to survive your new home.

Development

Maia is currently in early alpha. A playable release will be available as soon as mid January. The game will run on WindowsMac and Linux and have absolutely no DRM.

The game will ship in summer 2013. After that, development will continue indefinitely, with regular updates, and swathes of new content every month.

Features

  • Up to 2km x 2km x 2km of procedural world
  • Complex colonist AI
  • Dark humour
  • A unique aesthetic
  • Water and Lava simulation
  • A dark ambient soundtrack
  • Cellular Atmosphere
  • A simple minimalist UI
  • Inspired by 1970s hard sci-fi
  • Intricate defense systems
  • Bi-polar androids
  • First person mode
  • Open data for modders.

Todd B..

Linux Game News

”linux-game-gaming-gamer-news”

Kickstarter Campaign 'Strike Suit Zero' To Get Linux Support

I have no idea how I missed this, but here it is, Strike Suit Zero. They just hit their $75,000 mark on October 26 and announcing Linux and Mac support.
So a big kudos to Born Ready Games. At $180,000 we shall have Linux support, officially. The project now sits at  a comfortable $113,650 with 13 days to go.

So if you have yet to see the Kickstarter page, here it is…..

[gigya height=”360″ src=”https://www.kickstarter.com/swf/kickplayer.swf?” flashvars=”allowfullscreen=true&autostart=false&backcolor=000000&controlbar=over&file=https%3A%2F%2Fs3.amazonaws.com%2Fksr%2Fprojects%2F202550%2Fvideo-170817-h264_high.mp4&image=https%3A%2F%2Fs3.amazonaws.com%2Fksr%2Fprojects%2F202550%2Fphoto-full.jpg&screencolor=000000&skin=http%3A%2F%2Fwww.kickstarter.com%2Fswf%2Fkickskin.swf&wmode=opaque” width=”480″ ]

Kickstarter Campaign 'Strike Suit Zero' To Get Linux Support

“…this transmogrifying technobeast took on vessels that made Battlestar Galactica look like Sputnik.” Rock Paper Shotgun

Follow the project on TWITTER and FACEBOOK

Strike Suit Zero is a PC game that offers fast and frantic space-combat, putting you in the middle of massive fleet battles where the fate of Earth relies on your dogfighting skills. You’ll take to the cockpit of a powerful transforming craft known as the Strike Suit, where – at the tap of a button – your craft will transform from a traditional fighter, to a hulking suit of space armour.

Strike Suit Zero will remind you of the heyday of 90’s space combat, whilst simultaneously introducing exciting new mechanics to make it relevant for today’s audience. To ensure that the game brings space combat back with a bang, we’ve brought in the best names in mecha and sci-fi to really put a stamp on the genre.

This is space combat reborn. 

Kickstarter Campaign 'Strike Suit Zero' To Get Linux Support

If you’re a fan of mecha, you’ll be excited to learn that ship and craft designs come courtesy of Junji Okubo, who has previously lent his talents to Steel Battalion, Infinite Space, Appleseed: Ex Machina and Viper’s Creed. Working closely with the Born Ready team, Junji – who normally favours a western design philosophy – has brought some more traditional eastern traits to the Strike Suit designs.

As a special reward for Kickstarter backers, we’re offering two backers the chance to have their ideas for a mech or space-craft turned into a real design by Junji himself. See below for more on this exclusive opportunity!

You can see Junji talking about his work on Strike Suit Zero in the developer diary below:

In addition to this, Paul Ruskay, who has composed the award-winning  Homeworld soundtrack, has furnished the game with an original score. With its otherworldly tones and fusion of styles, Paul has created something perfect for Strike Suit Zero.

The main Strike Suit theme is a collaboration between Paul and Kokia – a Japanese singer/songwriter well known for her work with anime and videogames. Kokia has leant her vocal talents to numerous anime and games, including: Tales of InnocenceOrigin: Spirits of the Past and Gunslinger Girl: Il Teatrino.

There’s a fusion of cultures at the heart of Strike Suit Zero; a strong notion of East meets West. From the soundtrack, to the mechs, to the way the gameplay itself unfolds. Strike Suit Zero is a combination of sounds, designs and mechanics that have been brought together with the precise aim of making the best space combat experience possible.

In the year 2299, an interstellar war rages. Earth’s dwindling forces  – the United Nations of Earth (U.N.E) – repel a fearless enemy, fighting to protect a planet on the brink of destruction. You begin the game behind the front lines on a low-priority post defending a station near Earth. After repelling an attack, word comes through from Earth’s command that the enemy are intending to end the war with one decisive strike.

They’ve amassed a colossal fleet, and are bringing it to Earth.

You’re sent into deep space to join Earth’s forces as they attempt to intercept the fleet….

  • Fast, frantic space combat: you can freely engage multiple enemies, dogfight other pilots, fight massive fleet battles and defend vast structures.
  • The Strike Suit: strategically switch from Pursuit Mode (speed and power) to Strike Mode (a powerful, highly maneuverable combat mode)
  • Multiple endings: your choices in game – for example, the secondary objectives you choose to complete  – directly affect the state of Earth at the end of the game. With multiple endings, preventing Earth’s destruction is your immediate concern but preserving its future is your ultimate goal.
  • Capital Ship Destruction: take capital ships apart piece by piece – take out their turrets or target weak-points to blow out entire sections of their superstructure.
  •  Vibrant and vivid universe: space is far from the dark, featureless void you’d expect. Discover the colour and vibrancy of the Strike Suit universe across 13 unique locations.
  • Ship Designs from renowned Mechanical Design engineer Junji Okubo (Appleseed: Ex Machina, Steel Battalion.)
  • Music from award-winning sound designer Paul Ruskay (Homeworld) including a collaboration with Japanese singer/songwriter Kokia (Tales of Innocence, Gunslinger Girl: II Teatrino)

“Born Ready Games have put a lot of effort into building battles that don’t entirely revolve around you. “We have almost a full combat simulation happening while you’re doing your objectives,” he says.” — PC GAMER

“…this transmogrifying technobeast took on vessels that made Battlestar Galactica look like Sputnik.” — ROCK PAPER SHOTGUN

 “Strike Suit Zero has plenty to satisfy your space-mech cravings.” GAMESRADAR

“…Then everyone sort of stopped making space games, and a lot of people were forced to pack away their dreams of being interstellar combat pilots. It was heartbreaking.

Thank your lucky stars, then, for Strike Suit Zero from Born Ready, a 3D space combat simulator that recalls those heady days – just with super detailed HD visuals and a touch of Anime-style mech action. ” — HOOKSHOT INC

“It has intelligent, tough enemy AI and a great Strike Suit advantage that prepares you for the challenges ahead with powerful defensive and offensive abilities. The eerie, otherworldly soundtrack is certainly no slouch either.” — DESTRUCTOID.

Todd B..

Linux Game News

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