- That's it? That's it! - 26 February 2019
Hello fellow Galactineers! Byebye Early Access Today is a great day, we're officially leaving Early Access! The project now been in development for 6,5 years and in Early Access for almost exactly three years, and in our eyes, the game has developed big in that time. THANK YOU! Now is the best time to say thank you to everyone who contributed to the project during this great journey, with their ideas, playtests, bug reports and feature requests! Features everywhere! We went through two entire refactorings of the game code and implemented all features planned for the Early Access phase - but also a lot more thanks to your feedback: We added PVE missions, coop raids, PVP arenas and a lot of balancing and UI features due to community request. Last but not least: A lot has been done in terms of tutorials, in-game wikis and videos, which wasn't originally planned for Early Access. What's up…
- Update: Bugfix & Performance build - 6 February 2019
Hello everyone! With today's update, we're fixing a few things which have been lingering in the queue for a while: * Two of the achievements could not be triggered, this has now been fixed. * Material required for World upgrades have been rebalanced to the following values: 250, 750, 1500, 2500, 5000. We reworked the vertex build algorithm for chunks and ships to produce less memory swapping and therefore remove crash causes. Also, we fixed a significant performance leak with ingame video players. This fix might also fix the famous purple screen bug for some of you. If you still encounter the purple screen bug,please try to re-install the XNA runtime, via: 1. Uninstall XNA 4.0 Runtime from Program & Features 2. Reboot 3. Download full XNA Redistributable 4.0 from official site: https://www.microsoft.com/en-us/download/details.aspx?id=20914 4. Install 5. Reboot If the error still occurs,…
- Weekdeal - 70% off! - 14 May 2018
Hey guys, take the chance now to get Galactineers at a discounted price before we leave Early Access! With our week deal, you can buy Galactineers for 70% off until next Sunday. Buy now and have fun! Cheers Chris
- Here comes Level 5! - 11 May 2018
Hello guys! Today we fulfill one of the last and the biggest features we had promised for the Early Access phase: World Level 5! Level 5 buildings Defense Tower: Boom. Enough said :-) Docking Bay: More supply and demand slots. Level 5 ships and merchants can dock here. Jump Portal: Allows to jump to Jump Portals inside 500 blocks range. Can be used by Level 5 ships. Mining Tower: Extracts 1 resource in 12 seconds Solar Panel: Collects 1 energy sphere in 12 seconds Storage: 80 storage slots (public) and 40 private slots at your service And of course, there's a Level 5 factory, which gives you access to the Level 5 ship designer, in which you can build Level 5 ships! http://www.galactineers.net/screenshots/level5ship.png Early Access Progress Okay, we're closer to the finish line than ever! Level 5 has finally been released, but there's still a few little things to do, before we can FINAL…
- Approaching the purple screen bug - Please help! - 5 May 2018
Hello guys, you know, one big to-do besides the release of level 5 is that stupid purple screen bug, which happens to some people, when lighting is enabled. Unfortunately it did not happen on any of our test machines. Now, we finally have an idea where and why the purple screen bug occurs and added a lot of debugging behaviour to that code passage, but we need your help! Please, if you're affected by the 'purple screen bug', when lighting is enabled... Start the game and enable lighting Start a map or the tutorial, this is where the bug usually occured After a few seconds, the game should crash (forced by us in this particular case) In the game folder, you'll find a file "crashlog.txt". Verify, it has the current date. Please send contents of that file to our support address [email protected], post it in the purple screen bug discussion thread, or as a comment to this news post. Tha…
- Level 5 Status - 28 April 2018
Hello guys, we know, some of you are still waiting for our final update which releases Level 5 and finishes our Early Access phase. With this update we want to give you an insight, what it means to create content for an entire world level: First of all, there are the buildings For each building, we need to create 3D models, three kinds: The part which has the material texture, the parts with the own textures (like windows, or lava) and the part which has the player colour. For all parts which have own textures, these textures must be created. For each building, the UI must be adjusted by adding a new case to each piece of code which deals with buildings. This also applies to sound effects. The collision box for each building must be defined. All server-side code must be extended to handle and save level 5 buildings to the savegames. The new buildings must be added to the map editor. Tra…
- New trailers for the shop page! - 9 April 2018
Hello guys, not only the development approaches the finish line of Early Access phase, but also some other to-do's for the shop page had to be done. The two major tasks have been new trailers including the updated graphics engine and a professional voice over (people probably got bored hearing my voice :-P). The two trailers can be watched on the shop page, but you can also have a look at them on YouTube: Fast-cut teaser trailer http://www.youtube.com/watch?v=6WYBk9bm0oA Extended gameplay trailer http://www.youtube.com/watch?v=WT5AJN9QRO4 Have fun!
- New trailers for the shop page! - 9 April 2018
Hello guys, not only the development approaches the finish line of Early Access phase, but also some other to-do's for the shop page had to be done. The two major tasks have been new trailers including the updated graphics engine and a professional voice over (people probably got bored hearing my voice :-P). The two trailers can be watched on the shop page, but you can also have a look at them on YouTube: Fast-cut teaser trailer http://www.youtube.com/watch?v=6WYBk9bm0oA Extended gameplay trailer http://www.youtube.com/watch?v=WT5AJN9QRO4 Have fun!
- Big Ship Module Pack, New Tutorials and Progress Report - 6 November 2017
Hello guys, nice you're still around! There hasn't been an update for a long time for two reasons: What's happening right now 1. We are re-writing the entire game client to increase performance. With more hardware instancing and therefore less draw calls, we can drastically increase the FPS. This requires so much of refactoring and different organization of data, that we decided to re-write the entire client. This is very time-consuming but will be worth the effort. We're still having a few memory problems, but we're on a very good track. 2. In a parallel branch, we're developing the final world level, Level 5. That's a lot of content: level 5 buildings, the level 5 ship designer, level 5 weapons, engines and other modules, level 5 NPC ships. This being said, all support work (3d modelling, sound design) has been done and we started adding it to the game. This will not last long anymore…
- Big Ship Module Pack, New Tutorials and Progress Report - 6 November 2017
Hello guys, nice you're still around! There hasn't been an update for a long time for two reasons: What's happening right now 1. We are re-writing the entire game client to increase performance. With more hardware instancing and therefore less draw calls, we can drastically increase the FPS. This requires so much of refactoring and different organization of data, that we decided to re-write the entire client. This is very time-consuming but will be worth the effort. We're still having a few memory problems, but we're on a very good track. 2. In a parallel branch, we're developing the final world level, Level 5. That's a lot of content: level 5 buildings, the level 5 ship designer, level 5 weapons, engines and other modules, level 5 NPC ships. This being said, all support work (3d modelling, sound design) has been done and we started adding it to the game. This will not last long anymore…
- Editor Upgrade - 6 May 2017
Hey guys, today we release another upgrade to the Galactineers Editor, which raises the level of the editor features up to the current development level of the game itself. In details, this means: * You can now configure the new Lightbox item in the editor with a nice color picker. * You can now set outgoing connections and transported item types for transmitters. That way, you can ad partial transmitter systems to your space objects, which will then appear -ready to use- on your map. This feature has also been added to the PVE instances, so you can use transmitters + transmitter connections for storytelling/decoration purposes in your PVE mission scripts. * Some improvements in the property grid (e.g. showing the right properties (color, outgoing connection, sign text) for all objects instead of generic ones) http://galactineers.net/screenshots/editorUpgrade.png Also, the scripting API…
- Editor Upgrade - 6 May 2017
Hey guys, today we release another upgrade to the Galactineers Editor, which raises the level of the editor features up to the current development level of the game itself. In details, this means: * You can now configure the new Lightbox item in the editor with a nice color picker. * You can now set outgoing connections and transported item types for transmitters. That way, you can ad partial transmitter systems to your space objects, which will then appear -ready to use- on your map. This feature has also been added to the PVE instances, so you can use transmitters + transmitter connections for storytelling/decoration purposes in your PVE mission scripts. * Some improvements in the property grid (e.g. showing the right properties (color, outgoing connection, sign text) for all objects instead of generic ones) http://galactineers.net/screenshots/editorUpgrade.png Also, the scripting API…
- Let there be light! - 19 April 2017
Hello guys! Today we're proud to release a big game update, which we've been working on for weeks. It significantly improves the overall visual quality of the game. Lighting improvement At first, we added bump mapping to all blocks an buildings! This increases the level of detail dramatically and creates a more three-dimensional surface for all blocks and building walls. At second, we added light sources and illumination (this can be (de)activated in the settings). Items like buoys or powerblocks do now emit light and enlighten the environment around them. This improves the games atmosphere in a big scale. Furthermore, spotlights can be attached to your ships to create seeker ships or just as a nice decoration. http://galactineers.net/screenshots/bumpMapAndPointLights350.png http://galactineers.net/screenshots/lostCargo350.png And with it comes the content To allow you to make use of th…
- Let there be light! - 19 April 2017
Hello guys! Today we're proud to release a big game update, which we've been working on for weeks. It significantly improves the overall visual quality of the game. Lighting improvement At first, we added bump mapping to all blocks an buildings! This increases the level of detail dramatically and creates a more three-dimensional surface for all blocks and building walls. At second, we added light sources and illumination (this can be (de)activated in the settings). Items like buoys or powerblocks do now emit light and enlighten the environment around them. This improves the games atmosphere in a big scale. Furthermore, spotlights can be attached to your ships to create seeker ships or just as a nice decoration. http://galactineers.net/screenshots/bumpMapAndPointLights350.png http://galactineers.net/screenshots/lostCargo350.png And with it comes the content To allow you to make use of th…
- v0.9.18.6268 improvement build - 28 February 2017
Hello folks, today we released a little new build which improves a few things suggested by the community: - The overall colour for energy has been changed from yellow to blue. - The colour for energy sphere items has been saturated into a greener tone. These two changes were made to make the different transmitter lines more visually distinguishable. Gold, Energy and Energy Spheres were all in a yellow tone pretty close to each other, now they're blue, green and gold. - The foundry UI has been extended by a new button "Take all money" which allows to clear all money slots and pick up the money directly without the pickup dialog. - You can now disable the "Did you know?" player aid texts, which appear in the chat in a certain interval, via a new option in the settings menu. Cheers and have fun!
- v0.9.18.6268 improvement build - 28 February 2017
Hello folks, today we released a little new build which improves a few things suggested by the community: - The overall colour for energy has been changed from yellow to blue. - The colour for energy sphere items has been saturated into a greener tone. These two changes were made to make the different transmitter lines more visually distinguishable. Gold, Energy and Energy Spheres were all in a yellow tone pretty close to each other, now they're blue, green and gold. - The foundry UI has been extended by a new button "Take all money" which allows to clear all money slots and pick up the money directly without the pickup dialog. - You can now disable the "Did you know?" player aid texts, which appear in the chat in a certain interval, via a new option in the settings menu. Cheers and have fun!
- v0.9.18.6254 Bugfix build - 14 February 2017
Hey guys, today we published a little bugfix build. It fixes some crash causes and small issues with the combat engine. Furthermore, the API has been extended by a few new functions for mission scripting. You can find all functions of the API documented in our wiki: http://wiki.galactineers.net Cheers and have fun!
- v0.9.18.6254 Bugfix build - 14 February 2017
Hey guys, today we published a little bugfix build. It fixes some crash causes and small issues with the combat engine. Furthermore, the API has been extended by a few new functions for mission scripting. You can find all functions of the API documented in our wiki: http://wiki.galactineers.net Cheers and have fun!
- What lies ahead - 11 February 2017
Hello guys, it's been since Christmas that we posted the last update to the game and you probably wondered, what's going on. After 4,5 years of developing Galactineers we took a well-deserved month off everything to regain some energy for the finalization of our game. This is what lies ahead: - We're currently finishing implementation of the 'Jump Portal' PVE mission, this one will be released very soon. - In parallel, we're already developing another two PVE missions. The final game will have 12 PVE missions (there are 3 released at the moment), in which you can unlock all ship modules of all levels. - Galactineers will participate in an IndiGala bundle in the upcoming week. We thought, a fresh wave of players could help us in the last months of finishing the game. - There will be a community contest for PVE mission development with prize money soon. We're still into our promise to int…
- What lies ahead - 11 February 2017
Hello guys, it's been since Christmas that we posted the last update to the game and you probably wondered, what's going on. After 4,5 years of developing Galactineers we took a well-deserved month off everything to regain some energy for the finalization of our game. This is what lies ahead: - We're currently finishing implementation of the 'Jump Portal' PVE mission, this one will be released very soon. - In parallel, we're already developing another two PVE missions. The final game will have 12 PVE missions (there are 3 released at the moment), in which you can unlock all ship modules of all levels. - Galactineers will participate in an IndiGala bundle in the upcoming week. We thought, a fresh wave of players could help us in the last months of finishing the game. - There will be a community contest for PVE mission development with prize money soon. We're still into our promise to int…