Yes its true! after all these years, Democracy has finally returned to steam! Democracy 4 is now in Early Access, and your people are eagerly awaiting (or dreading!) your leadership!
So far the game supports English-language only on PC (but more languages are coming soon), and we have the following coutrnies in need of governing:
The USA!
The UK!
France!
Germany!
Canada!
Democracy 4 already has steam achievements and steam workshop support, and a full modding guide is available.
If you have ever found yourself getting angry in online debates about what the government should do, now is your chance to prove conclusively that you could do a better job. Its actually way harder than it sounds, especially if you think you will be able to stick to your principles AND win re-election over multiple terms... What will people think when you legalize LSD? when you double alcohol tax? when you give the police machineguns? when you force everybody to sing the national anthem? Will they be happy you introduced Universal Basic Income?
Democracy 4 is $26.99 Go grab a copy and take control of the country :D
https://store.steampowered.com/app/1410710/Democracy_4/
Exciting times! Not only does today mark the first Presidential election debate in the US, its just a week away from the launch into early access of our political strategy game Democracy 4.
If you want to try your hand at implementing Universal Basic Income, or maybe you want to ban teaching evolution in schools, perhaps build a border wall, or legalize heroin, or go crazy with the money printer with some helicopter money or quantitative easing... these are all options available to you in Democracy 4.
Currently the game features the USA, UK, Germany and France, and we expect to add Canada before Early Access starts, with a list of other countries coming after that as we continue to work on the game in response to player feedback.
Here is the official trailer:
https://youtu.be/kuJGiYC4cyg
I also just added a new steam guide that explains how people can create mods for the game, which we support through steam workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2242250360
...and we will add a steam guide for basic gameplay soon too (although this is also built in to the game just by hitting F1...). I'm also doing developer videos on youtube every other week to go over whats been added to the game where you can see how it plays, and you will already find some youtube lets play videos of early builds of the game.
If you are thinking of getting the game (its $26.99 BTW), then please add to your wishlist now and help us get more visibility on the store :D
https://store.steampowered.com/app/1410710
Great news fellow citizens! The latest installment in the geeky-but-popular political strategy game 'Democracy' series is coming to steam very soon, in a US election year no less. Just imagine how calm and peaceful our forums will be :D
Its been 7, yes SEVEN years since the release of Democracy 3, and global politics has changed a lot. Democracy 4 takes the series into the modern age with new features like coalition governments, media reports, Quantitative Easing & Helicopter money, Fake news and Social Media. Here is the trailer:
https://youtu.be/kuJGiYC4cyg
Democracy 4 will be released soon on steam, so please check out the store page and add it to your wishlist to keep up to date with developments. We will be coming to early access, so will have plenty of opportunity to get feedback from players on how to best balance the game, and what cool new policies to add.
Before you start typing, YES, Universal Basic Income is a policy in the game :D And yes, we are modelling cryptocurrencies too :D
As well as updating what the game covers, D4 has a revamped user-interface using slick vector graphics to dynamically resize the main screen icons based on a number of factors, and allow for infinite modding potential. We also have a palletized color system so you can play in dark mode (and soon...colorblind modes).
Without a doubt D4 is the very best version of the game, and we are very excited to share it with steam players soon.
By the way, most of the features and policies from all the Democracy 3 expansions are rolled into Democracy 4 base game, so we have all the electioneering features, and policies from extremism (plus some new policies that go further, like border walls), social engineering and clones & drones.
Plus there are some new screens and visualisations that are completely new for this game, like the voter distribution screens and the disposable income breakdown.
Anyway... we are very excited about releasing this game, and if you are interested in playing, go ahead and bash that wishlist button :D
https://store.steampowered.com/app/1410710/Democracy_4/?beta=0
Hi there! We are releasing our second expansion to Production Line: Car Factory simulation on the 23rd October! This expansion is a cosmetic-only change to double (yes DOUBLE) the variety of car design styles in the game! You can now pick from 2 different looks for every car design in the base game (Sedan,SUV,Sports,Compact,Offroad,Pickup & Small van).
Mini trailer showing the new designs:
https://youtu.be/LkRcorWhNcc
Here is the store page so you can add the DLC to your wishlist :D
https://store.steampowered.com/app/1174730/Production_Line__Design_Variety_Pack/
Plus if you have not checked out the game for a while, please do as we have released a whole bunch of updates over the last few months that massively improve the playability, performance and stability of the game, mostly in response to player feedback, which has been excellent.
Oh and if you enjoy the game but have not got around to reviewing it, leaving a positive review is REALLY appreciated :D
Oh and if you bought the game way, way back when it first entered early access...you will not be aware that we already released one expansion for the game, which added both a supercar design and the silly doors on the cars of millionaires and billionaires, appropriately titled 'doors that go like this', which you will find here:
https://store.steampowered.com/app/1067630/Doors_that_go_like_this/
How can you run a sprawling car factory without gull wing doors? :D
BTW we keep this forum thread up to date to tell people what changes we make to the game, so you can see if an idea you have for the game is already being worked on:
https://steamcommunity.com/app/591370/discussions/0/1290690926863304299/
Thanks for all your support. production Line has over 100,000 happy steam players and that makes us very very proud (and pays for food for 3, yes THREE cats). :D
Hey, here are the latest changes and improvements...lots of them :D Version Release 1.40 August =========================== 1) Bug Fix: Fixed incorrect second and first-stage speeds for the fast cruiser missile. 2) Visual Change: Frigate Missiles now have spline paths and rocket trails. 3) Visual Change: Rocket trails now lighter. 4) Visual Change: Added beam-convergence effect to the dreadnought fusion cannon and cruiser radiation beam. 5) Visual Change: Tips of beam lasers are now rounded off correctly. 6) Visual Change: On max detail, convergence points of converging beam lasers now create spatial distortion waves. 7) Bug fix: Rocket trails z positions fixed. 8) Bug fix: Debris Z positions fixed. 9) Visual Change: Debris now has shadows on high detail 10) Higher quality explosion effects now used for high-performance PCs on high graphical detail settings. 11) Bug Fix: Ships with empty design slots were calculating average armor (armor resistance) wrong in battles (but not on design screen). 12) Bug Fix: Debris from exploding ships expands in a more controlled way now. 13) Bug Fix: Debris no longer occasionally flicker, or has wrong color. 14) Bug Fix: Better and smoother turret-tracking. 15) Bug Fix: Fixed crash bug when comparing the shield penetration of some weapons. 16) Bug Fix: Fighters now correctly return for refueling even if a carrier module has no repair supplies. 17) Bug Fix: Fighters now take into account more than 10 docked ships when selecting a carrier module. 18) Bug Fix: The ! character and % are now usable where they previously were not :D. 19) Bug Fix: Tooltips from challenge list window now no longer leak through onto challenge details window. 20) New feature: Delete All messages button added to online screen. 21) Balance Change: Armor stacking penalty reduced by 5% in all cases. 22) Balance Change: Cruiser Heavy Shield Strength increased from 200 to 250. 23) Balance Change: Cruiser Medium Shield Strength increased from 150 to 200. 24) Balance Change: Cruiser Light Shield Strength increased from 50 to 150. 25) Balance Change: Cruiser Light Shield Weight reduced from 80 to 70. 26) Balance Change: Cruiser Shield Caster Recharge reduced from 6 to 5. 27) Balance Change: Frigate Heavy Shield Strength increased from 30 to 65. 28) Balance Change: Frigate Medium Shield Strength increased from 70 to 91. 29) Balance Change: Frigate Light Shield Strength increased from 50 to 70. 30) Balance Change: Frigate Light Shield Recharge increased from 4 to 6. 31) Balance Change: Frigate Light Shield Recharge increased from 4 to 6. 32) Balance Change: Frigate Plasmatic Shield Cost reduced from 110 to 80. 33) Balance Change: Frigate Fast Recharge Shield Power increased from 16 to 22.
Hey, here are the latest changes and improvements...lots of them :D Version Release 1.40 August =========================== 1) Bug Fix: Fixed incorrect second and first-stage speeds for the fast cruiser missile. 2) Visual Change: Frigate Missiles now have spline paths and rocket trails. 3) Visual Change: Rocket trails now lighter. 4) Visual Change: Added beam-convergence effect to the dreadnought fusion cannon and cruiser radiation beam. 5) Visual Change: Tips of beam lasers are now rounded off correctly. 6) Visual Change: On max detail, convergence points of converging beam lasers now create spatial distortion waves. 7) Bug fix: Rocket trails z positions fixed. 8) Bug fix: Debris Z positions fixed. 9) Visual Change: Debris now has shadows on high detail 10) Higher quality explosion effects now used for high-performance PCs on high graphical detail settings. 11) Bug Fix: Ships with empty design slots were calculating average armor (armor resistance) wrong in battles (but not on design screen). 12) Bug Fix: Debris from exploding ships expands in a more controlled way now. 13) Bug Fix: Debris no longer occasionally flicker, or has wrong color. 14) Bug Fix: Better and smoother turret-tracking. 15) Bug Fix: Fixed crash bug when comparing the shield penetration of some weapons. 16) Bug Fix: Fighters now correctly return for refueling even if a carrier module has no repair supplies. 17) Bug Fix: Fighters now take into account more than 10 docked ships when selecting a carrier module. 18) Bug Fix: The ! character and % are now usable where they previously were not :D. 19) Bug Fix: Tooltips from challenge list window now no longer leak through onto challenge details window. 20) New feature: Delete All messages button added to online screen. 21) Balance Change: Armor stacking penalty reduced by 5% in all cases. 22) Balance Change: Cruiser Heavy Shield Strength increased from 200 to 250. 23) Balance Change: Cruiser Medium Shield Strength increased from 150 to 200. 24) Balance Change: Cruiser Light Shield Strength increased from 50 to 150. 25) Balance Change: Cruiser Light Shield Weight reduced from 80 to 70. 26) Balance Change: Cruiser Shield Caster Recharge reduced from 6 to 5. 27) Balance Change: Frigate Heavy Shield Strength increased from 30 to 65. 28) Balance Change: Frigate Medium Shield Strength increased from 70 to 91. 29) Balance Change: Frigate Light Shield Strength increased from 50 to 70. 30) Balance Change: Frigate Light Shield Recharge increased from 4 to 6. 31) Balance Change: Frigate Light Shield Recharge increased from 4 to 6. 32) Balance Change: Frigate Plasmatic Shield Cost reduced from 110 to 80. 33) Balance Change: Frigate Fast Recharge Shield Power increased from 16 to 22.
Hi, we just patched the game with some bug fixes, balance changes and some cool new stuff! Complete list... Version Release 1.39 August =========================== 1) Visual Change: Shield impact effects now vastly, vastly better :D. 2) Balance Change: The Frigate & Destroyer-based anti-fighter missile module is now vastly better at hitting fighters. 3) Bug Fix: Fighters that have taken only armor damage will now get that damage repaired succesfully at a carrier before undocking. 4) Bug Fix: Fighters returning to carriers will now slow down if their turning circle means they cannot actually dock with the parent carrier. 5) Changed the way missile speed is displayed so now the values are directly comparable to ship speeds. 6) Bug Fix: Game no longer crashes if you somehow design a ship where one layer spills out over the edges of the design. 7) Bug Fix: Fixed text spillover and incorrect scrolling on mods page with lots of mods installed. 8) Bug Fix: Errors (especially on mod screen) with files not being saved/read back correctly now fixed. 9) Balance Change: The Cruiser-based anti-fighter missile module is now vastly better at hitting fighters. 10) Visual Change: New feature (on high detail setting) for shields collapse. 11) Visual Change: New visuals for radiation effect.
Hi, we just patched the game with some bug fixes, balance changes and some cool new stuff! Complete list... Version Release 1.39 August =========================== 1) Visual Change: Shield impact effects now vastly, vastly better :D. 2) Balance Change: The Frigate & Destroyer-based anti-fighter missile module is now vastly better at hitting fighters. 3) Bug Fix: Fighters that have taken only armor damage will now get that damage repaired succesfully at a carrier before undocking. 4) Bug Fix: Fighters returning to carriers will now slow down if their turning circle means they cannot actually dock with the parent carrier. 5) Changed the way missile speed is displayed so now the values are directly comparable to ship speeds. 6) Bug Fix: Game no longer crashes if you somehow design a ship where one layer spills out over the edges of the design. 7) Bug Fix: Fixed text spillover and incorrect scrolling on mods page with lots of mods installed. 8) Bug Fix: Errors (especially on mod screen) with files not being saved/read back correctly now fixed. 9) Balance Change: The Cruiser-based anti-fighter missile module is now vastly better at hitting fighters. 10) Visual Change: New feature (on high detail setting) for shields collapse. 11) Visual Change: New visuals for radiation effect.
(other formats to follow soon) Version Release 1.38 July ========================== 1) Fixed bug when toggling between fleets in a custom map, where the player fleets icons would not re-load. 2) Fixed bug where ship components that spun are were not composites ignored applied custom textures. 3) Fixed bug where textures may display wrongly in some cases on the ship design screen.4) Fixed bug where green ship running light did not appear. 5) F2HullMod 8 can now be colored correctly. 6) Zyrtari ship components now ordered correctly. 7) Fixed bug where the game could crash if you beat the first campaign mission when trying to autoload the next one. 8) Point defense beams now oscillate wildly around missiles traveling too fast for them to intercept. 9) Weapons that deliberately do zero damage (like decoys) no longer qualify as least damage done in the post-battle stats. 10) Contrails now correctly drawn even on complex multi-layer fighter & gun ship designs. 11) Ship module comparison window now shows extra data for shield penetration vs resistance. 12) Point Defense weapons now display tracking speed. 13) Missile modules now display missile speed. 14) Balance Change: Frigate/Destroyer Anti-fighter missile Range boosted from 800 to 900. 15) Balance Change: Frigate/Destroyer Anti-fighter missile Damage effectiveness changed to 100% vs Hull, 25% vs Shield. 16) Balance Change: Frigate/Destroyer Anti-fighter missile Firing interval reduced from 2900 to 1500. 17) Fixed text spillover on the messages screen. 18) Added new feature: messages in your inbox now contain a button to jump to the challenge if appropriate. 19) Added new window that shows effectiveness of point defense weapons vs missiles when you select the tracking attribute for one.
(other formats to follow soon) Version Release 1.38 July ========================== 1) Fixed bug when toggling between fleets in a custom map, where the player fleets icons would not re-load. 2) Fixed bug where ship components that spun are were not composites ignored applied custom textures. 3) Fixed bug where textures may display wrongly in some cases on the ship design screen.4) Fixed bug where green ship running light did not appear. 5) F2HullMod 8 can now be colored correctly. 6) Zyrtari ship components now ordered correctly. 7) Fixed bug where the game could crash if you beat the first campaign mission when trying to autoload the next one. 8) Point defense beams now oscillate wildly around missiles traveling too fast for them to intercept. 9) Weapons that deliberately do zero damage (like decoys) no longer qualify as least damage done in the post-battle stats. 10) Contrails now correctly drawn even on complex multi-layer fighter & gun ship designs. 11) Ship module comparison window now shows extra data for shield penetration vs resistance. 12) Point Defense weapons now display tracking speed. 13) Missile modules now display missile speed. 14) Balance Change: Frigate/Destroyer Anti-fighter missile Range boosted from 800 to 900. 15) Balance Change: Frigate/Destroyer Anti-fighter missile Damage effectiveness changed to 100% vs Hull, 25% vs Shield. 16) Balance Change: Frigate/Destroyer Anti-fighter missile Firing interval reduced from 2900 to 1500. 17) Fixed text spillover on the messages screen. 18) Added new feature: messages in your inbox now contain a button to jump to the challenge if appropriate. 19) Added new window that shows effectiveness of point defense weapons vs missiles when you select the tracking attribute for one.
Hi all space admirals :D We have just patched GSB2 to version 1.34. This has a few minor fixes listed below, but it also introduces a completely new 'linear campaign' which is basically a series of missions, one after the other, where the fleet that survives from the previous fleet is carried over (but repaired) for the next battle. This MASSIVELY changes the way the game is played. The old map of missions, custom maps and challenges are all still there, so this is just an optional extra. Suddenly you need to think several battles ahead. The fleet that wins the first battle may not be good enough for the second. It is now imperative that you have damaged ships withdraw during battle so they live to fight again (use the 'cautious' order...), and its no good designing a fleet that can only win one type of battle, you need to be prepared for a variety of enemies and fleet designs. Plus, this is all very very moddable (details to come), so people will be able to add their own campaigns to the game too...
Hi all space admirals :D We have just patched GSB2 to version 1.34. This has a few minor fixes listed below, but it also introduces a completely new 'linear campaign' which is basically a series of missions, one after the other, where the fleet that survives from the previous fleet is carried over (but repaired) for the next battle. This MASSIVELY changes the way the game is played. The old map of missions, custom maps and challenges are all still there, so this is just an optional extra. Suddenly you need to think several battles ahead. The fleet that wins the first battle may not be good enough for the second. It is now imperative that you have damaged ships withdraw during battle so they live to fight again (use the 'cautious' order...), and its no good designing a fleet that can only win one type of battle, you need to be prepared for a variety of enemies and fleet designs. Plus, this is all very very moddable (details to come), so people will be able to add their own campaigns to the game too...
Hey! We just released yet another update to the game...here are the changes... Version Release 1.31 May ========================== 1) New custom battle feature, combined with scenario editor for custom challenges now added. 2) Game not longer checks for an achievement incorrectly if the player has not set up an online username. 3) Fixed lack of scrolling support on the mods browser. 4) Fixed crash bug when deleting installed mods. 5) Game no longer attempts to undo splitting a composite in the editor (which would crash...). 6) Fixed Graphical bug that drew large colored areas sometimes if limpets were launched but never drawn on screen. 7) Change to turret rendering to preserve detail colors. 8) Fixed crash bug in German Language version. 9) Removed that beeping sound nobody liked. 10) Added module data to design screen showing limpet weights and seek speeds. 11) Repair and refuel limpets now seek faster 12) Multi-point tractor beam now has less range and takes longer to recharge. 13) New option to disable Limpet GUI circles in battle. 14) Fixed bug when rotating a composite hull item then splitting or saving it. 15) You can now right-click a ship hull to hide it.
Hey! We just released yet another update to the game...here are the changes... Version Release 1.31 May ========================== 1) New custom battle feature, combined with scenario editor for custom challenges now added. 2) Game not longer checks for an achievement incorrectly if the player has not set up an online username. 3) Fixed lack of scrolling support on the mods browser. 4) Fixed crash bug when deleting installed mods. 5) Game no longer attempts to undo splitting a composite in the editor (which would crash...). 6) Fixed Graphical bug that drew large colored areas sometimes if limpets were launched but never drawn on screen. 7) Change to turret rendering to preserve detail colors. 8) Fixed crash bug in German Language version. 9) Removed that beeping sound nobody liked. 10) Added module data to design screen showing limpet weights and seek speeds. 11) Repair and refuel limpets now seek faster 12) Multi-point tractor beam now has less range and takes longer to recharge. 13) New option to disable Limpet GUI circles in battle. 14) Fixed bug when rotating a composite hull item then splitting or saving it. 15) You can now right-click a ship hull to hide it.
We just updated the game to version 1.30 on Windows. Linux & Mac buidls will follow very soon. Here is the complete changelist for this update: Version Release 1.30 May ========================== 1) Propulsion support beams now only target ships that are moving. 2) Engine exhausts now face the correct angle in battle if they are rotated in the editor. 3) Limpet GUIs now draw above planets. 4) Limpet GUI lines now draw even if actual limpet and target are offscreen. 5) Two new modules added: Repair Limpets and Refuel Limpets to support fighters mid-battle. 6) Fighters and gunships now correctly distributed amongst carrier modules when more than one is present, so launch faster. 7) Limpets now have tooltips in battle. 8) Added another new mission: The Gamorlian Expanse. 9) Balance:Cruiser Shield Disruptor Missile: Damage increased from 50 to 75. 10) Balance: Cruiser Shield Disruptor Missile: Missile speed increased from 0.39 to 0.75 11) Balance: Gunship Disruptor Bomb: Increased damage from 21 to 30. 12) Balance: Sledgehammer Pulse Cannon Reduced Armor Damage from 75% to 35%. 13) Balance: Cruiser Pulse Cannon Reduced Armor Damage from 75% to 35%. 14) Balance: Cruiser Rapid Pulse Cannon Reduced Armor Damage from 75% to 35%. 15) Balance: Cruiser Heavy Plasma Reduced Armor Penetration from 18 to 13. 16) Balance: Cruiser Multi Warhead Missile Reduced Armor Damage from 50% to 35%. 17) Balance: Cruiser Two-Stage Missile Reduced Armor Damage from 50% to 35%. 18) Balance: Frigate Superseeker Missile Reduced Armor Damage from 50% to 35%. 19) Balance: Frigate Hyperspeed Missile Reduced Armor Damage from 50% to 35%. 20) Balance: Frigate Missile Reduced Armor Damage from 50% to 35%. 21) Shield Modules can no longer regenerate while the shield is disrupted. 22) No weapon with a shield disruptor warhead now ever targets a ship whose shields are already knocked out. 23) Shield Disruption effects and radiation damage now have mid-battle text-feedback. 24) Fix for ship-design deletion bug when flipping back and forth into the editor and back.
We just updated the game to version 1.30 on Windows. Linux & Mac buidls will follow very soon. Here is the complete changelist for this update: Version Release 1.30 May ========================== 1) Propulsion support beams now only target ships that are moving. 2) Engine exhausts now face the correct angle in battle if they are rotated in the editor. 3) Limpet GUIs now draw above planets. 4) Limpet GUI lines now draw even if actual limpet and target are offscreen. 5) Two new modules added: Repair Limpets and Refuel Limpets to support fighters mid-battle. 6) Fighters and gunships now correctly distributed amongst carrier modules when more than one is present, so launch faster. 7) Limpets now have tooltips in battle. 8) Added another new mission: The Gamorlian Expanse. 9) Balance:Cruiser Shield Disruptor Missile: Damage increased from 50 to 75. 10) Balance: Cruiser Shield Disruptor Missile: Missile speed increased from 0.39 to 0.75 11) Balance: Gunship Disruptor Bomb: Increased damage from 21 to 30. 12) Balance: Sledgehammer Pulse Cannon Reduced Armor Damage from 75% to 35%. 13) Balance: Cruiser Pulse Cannon Reduced Armor Damage from 75% to 35%. 14) Balance: Cruiser Rapid Pulse Cannon Reduced Armor Damage from 75% to 35%. 15) Balance: Cruiser Heavy Plasma Reduced Armor Penetration from 18 to 13. 16) Balance: Cruiser Multi Warhead Missile Reduced Armor Damage from 50% to 35%. 17) Balance: Cruiser Two-Stage Missile Reduced Armor Damage from 50% to 35%. 18) Balance: Frigate Superseeker Missile Reduced Armor Damage from 50% to 35%. 19) Balance: Frigate Hyperspeed Missile Reduced Armor Damage from 50% to 35%. 20) Balance: Frigate Missile Reduced Armor Damage from 50% to 35%. 21) Shield Modules can no longer regenerate while the shield is disrupted. 22) No weapon with a shield disruptor warhead now ever targets a ship whose shields are already knocked out. 23) Shield Disruption effects and radiation damage now have mid-battle text-feedback. 24) Fix for ship-design deletion bug when flipping back and forth into the editor and back.
Hi all! We just updated the steam windows copy to 1.29 (Other platforms will follow). Here are the 1.28 and 1.29 fixes and changes... Version Release 1.28 April ========================== 1) Mouse wheel now scrolls the message screen inbox. 2) Inbox now formatted better. Also this screen now has a 'challenges' button. 3) Fixed bug where some combinations of graphics options could result in a blurred white battle screen. 4) Fixed crash bug in ship design screen when a ship encounters layers with zero physical sprites. 5) New tutorial message pops up (English only) when you try to save a fighter/gunship design with no engines or fuel tank. 6) Fixed graphical bug on some resolutions on the ship design screen when changing hull size types. 7) Ship design loading dialog now sorts by name correctly. 8) Fixed shader error message / potential problem on ship design screen for screen resolutions of 900 height. 9) Fixed bug where fighters who started returning to a carrier would not pick a new carrier if their first choice was destroyed. 10) Fixed cursor flickering on some low-spec machines. 11) Added new options to the in-battle visual options to toggle on/off asteroids/hulks/nebula clouds. 12) Increased some module unlock costs. 13) Support for setting which graphics adapter to use in prefs.ini 14) Changed the way nebula clouds are rendered to produce less artefacts. Version Release 1.29 April ========================== 1) Mass deployment feature on deployment screen now shows icons at the right angle at all times. 2) Fixed rare crash bug when using decoy projectors. 3) Fixes to some corrupt Kraugerisk ship hulks. 4) Fixed bug where some components of ship hulks could be incorrectly colored. 5) Fixed bug relating to armor stacking penalties and effective armor being miscalculated in some cases. 6) Fixed bug the formation order in a sub-deployment didn't load in correctly. 7) Fixes for some buggy achievements not tracking progress or triggering in all cases. 8) Identical voice messages now need twice as long a delay between repeats. 9) Gunships no longer have escape pods. 10) Damage indicator feedback in-battle adjusted to be less 'spammy' when multiple shots hit in close proximity. 11) Support for new types of mission where deployment zones alternate when used as a challenge. 12) 2 New missions added (Pyrataxian Ambush & The Slarthoon Belt). 13) Range GUI in battles now drawn above planets, by popular demand. 14) Fixed problems with camoflage shield graphical effect. 15) Mid-battle and end-battle statistics now track radiation damage in full. 16) Fixed blank texture for graphlex plating module. 17) Fixed blank hulk texture for a zyrtari cockpit. 18) Fixed another mid-battle and end battle sound-related crash bug. 19) Different shield modules now color shield effects, so the final color is determined by the highest resistance.
Hi all! We just updated the steam windows copy to 1.29 (Other platforms will follow). Here are the 1.28 and 1.29 fixes and changes... Version Release 1.28 April ========================== 1) Mouse wheel now scrolls the message screen inbox. 2) Inbox now formatted better. Also this screen now has a 'challenges' button. 3) Fixed bug where some combinations of graphics options could result in a blurred white battle screen. 4) Fixed crash bug in ship design screen when a ship encounters layers with zero physical sprites. 5) New tutorial message pops up (English only) when you try to save a fighter/gunship design with no engines or fuel tank. 6) Fixed graphical bug on some resolutions on the ship design screen when changing hull size types. 7) Ship design loading dialog now sorts by name correctly. 8) Fixed shader error message / potential problem on ship design screen for screen resolutions of 900 height. 9) Fixed bug where fighters who started returning to a carrier would not pick a new carrier if their first choice was destroyed. 10) Fixed cursor flickering on some low-spec machines. 11) Added new options to the in-battle visual options to toggle on/off asteroids/hulks/nebula clouds. 12) Increased some module unlock costs. 13) Support for setting which graphics adapter to use in prefs.ini 14) Changed the way nebula clouds are rendered to produce less artefacts. Version Release 1.29 April ========================== 1) Mass deployment feature on deployment screen now shows icons at the right angle at all times. 2) Fixed rare crash bug when using decoy projectors. 3) Fixes to some corrupt Kraugerisk ship hulks. 4) Fixed bug where some components of ship hulks could be incorrectly colored. 5) Fixed bug relating to armor stacking penalties and effective armor being miscalculated in some cases. 6) Fixed bug the formation order in a sub-deployment didn't load in correctly. 7) Fixes for some buggy achievements not tracking progress or triggering in all cases. 8) Identical voice messages now need twice as long a delay between repeats. 9) Gunships no longer have escape pods. 10) Damage indicator feedback in-battle adjusted to be less 'spammy' when multiple shots hit in close proximity. 11) Support for new types of mission where deployment zones alternate when used as a challenge. 12) 2 New missions added (Pyrataxian Ambush & The Slarthoon Belt). 13) Range GUI in battles now drawn above planets, by popular demand. 14) Fixed problems with camoflage shield graphical effect. 15) Mid-battle and end-battle statistics now track radiation damage in full. 16) Fixed blank texture for graphlex plating module. 17) Fixed blank hulk texture for a zyrtari cockpit. 18) Fixed another mid-battle and end battle sound-related crash bug. 19) Different shield modules now color shield effects, so the final color is determined by the highest resistance.
Hi, we have made a number of updates to fix issues/improve features in the game recently. Here are the fixes in the latest version... Version Release 1.27 20th April ========================== 1) Fixed incorrect wording in some achievements. 2) Fixed problems with some achievements not triggering correctly. 3) The Terran Kennedy class cruiser hull now correctly comes with crew. 4) Ship hulls now list all hull bonuses, not just the first three, on both hull picker and unlock screen. 5) The module details window on the deployment screen now auto-sizes depending on how much data needs to be shown. 6) Fixed bug where the deployment screen design picker did not scroll correctly or show all ship designs in some cases. 7) Increased unlock costs of a number of items. 8) Reduced speed and damage of cruiser multiple-warhead missiles. 9) Right-clicking anywhere on an in-battle ship window will now close it. 10) Quitting a challenge game mid-battle now eventually returns you to the deployment screen, not challenge list. 11) Fixed bugs relating to creating composite ship components, rotating and then mirroring them. 12) Steam workshop ship design submission graphics are now 512x512 instead of 256x256. 13) Fixed bug where some very long screen-spanning beam lasers would not draw all the time. 14) Fixed another yootan ship component that became a blank square upon destruction. 15) Fixed bug where it was possible to have firing arcs that prevented a module from ever firing. 16) Fixed alt+tab crash. 17) Fixed invisible fighter-pulse laser graphics. 18) Fixed rare crash when deleting certain ships on the deployment screen.
Hi, we have made a number of updates to fix issues/improve features in the game recently. Here are the fixes in the latest version... Version Release 1.27 20th April ========================== 1) Fixed incorrect wording in some achievements. 2) Fixed problems with some achievements not triggering correctly. 3) The Terran Kennedy class cruiser hull now correctly comes with crew. 4) Ship hulls now list all hull bonuses, not just the first three, on both hull picker and unlock screen. 5) The module details window on the deployment screen now auto-sizes depending on how much data needs to be shown. 6) Fixed bug where the deployment screen design picker did not scroll correctly or show all ship designs in some cases. 7) Increased unlock costs of a number of items. 8) Reduced speed and damage of cruiser multiple-warhead missiles. 9) Right-clicking anywhere on an in-battle ship window will now close it. 10) Quitting a challenge game mid-battle now eventually returns you to the deployment screen, not challenge list. 11) Fixed bugs relating to creating composite ship components, rotating and then mirroring them. 12) Steam workshop ship design submission graphics are now 512x512 instead of 256x256. 13) Fixed bug where some very long screen-spanning beam lasers would not draw all the time. 14) Fixed another yootan ship component that became a blank square upon destruction. 15) Fixed bug where it was possible to have firing arcs that prevented a module from ever firing. 16) Fixed alt+tab crash. 17) Fixed invisible fighter-pulse laser graphics. 18) Fixed rare crash when deleting certain ships on the deployment screen.
Gratuitous Space Battles 2 is Now Available on Steam!
Have you ever wanted to be admiral of a huge, sprawling space battle-fleet of your own design? Ever wanted to design a fleet of battle-cruisers so powerful they can rip all who oppose them into space-dust? Ever wanted to build a battleship with purple rotating radars and 64 engines? Well we have good news for you...
Gratuitous Space Battles is back! and it's approximately 50,000 times more gratuitous than before. A completely new ground-up rebuilding of the custom 'Gratuitous Engine' gives the game a completely new look, with beam-lasers 10x as 'beamy' as explosions 10x more gratuitous.
You now have complete control over your ships, and can build them from a base hull and a bunch of adjustable visual components so you have control of both the composition AND the looks of your deadly starships. GSB2 retains the core gameplay of the original. This is NOT a standard RTS game, but a management/simulation game about building space fleets and giving them orders. You aren't the dumb schmuck who actually flies into battle and gets lazered. Leave that to those patriotic and keen young dudes from the outer-colonies. Nope, your job is as supreme commander in chief. Sit back at fleet HQ and watch the fireworks as you reduce the enemy to space-dust.
Using it's amazingly asynchronous multiplayer online 'challenge' system, GSB2 lets you put together a whole fleet and upload it, orders, formations and custom ship designs in one, up to a server where fellow GSB2 players can download it and pit their own fleets against it in glorious combat.
Gratuitous Space Battles 2
Positech Games
Positech Games
2015-04-16
Strategy Simulation Singleplayer Multiplayer
Game News Posts 21
🎹🖱️Keyboard + Mouse
Mostly Negative
(233 reviews)
http://www.gratuitousspacebattles2.com
https://store.steampowered.com/app/344840 
The Game includes VR Support
Gratuitous Space Battles 2 Linux [1.53 G]
Gratuitous Space Battles is back! and it's approximately 50,000 times more gratuitous than before. A completely new ground-up rebuilding of the custom 'Gratuitous Engine' gives the game a completely new look, with beam-lasers 10x as 'beamy' as explosions 10x more gratuitous.
You now have complete control over the appearance of your ships, and can build them from a base hull and a bunch of adjustable visual components so you have control of both the composition AND the looks of your deadly starships. GSB2 retains the core gameplay of the original. This is NOT a standard RTS game, but a management/simulation game about building space fleets and giving them orders. You aren't the dumb schmuck who actually flies into battle and gets lazered. Leave that to those patriotic and keen young dudes from the outer-colonies. Nope, your job is as supreme commander in chief. Sit back at fleet HQ and watch the fireworks as you reduce the enemy to space-dust.
Using it's amazingly asynchronous multiplayer online 'challenge' system, GSB2 lets you put together a whole fleet and upload it, orders, formations and custom ship designs in one, up to a server where fellow GSB2 players can download it and pit their own fleets against it in glorious combat.
Some of the new features in GSB2:
- Totally re-coded graphics engine for uber-explodiness
- Every ship in the game is built from a wide range of components that mean no challenge will have identical looking enemies. Huge scope for ship design.
- Super-clever lighting system and mega-parallax system makes for a more 3D, cinematic-looking experience, and more gratuitous effects.
- Built-in multi-monitor support. Runs fine (and looks lovely) at 5120 res and beyond.
- New classes of ship, introducing the Dreadnought, the destroyer and the gunship...
- Carrier modules now bring fighters into battle, and refuel them mid-battle. Knock out a carrier to upset those pesky fighter pilots.
- Steam achievements & trading cards at last!
- Formations now survive individual members being lost.
- New support beams allow ships to act as tugs, or mobile target-boost assistance vessels.
- Support for new weapons combinations such as radioactive plasma torpedoes.
- Built in 30 FPS mode for smooth video-capture for all you lets-play fans.
- unashamedly gratuitous GUI.
- OS: glibc 2.15+. 32/64-bit
- Processor: 2GHz Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 2.1 with framebuffer extensions
- Storage: 2 GB available space
- OS: glibc 2.15+. 32/64-bit
- Processor: 2GHz Quad CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.2+. GeForce 600 series or better
- Storage: 2 GB available space
[ 5950 ]
[ 1903 ]