Posts Tagged ‘Keen Software House’

The Lighthouse Customer: Space Engineers (Survival Mode)

By Christopher Livingston on April 14th, 2014.

This thing better have at least one cup holder.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, space-based gathering, crafting, and dying in Space Engineers’ new survival mode.

There’s a large red and white spaceship, its front end crumpled after what must have been a spectacular nosedive. There’s a tiny yellow space engineer inspecting the wreck, armed with only a handful of tools. There’s the inky blackness of outer space, the comforting glow of a distant sun, and an asteroid field of stationary rocks, chock-full of ore and minerals to mine. As the astronaut floats there, enchanted by the view, he notices a few of the asteroids — quite a few, in fact — have given up waiting for him to visit them and taken a more proactive stance. They’re delivering themselves to him. Well, at him, anyway. In an awful hurry.

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I Will Survive: Space Engineers Adds Survival Mode

By Craig Pearson on March 18th, 2014.

Come back! I need you to live!

I have seen things in Space Engineers, readers. Horrible, crotch-related things. I got so wrapped up in seeing those things that I didn’t actually notice if there was any sort of game in there. Now I’m fine with pure building and messing about being considered gaming, but if you absolutely insist on there being some drama then the newly released Survival mode might be for you. There are a number of toggles that you can set, as well as plenty of starting scenarios to launch from, but the basic gist is everything needs energy, and if you don’t have enough of it you’ll die. Better get engineering.
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Worlds Of Wonder: The Space Engineers Steam Workshop

By Craig Pearson on March 4th, 2014.

Can't get enough of that wonderful Duff

I wanted to know what state Space Engineers was in, because it’s been a few months since I last tried it out and it was already pretty impressive back then. How much could a game about building space ships and flying them change in a few months?

Well, on my first playthrough I was slinging ships across the void, watching as they met and crumpled and cooing at the damage model and simple building tools. Since then they’ve added multiplayer and Steam Workshop support, which was how I ended I ended up flying a spaceship the form of a shark into the crotch of a monolithic Homer Simpson. I apologise in advance.
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Hands On With Space Engineers

By Craig Pearson on October 25th, 2013.

I am a friendly ship.
There’s not a lot to do in Space Engineers, but this is the first Early Access game I’ve played in a while that works, and, well, isn’t completely broken. In fact, it’s given me a bit of hope: the content is light, and it has crashed a few times, but it doesn’t feel like a game being held together by good intentions and hope. It’s the kind of offering you might pay for. And it’s a surprisingly slick demonstration of building and destruction. In space.
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Start Your Engines: Space Engineers On Early Access

By Nathan Grayson on October 24th, 2013.

Come. Joooooooooin usssssssss.

Do you want to be an engineer? I can understand if you don’t really feel like it’s your cup of tea – especially if you’d rather be a professional tea brewer. But what about a space engineer? Well of course you’re saying yes now. Space makes everything better, except breathing. Happily, Space Engineers would rather suck the life from your lungs via the good old-fashioned method: time. It wants all of your hours, and it looks like it could well offer some pretty tantalizing reasons to hand them over. But skepticism is still healthy, especially in the wake of developer Keen Software House’s lackluster Miner Wars 2081. Steam Early Access, then, offers a chance to see if Space Engineers is really on the right track.

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Space Engineers ‘Crash Test’ Footage Looks Smashing

By Nathan Grayson on October 2nd, 2013.

Oh Space Engineers, let me count the ways. For one, you’re a hyper-ambitious extraterrestrial builder rooted in near-future NASA technology, but also, you’re not going to Kickstarter. Not that I have anything against crowdfunding drives per se, but it’s nice when a game doesn’t thrust its clanking cup in our direction from time-to-time. But yes, the game looks quite excellent, with a physics engine that takes me back to my days as a starry eyed tot playing with toy rockets. “RrrrrrrmmmmmKABLLLOOOOOMMMMMSPLRRRSSSSHH,” I’d snarl as I set countless imaginary pilots on collision courses with certain doom. Space Engineers “Crash Test” video is just like that, only it looks even better than these things did in my head.

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Space Engineers Are The Best Engineers

By Adam Smith on September 9th, 2013.

I reckon I’d be happy to do most things in space. Things that I’d normally consider to be chores or hard labour would become pleasurable, at least for a while, which is probably why Space Engineers makes welding, joining and glazing seem like the best jobs in the world. It looks superb, as you’ll see in the video below, but don’t just rely on images. Here are some words:

Space Engineers utilizes a realistic volumetric-based physics engine: all objects can be assembled, disassembled, damaged and destroyed. [It] is inspired by reality and by how things work. Think about modern-day NASA technology extrapolated 60 years into the future. Space Engineers strives to follow the laws of physics and doesn’t use technologies that wouldn’t be feasible in the near future.

Oh yes. I kept waiting for the press release to mention crowd-funding but it doesn’t. Watch.

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Miner Wars 2081 Source Code Made Available To Modders

By John Walker on March 21st, 2013.

The best sort of source code is available source code. So it’s splendid news to hear that the developers behind Miner Wars 2081, Keen Software House, have made the code for both the full game and the engine available for all purchasers of the game – although for modding only. So that’s all 360,000 lines of code for you to stare at in bewilderment. Or if you’re not me, to start fiddling with.

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Miner Wars Gets Release Date, Massive Beta Additions

By Nathan Grayson on November 2nd, 2012.

Why are mothership and daddyship fighting?

Yesterday, I said that no one’s really carried Descent’s excellent anti-grav combat forward into a modern game. Now, of course, what I meant to say was the not totally-wrong thing: that Miner Wars 2081 has not only paved over our simplistic notions of “up” and “down” with the fuuuuuture, but it’s also brought in some brilliant-looking features of its own. For instance, fully destructible environments, a persistent procedurally generated universe, and survival elements, among others. And now, finally, it’s adding another fairly key feature to its roster: existence. Next month, Miner Wars will be a real thing. You’ll be able to buy it and everything.

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Strike While Its Hot: Miner Wars 2081 Demo

By Adam Smith on July 31st, 2012.

I keep forgetting that Miner Wars 2081 exists, usually remembering just after my daily rant to the people on the streets below my apartment. “People liked Descent.” I’ll shout from the window, refastening the sash of my dressing gown as a harsh Mancunian gust threatens to undignify me. “With all this new tech, why isn’t there a freeform game in a similar style but with fully destructible scenery?” Usually people are so gobsmacked by the question they forget to holler back, “Miner Wars 2081 is such a thing.” Jim has already played an alpha version and now there’s a public demo containing the first story mission. There’s a video of that mission below, although it might be best to play it first unless you hate surprises.

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Back At The Coalface: Miner Wars 2081 Trailer

By Jim Rossignol on June 14th, 2012.


Oh, oh! There are too many games. This trailer has reminded that I’ve got to go back to space-exploration and rock-hauling thingum Miner Wars 2081 and see how they’re getting on. If this latest trailer (below) is anything to go by they’ve made spectacular progress since I last looked in, with a lot more action, and plenty more space content. Also I like it when a PR blurb asks a ridiculous question: “Ever wonder what a Russian trade station, a Euro-American survey site, or an Outlaw base would look like in the year of 2081, ten years after the solar apocalypse?”

Sure! Hit me.
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