Posts Tagged ‘alpha’

The Lighthouse Customer: GearCity

By Christopher Livingston on June 16th, 2014.

I call it the Volkswagen Coleoptera. Wait, that's not right.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, driving a car company into the ground with GearCity.

“Have you ever dreamed of running your own car company?” asks the website of GearCity, a simulation game that lets you run your own car company. My answer: no, I’ve never dreamed of running my own car company, at least until GearCity’s website asked if I’ve ever dreamed of running my own car company. At which point I did. So, I decided to play GearCity to fulfil my minute-old dream. Of running my own car company.

Read the rest of this entry »

, , , , , , .

18 Comments »

The (New) Forest: First Update Adds Sharks, Better Ponds

By Graham Smith on June 16th, 2014.

Not pictured: the forest.

Is an early access release shit? Not in The Forest. The survival horror survival sim is about building shelter and gathering food to survive against the elements, where one of those elements is “naked slick cannibals”. Even in its first release it’s a fun time, and now there’s a new update coming today which introduces new features (sharks!) plus bug fixes.

Read the rest of this entry »

, , , .

78 Comments »

The Lighthouse Customer: The Forest

By Christopher Livingston on June 9th, 2014.

It takes a village to eat a child.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, fighting savages while becoming one in survival-horror crafting game The Forest.

Interesting how priorities can change. Two days ago, my crafting goal was to build a log cabin. Today, I’m more interested in assembling a tower of human body parts. Of course, the day before yesterday — when I was a civilized, practical person pulling myself out of a plane wreck in The Forest — was a long time ago. Things have happened since then. Things. Now, I’m a wild-eyed, blood-spattered maniac, my body half-plastered with lizard skins, tightly gripping a rusty axe and slashing at anything that moves. On the plus side, I only need one more dismembered head to finish today’s crafting project! Whose will it be?
Read the rest of this entry »

, , , , , .

18 Comments »

Impressions: Stomping On The The Stomping Land

By Graham Smith on June 6th, 2014.

What the game looks like 50% of the time.

The Stomping Land is a game of co-operative survival and dinosaur hunting. Set on a heavily forested island, players spawn in the wild and then must craft shelter and weapons, scavenge and hunt for food, and form tribes with fellow players to accomplish both without being picked apart by the island’s larger dinosaurs.

Or at least, that’s the pitch which earned the game almost six times its Kickstarter target last year, and which saw it bounce immediately into the Steam best sellers list when it launched in Early Access last week. (At the time of writing, it’s still there, at number 5.) The reality of the game is, at this stage, something else.

Read the rest of this entry »

, , , , .

53 Comments »

The Lighthouse Customer: In Verbis Virtus

By Christopher Livingston on June 2nd, 2014.

ARE YOU READY TO YELL AT A VIDEO GAME?

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, yelling spells (and other things) in In Verbis Virtus.

I’ve been talking to a video game all day. It’s okay, I’m supposed to: the game requires me to cast spells by saying magic words into a microphone. I’ve found that having to talk to a game has resulted in me talking a lot in general, though. “Ah-ha!” I yell when finding something. “Nice try,” I say to a statue hiding a secret rune. “YEAH! TELEKINESIS!” I bellowed at one point. I was using telekinesis. It excited me. I won’t apologize.
Read the rest of this entry »

, , , , , .

22 Comments »

The RPS Conversation: The Forest Early Access

By RPS on June 2nd, 2014.

The Forest is a singleplayer FPS which mixes Rust-like crafting and survival with a setting more visually stunning than you’d think possible from a four-person indie team. It entered early access on Steam last week, and Adam and Graham spent the weekend shivering alone in the rain (and in the game) so they could bring you their impressions.

Graham: I am slick and naked like a fine young cannibal. LET’S DO THIS. Where “THIS” is talk about The Forest, the new survival horror/Minecraft-alike/singleplayer Rust/early access game that came out late last week.

Does an Adam shit himself in The Forest?

Read the rest of this entry »

, , , .

41 Comments »

Prison Architect Update 21 Adds Bazooka, Rambo, Surrender

By Graham Smith on May 30th, 2014.

I hope someone adds a mod where you can control a single character in a top-down shmup.

It’s possible that some of you have overdosed on Prison Architect update videos by now, but if you’re like me and still in the throes of a monthly addiction to the incarceration management sim’s new features, then this month’s hit is a good one. As explained on the official forum, the major new addition: your prison’s inhabitants can now smuggle in drugs, get hooked on them, and go into withdrawal or overdose. Inject the trailer below directly into your eyeballs to beat the blood-brain barrier.

Read the rest of this entry »

, , , .

17 Comments »

The Lighthouse Customer: King’s Bounty: Dark Side

By Christopher Livingston on May 26th, 2014.

SO MANY MONSTER THINGS HAPPENING AT ONCE YOU GUYS.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, monster-based monster strategy (again!) with (even more!) monsters King’s Bounty: The Dark Side.

Last week I moaned about not being able to get monsters to work together to destroy humankind. I should have just waited for this week, when King’s Bounty: The Dark Side (or just Dark Side, depending on what you’re reading) gave me the monster team-up of my dreams. Zombies, demons, vampires, orcs, goblins, imps, three-headed dogs, skeletal archers, necromancers, and even dragons, all in the mix, and more importantly all working together for monsterkind.

Read the rest of this entry »

, , , , , , .

66 Comments »

Deathball Lives: Supraball Is A First-Person Sports Game

By Graham Smith on May 22nd, 2014.

A shame they're using a Wayne Rooney model for every character.

With all this talk of Unreal Tournament 2014, it may be that you’re recalling fond memories of the myriad mods available for previous UT games. One of those was Deathball, a sports game in which you fired a ball not bullets and attempted to pass and shoot and score your way to team-based victory.

Well, Deathball begat Supreball, a standalone game made by the same team. It has an alpha which is freely downloadable, it’s looking for votes on Steam Greenlight, and there’s a trailer below.

Read the rest of this entry »

, , , , , .

25 Comments »

Not Dun Yet: Verdun Trailer Shows Updates For WWI FPS

By Graham Smith on May 22nd, 2014.

I’ve been harboring a desire to return to Red Orchestra 2 for a month now, but perhaps I might be derailed for duty on another muddy frontline. Verdun is a multiplayer first-person shooter set in World War 1, about trench warfare, slowly shifting frontlines and squad tactics. It’s currently in alpha, and there’s a new trailer showing the game’s impressive progress below.

Read the rest of this entry »

, , , , , , , .

28 Comments »

We’re Going Underground: KeeperRL

By Adam Smith on May 22nd, 2014.

If someone has made a game that mixes Dwarf Fortress with The Sims, I haven’t played it yet. I really want to play it though. Instead of mountainhomes and goblin raiders, there would be suburbs and plagues of hipsters. The beautifully ugly dive bar on the corner is reconfigured into a barista training school, where the only skill taught is ‘nonchalant superiority’. People would still lose their minds if they didn’t have enough chairs but instead of sealing themselves in a room and engraving, they’d hit the streets and form vigilante gangs.

KeeperRL is not that game but it is one of my favourite current DF-lites, with a strong Dungeon Keeper vibe as the name suggests. I’ve written about it before and an updated alpha release and crowdfunding success are reason enough to return to the underground.

Read the rest of this entry »

, , , , .

12 Comments »

The Lighthouse Customer: Endless Legend

By Christopher Livingston on May 19th, 2014.

We're like velociraptors, but we all attack together from the front.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, monster-based monster strategy with monsters in Endless Legend.

Crystalline giants march from the east, painted ogres advance from the south, and slithering snake-monsters, a two-headed jackal tribe, and hovering spectral warriors in tattered cloaks appear regularly outside my city. I’ve been battling monsters for hours, now, and I’m frustrated. Not by the combat itself, but by the nature of the enemy. I don’t want to kill monsters. I want to kill humans, because I’m a monster myself.
Read the rest of this entry »

, , , , , .

18 Comments »

Impressions: Hack ‘N’ Slash

By Craig Pearson on May 19th, 2014.

The first thing that happens in Hack ‘N’ Slash is the player is given a weapon, a sword, and then it breaks. Beneath the sword’s external stabby part is a USB interface. A smarter person would point out how this is a microcosm of the game, because you solve puzzles by peeling away the game’s outer layer to manipulate the code beneath the surface. Me? I’ll just lazily use it as a way of introducing the concept and then hop into the game proper. Oh, and I’ll also say it’s great.

Read the rest of this entry »

, , , , , , .

20 Comments »