It is the year 2287, one of the first colony ships sent out by Earth arrives at the planet Maria, in the Epsilon Indi Star System. During its landing sequence, something appears in front of the massive ship that causes it to lose control and crash into the planet. Some of the colonists survive in lifeboats, but what they find is an unforgiving land filled with creatures ready to outlast the visitors from Earth. Now the survivors must explore, gather, build, create, fight, and ultimately, conquer the land.
And here we are, after two and half years in Early Access, we're finally ready to release the game on Steam. This does not mark the end of development for this title, we will continue to bug fix, tweak, and update this title for at least another half a year, after that it will depend on sales. We plan to continue to add more side stories to both adventure and story mode. We're also looking into putting in features that were left out of the final build, such as animal riding.
In this build, we've also opened up the language spreadsheet so that players can do translations into their own languages if they want (and then load that spreadsheet ingame), we'll talk more about this in a couple of days.
We have found that there have been players who change numbers with a third party software in multiplayer games, giving them the ability to one hit kill other players. So, we added an anti-cheating mechanism. When we detect cheaters, he or she will be kicked from the game. If this persists for 3 times, he or she will be banned from multiplayer and reported to Steam. This is a new feature that we hastily put together, so we do need a lot of community input on if this is the right way to go and if it's fair for everyone involved.
We're also in the process of pushing out a demo for new players and the OST for tomorrow (or whenever Steam approves). The OST's a DLC and will cost $3.99 on Steam. The 32 bit version of the game will be later this week or next.
Finally, we want to thank everyone who's been with us throughout Early Access, without you, we wouldn't have been able to be where we are today. There were a lot of rough spots throughout development, but we tried our hardest to make the game as well as we can make it. We hope you'll enjoy it.
Changelist:
Fixed 4 crash bugs
Fixed large wheel not having any torque
Fixed AI still discharging an attack after it's already been killed
Fixed Type 01 gloves discription
Fixed not being able to drag objects into the world after exiting the tutorial level
Fixed Language Art mission
Fixed vehicles sometimes bouncing players into the sky
Fixed NPC dying then becoming unresponsive
Fixed NPC store reselling fixing durability of items right away
Fixed assembly core being destroyed with one hit sometimes in multiplayer
Fixed colony not being damaged when its maker is offline in multiplayer
Fixed some voice over and text not matching up
Tweaked distance for picking up and logging
Tweaked training station UI
Tweaked NPC name UI
Tweaked vtol's ability to stay level when moving forward with large engines
Tweaked infection rate when picking up poop to much lower
Tweaked the size of the McTalk's support structure
Tweaked sounds
Tweaked colony repair numbers and items
Added anti-cheating mechanism in multiplayer
Added ability to change game location in Linux in OptionConfig.xml
Here is the launch trailer of Planet Explorers.
Hope you enjoy the game!
Planet Explorers is in Beta 0.91 now, and is finally going to be released in the next few days on Steam.
We'll show more details about the World Editor with a video. The main tools that are introduced in this video are different brushes, auxiliary tools and...
We're going to give you another progress update on a0.85 and a0.9, explaining why the current update is taking so long. Other than that, we have been...
This is the free demo version of alpha 0.72, it's got several hours of story mode and the build mode.
This is the free demo version of alpha 0.72, it's got several hours of story mode and the build mode.
This is the free demo version of alpha 0.72, it's got several hours of story mode and the build mode.
This is the PC version of Planet Explorers Alpha 0.62. A lot of bugs have been fixed from the a0.61 version.
This is the Linux version of Planet Explorers Alpha 0.62. A lot of bugs have been fixed from the a0.6 version.
This is the Mac version of Planet Explorers Alpha 0.62. A lot of bugs have been fixed from the a0.6 version.
i'd like to give this game a try but i'm finding it excedingly difficult to get used to the controls. it's not by any fault of the developers mind you, just my own preference drilled in by playing other games in first person for years. i simply must have an "invert y axis in first person view" option and i cannot find it anywhere in a0.53, third person is just so different from everything else it feels unintuitive, i want to try to make my way around in first person as much as i can but when i do i feel like some sort of defective simpleton that cant look down when i want to without having to stop and think about how i'm moving the mouse thanks to inverted y being ingrained into my muscle memory. anyway, a finished product should have this option anyway, if it's not too much trouble please include this in next version.
tl;dr "invert y axis in first person view" option plz
I think I solved my problem by installing an sdk from intel
I went to Intel and it said it was compatible
my processor:intel(R) Core(TM) i3-2370M
CPU @2.40GHz
and its windows 8
need help when I start the game I get a error message
saying no opencl platforms found,the game can not run without opencl support.
what can I do for this thanks for your time
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I got the latest version running on my mac using WineSkins. But I always spawn glitched underground... Any suggestions?
And so help me if you say buy a windows computer....
Goto our boards and post the bug there, since we need to see your output log.
Hi there. I got a few questions/suggestions, and for some reason the forums won't work for me...
Suggestion 00: When the people stand still, they look very rigid and unnatural. So many things in the game look so natural and right, so I figure the people should too. But maybe instead of a simple fixed posture, you could have in the character design their 'idle posture' or whatever. That could be neat.
Question 00: Are you still aiming to make this mac-friendly some time?
Question 01: How much will the game cost? Will there be a demo?
I can make a gun with rotating details?