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Season #7 is open! The season will last for two months, from September 1st until November 1st.
Season #6 is open! Spawning opens January 25th at 18:00 UTC. The game will start on February 1 at 18:00 UTC. This season will last for 2 months, till April 1.
Season #5 is open! Join now and place your spawn in the new seasonal event. The game will start on June 1 at 18:00 UTC. This season will last for 2 months, till August 1.
We are happy to announce that we're releasing Screeps: Arena to Early Access! After a long period in the Closed Alpha, the game is available now. If you have preordered an activation key before, you should be able to start playing immediately.
We have many plans for further development, and need your support to continue with this project.
https://store.steampowered.com/news/app/1137320/view/3192497330287513155
Season #4 is open! Join now and place your spawn in the new seasonal event. The game will start on January 15th at 18:00 UTC. This season will last for 6 weeks, till March 1.
Season #3 is officially over! All rewards have been credited, read the full season chronicle:
https://screeps.com/season/#!/seasons/chronicle
Hello everyone! We are happy to announce that we migrated our official chat platform from Slack to Discord!
This is a quite big change for everyone, both community and us, and we want to explain the reasons behind this.
Discord is community-oriented. After all these years with Slack we have clearly seen that communities are not their priority. Slack is a business app for teams, and it severely lacks many features like persistent chat history or moderation tools. Discord, in contrast, is designed from scratch for communities. They even have the Partner Program for best communities, and we hope to achieve this level with your support.
Screeps franchise now consists of two games. Arena is under active development right now, and this will be the second game in our franchise. However, we still want to have one community of Screeps players that includes both games. A new player should become a part of this community whatever game they play, and interact with players from the other game. And dedicating just one channel for Arena is not very fair, we love this game very much and want to give more living space to it. Discord has many features to create a complex and powerful structure and navigate users to correct places that would allow to cover both games and not split the community into two parts.
Discord has in-game integration features. With the Rich Presence API it is possible to show your in-game status in Discord. It could show what game you are playing and what part of the game is active right now (for example, which arena). It also allows to create interactive features such as share, invite, or observe games. With Arena all these features will be in high demand and seem perfectly logical, and Slack does not support any of it.
Here is the invitation link: https://discord.gg/RjSS5fQuFx
Season #3 is open! Join now and place your spawn in the new seasonal event. The game will start on July 1 at 18:00 UTC. This season will last for 2 months, till September 1.
Screeps: Arena will present a free publicly available playable demo during the entire Steam Next Fest on June 16 - June 22. On June 19 at 16:00 UTC we are going to conduct an official developers-backed Livestream Event on the Steam Next Fest! Our TOP-1 champion Screeps player Tigga will share his experience with Arena and present some gameplay, and two dev team members will be available in chat to answer any your questions. https://store.steampowered.com/news/app/1137320/view/3031466372087984067 And now take a look at our new trailer: [previewyoutube=LkXuGcrCZtU;full][/previewyoutube]
Season #2 is open! Join now and place your spawn in the new seasonal event. The game will start on March 1 at 18:00 UTC. This season will last for 2 months, till May 1.
The first season has come to its finish. Congratulations to all participants! The competition for score points has taken two months, involved 153 participants and more than two thousand spectators. Check the rewards and read the whole story in our Season Chronicle!
https://screeps.com/season/#!/seasons/chronicle
This is to announce that the Season World is now open! All players who have got access to the Season #1 can now spawn in and mark the spot in this brand new empty world. Ticks are paused at the moment until the Season begins on December 1, 2020. This season will last for 2 months, till February 1, 2021.
Hi everyone!
Today our discount for Access Keys is over. This means that Season #1 is even closer now. This is an exciting period for us; we're moving on full speed to prepare this thrilling new competition. In a few weeks we are going to launch its Chronicle (you will learn about it later).
But there is even more news. We're happy to announce that starting from today you can use Access Keys to preorder Screeps Arena and get a Steam activation key immediately!
Consider it a crowdfunding campaign. We're asking for your help to support this project. COVID-19 impacted our business too. We are looking forward to implementing this new exciting project very much, but we want to secure its development. It would be unfortunate for both us and the community if we become short on money during this big project.
In this post we will describe Screeps Arena and its main design concepts. If you like it and feel that it is possible to you to help us fund this development, please buy some Access Keys and use this page (or the "Arena" menu inside the game) to preorder. You will gain a Steam activation key immediately and can activate it in your Steam client. The game will be downloaded to you as soon as it is ready.
There are two preorder options:
Hi everyone!
We have a date that we want to announce: December 1, 2020. On this date we will start our first Season! A whole new empty world will be launched, and everyone can join to compete for the season rewards (will be announced later).
Season rules in a nutshell:
[quote]Every player has 100 CPU. New resource items appear in all rooms randomly from time to time. Collect and bring them to special structures placed in crossroad rooms to increase your season score. These structures are blocked by huge constructed walls on the season start, so you have to dig your way to them first. Players with the most collected resources win the season rewards.[/quote]
We will elaborate on them later, and also show some graphics along with the season rewards.
This season will last for 2 months, till February 1, 2021.
Also, on November 1, the 50% discount for Access Keys will be over. At the same time we're going to announce some other exciting news as well. Stay tuned!
We're excited to announce that MapVisual API is now live!
It allows you to draw simple graphics on the world map similarly to RoomVisual API. You can use it to display helpful infographics, debug info, multi-room paths visualizations, etc. It is available only in the new alpha version of the world map.
Check out the documentation for Game.map.visual.
We are happy to introduce a new big feature: Decorations.
This update is going to add a whole new dimension in your in-game activities. You are now able to generate and collect resources that will allow you to decorate your rooms, creeps, structures and other assets, giving them unique look and individuality.
We're announcing our new little project: Attack Rank Monthly Video. We automatically recorded all spawn kills during March 2020 and displayed a few of ticks around every event, with total number of kills by players. We hope it will be feasible for us to make such a video every month. [previewyoutube=MdgnsJ4NgP0;full][/previewyoutube]
This is a minor update containing the following features:
We've been brainstorming a lot lately. We brainstormed the architecture of a Persistent/Seasonal server separation in our Kubernetes cluster. We brainstormed how decorations system should be themed and organized. We brainstormed the financial aspect of Screeps as a business. We brainstormed what would be the mechanic or our first season on the Seasonal World. We also brainstormed a math model for the player rating in Arena, but it's a whole another story... What is really important here is that eventually, when all the coffee was drunk, we came up with a new streamlined concept of in-game account resources that we want to announce in this post.
The most important announcement to begin with: recurrent subscriptions will be discontinued, and 60-day tokens will be replaced with 24-hour tokens.
Yes, there will be no subscriptions in the game anymore. If you have an active subscription, it will remain active indefinitely, but you will not be able to activate a new one. The only method to unlock full CPU in your account will be using a CPU token. This will unlock your CPU for 24 hours. All current 60-day tokens will be converted to 60x 24-hours tokens automatically.
Moreover, we will introduce a game API method to activate a CPU token, and a way to check whether your CPU is unlocked or not currently. This way, you can program an auto-renew mechanism on your own based on your preference, using CPU tokens stored in your account.
The CPU unlocking system is needed to compensate for the server resources spent on running your script, but the recurrent subscription system turned out to be a suboptimal way to achieve this. Many people are unhappy with recurrent payments nowadays. Using CPU tokens, you can buy bundles of 10, 30, or 90 tokens, and control how your CPU is used according to your in-game circumstances.
Along with this, we will introduce two new account resources: Pixels and Access Keys.
Pixels are needed to pixelate (create) decorations for your rooms and your creeps. Also, you can convert any decoration back to pixels.
Access Keys are used to join a season in the Seasonal World, or a special event in the Persistent World. One season may require, say, 5 Access Keys to enter. And season rewards will also yield Access Keys, Pixels and CPU tokens to those who made it to the top of the season.
All these account resources can be obtained in two ways:
Hello everyone! We're happy to introduce one of the biggest content updates in Screeps! We tested it since May on the PTR and private servers with your help, and now we're ready to launch these exciting new features. IMPORTANT: Although we put our best effort to make this update as less breaking as possible, some things in your code may break due to the new improved API. See the API Changes section below for details.
We're happy to announce that we've just migrated our production server cluster to the new location. This is so exciting for our team, and here's why. First, the new server cluster is based on brand new Intel Core i9-9900K processors which gives a performance boost to both userland and engine code. Our tests have shown a 15-30% increase in user CPU depending on the load profile. And the tick rate on all shards is now 20% fasterdown to 2.2s/tick on shard3! Second, we've switched our architecture to a containerized pool of applications orchestrated in a Kubernetes cluster. Kubernetes is well known for having a pretty steep learning curve, and this was a serious challenge, but we've managed to find the right guy who joined our team and used his expertise to set up everything properly. Now, this makes our development and deployment process much easier allowing us to test and deploy new features more rapidly. With just one click we can clone the entire production cluster to a temporary instance in private cloud, test everything we need to test, and remove it with one click again afterward to avoid high expenses. This is a thriving technology and we're looking forward to new developments with Screeps World and Screeps Arena that it allows! We already used this platform to carefully test Nodejs 10 and the new game content on the real production world data. Nodejs 10 is shipped now on all game server nodes, and we're pretty confident that we can roll out all new game features (NPC Strongholds, Factories, new resources, Store and Market changes) in the first half of October. Stay tuned! Discuss this news on our official forum
This is it. It's happening. Power Creeps are here. A whole new Power Era in Screeps!
It's been a long road indeed. The Power resource was introduced to the game in December 2015. The plans for development of the new Power Creeps concept were announced at the same time. Since then, we've heard numerous opinions, deeply analyzed all comments, suggestions and concerns of our community. The concept was changed, readjusted and reworked several times. This wasn't the only reason of the delay of the release: since 2016 we've been focusing on other areas of the project that have more to do with optimization and reworking of the game engine than the game content itself. This was because the release of the game on Steam in 2016 resulted in the influx of players we weren't ready for. However, a great deal of game content has been developed too: minerals, NPC invaders, market system, nukes, room visuals, world shards, tombstones, tunnels, events log. All these things were developed after we had announced Power Creeps, and we believe we didn't spend time in vain but managed to improve the game in many aspects.
But now we are excited to announce the final release of the Power Creeps system in the game! We started its public beta on February 1, 2019 on the Public Test Realm, and after 1.5 months we can say it's polished enough to go live.
[quote]
What is power?
Power is an end-game mechanic opening a whole new trek in the development of your colony: towards increasing its effectiveness rather than the size of colonized territory. This is how its contents look like:
This is a big game update containing many features:
* New design
* Creep.pull
* Controllers attack improvement
* Other changes
See the full post about these changes in our official blog.
We were all looking forward for shard3 to open. In this post, we are pleased to announce its launch along with some more great news. First, were happy to announce that the free non-subscription CPU limit is raised from 10 to 20. Yay! And now is the most interesting part. Shard3 becomes our first CPU-limited shard. It limits CPU of all players to 20. Even if you have an active subscription and assigned more CPU to this shard, only 20 CPU will be active there. This means this shard is mostly designed for non-subscription players. They can now compete with all their neighbors on equal terms (CPU-wise), whether they are subscribed or not. In all other aspects, shard3 is a regular shard with Novice and Respawn Areas and portals from shard2 (temporary closed for 60 days). You can freely travel there, but your CPU will be capped, so having a subscription will force you to learn how to optimize your creeps in the same way as non-subscribed players do. And the last thing: since you get twice as much CPU now when you buy Screeps on Steam, the free 30-day subscription trial is discontinued. We recommend new players to start on shard3 and buy a subscription if they want to expand to other shards.
This is a big game update containing many features:
* Tunnels
* Room event log
* Unboosting creeps
* Other changes
See the full post about these changes in our official blog.
The latest issue of our Screeps World Review is out! Read about the game world progress in the past quarter, analysis of leaders' achievements and successes, and video replays of noteworthy events:
READ FULL ARTICLE
We have something very special for you! New subscription option is available now: Lifetime Subscription! It grants lifetime indefinite access to full unlocked CPU on our official MMO server. Buy it once and forget about monthly payments!
The turning point of the Power Creeps development is just around the corner. This post will show how this mechanics will look in the game and also update our design document. A lot of things have already been described in the previous post, but the mechanics sparked hot debate, and we took a time-out to polish the idea and switch to other important tasks. This process gave us fresh ideas on what to change, and now we are confident the final concept can be viable.
TL;DR Brief summary of the adjustments
The turning point of the Power Creeps development is just around the corner. This post will show how this mechanics will look in the game and also update our design document. A lot of things have already been described in the previous post, but the mechanics sparked hot debate, and we took a time-out to polish the idea and switch to other important tasks. This process gave us fresh ideas on what to change, and now we are confident the final concept can be viable.
TL;DR Brief summary of the adjustments
It’s been a while since you’ve heard from us, but all in good reason. We’ve been working hard on some exciting new features that we’re now happy to announce.
npm install screeps@beta
It is recommended to set runners_cnt to 1 in your .screepsrc file, since otherwise it will create multiple global environments for each player. There is a new option runner_threads instead which should be set to the number of your CPU cores.
Also, you may want to launch Node.js with --harmony_sharedarraybuffer flag in order to enable some memory optimizations.
Its been a while since youve heard from us, but all in good reason. Weve been working hard on some exciting new features that were now happy to announce.
npm install screeps@beta
It is recommended to set runners_cnt to 1 in your .screepsrc file, since otherwise it will create multiple global environments for each player. There is a new option runner_threads instead which should be set to the number of your CPU cores.
Also, you may want to launch Node.js with --harmony_sharedarraybuffer flag in order to enable some memory optimizations.
We’re glad to announce that Screeps now has user-generated authentication tokens support. You can use these persistent tokens to authenticate to our undocumented Web API endpoints without using the sign-in process. Use your Account / Auth Tokens section to generate such a token.
Please note that the usual sign-in process will start using Google Invisible reCAPTCHA effective February 1, 2018.
If you have an external tool which uses https://screeps.com/api/auth/signin endpoint automatically, please change it to use Auth Tokens before February 1, 2018! Otherwise it will stop working.
Doing this is trivial: you need to drop using auth/signin endpoint and set X-Token header in all your requests to the persistent token generated from your account settings.
Learn more about this feature in the documentation.
Were glad to announce that Screeps now has user-generated authentication tokens support. You can use these persistent tokens to authenticate to our undocumented Web API endpoints without using the sign-in process. Use your Account / Auth Tokens section to generate such a token.
Please note that the usual sign-in process will start using Google Invisible reCAPTCHA effective February 1, 2018.
If you have an external tool which uses https://screeps.com/api/auth/signin endpoint automatically, please change it to use Auth Tokens before February 1, 2018! Otherwise it will stop working.
Doing this is trivial: you need to drop using auth/signin endpoint and set X-Token header in all your requests to the persistent token generated from your account settings.
Learn more about this feature in the documentation.
We have always put little attention to graphics in Screeps, since this is a rather niche game for programming nerds. In terms of technology, the game engine has been a simple set of SVG objects moving across the web page. It allowed for rapid development without distracting on complex visual components, but it ruled out any appealing visual effects (like lightning). Besides, this approach suffered from subpar performance when a lot of objects were on screen. So it's time to change that!
In this update, we are excited to reveal a full-blown graphic engine for Screeps based on WebGL and PixiJS. It will allow you to:
It’s big time! 2 months after its creation, shard1 is available for settlement from outside. The portals leading from shard0 to shard1 and back open their doors for all the settlers, traders, and highway bandits out there.
But aside from the evident feature of transferring players’ creeps between worlds, these portals will leverage another interesting game mechanics, NPC Events.
We won’t delve deep into all the details but leave it for you to discover, especially since the events content and mechanics will change with time. But one thing is sure: it’s worth keeping your eyes on what comes out of these portals (including with your Observers), it could be something tasty!
By the way, a little hint for you: when an NPC creep that took part in an event like this dies, its resources don’t drop on the ground but are placed in a container created automatically so that you can conveniently grab them in time.
Good luck hunting!
We are excited to announce we just launched the sharding system for the Screeps world! The second plane called shard1 already works with faster tick rate and waits for its first settlers! If you wanted to start playing but disliked long 5-second ticks, now is the time!
TL;DR World shards are isolated from each other and run your code separately. Your creeps can travel between them using special portals. The original world becomes shard0. Portals will be closed during 60 days grace period, but you are free to (re)spawn on either shard0 or shard1.
[noparse]Game.shard.name == 'sim'[/noparse]
The Q2 2017 issue of our Screeps World Review is out! Read about the game world progress in the past quarter, analysis of leaders' achievements and successes, and video replays of noteworthy events:
READ FULL ARTICLE
Game performance in all aspects is an important area of our work. It was not left unnoticed by us that game simulation performance (tick rate) noticeably decreased lately due to the increase of the number of objects and growing complexity of players’ scripts. We understand it can lead to negative sentiment on the subscription-based model, and we won’t tolerate this situation. So in this post, we’ll talk about the three directions we plan to move so as to radically optimize performance.
Game.time
in different shards will not match and tick rates will differ).
Your code will be executed in each shard separately. A special API will allow you to determine which shard runs your code at the current moment. The CPU limit for each shard can be set on a special page, and their total sum should match your account limit.
This vision still has some unresolved issues, but in general, the new system will lead us to an easily scalable horizontal system allowing for expanding the game world virtually without limitations and without increasing the main DB load. Right with the launch of this feature, we plan to launch a shard with a 2-second tick rate. You’ll be able to respawn and start playing in it, or direct your creeps there through portals to create an “inter-shard” colony. We expect that the flow of players on the new shard will unload the old (current) one which will favorably affect its tick rate as well.
Introduced new public memory segments feature. Now you can mark some of your memory segments as public, and other players will have read-only access to them using RawMemory API.
Going to another technical interview and want to show your Screeps skills as a proof? Fleetster startup uses Screeps as a key part of their recruitment process. Anna Baumeister explains how Screeps is useful for their business: [quote]We started using Screeps as a means of technical evaluation end of last year. Since then, our business has been thriving and our use of Screeps as a test has become more visible. In order to understand why we chose your game as a key part of our recruitment process, it’s important to understand a little bit about fleetster. We are a small startup in Munich, Germany, working with the latest JS tech - Node, Ember, React, React-native, TypeScript etc. Our business is lean and our process is agile which means specifications are changing all the time. Screeps is useful because it throws candidates into an unknown environment where the number of “right” solutions are very numerous. They have to get their bearings and make a pl an of action whilst dealing with unexpected outside interference (other players). We hope you won’t mind our presence in the main game world, but we find the huge scope of the main world helps to further intimidate candidates. We need people who can take on complex challenges head on and realize that most often the solutions are simple and accessible. — Anna Baumeister, Management Assistant at fleetster[/quote]
energy_cost = resources_amount * (1 - Math.exp(-range / 30))
The Screeps Team is looking for an enthusiast who is willing to make our community a better place. Your responsibilities will be: working with the players community representing the Screeps Team and with the Screeps Team representing the players community. This is a remote paid part-time job position on the hourly basis (using time tracking software). We want you to join us if:
The Q1 2017 issue of our Screeps World Review is out! Read about the game world progress in the past quarter, analysis of leaders' achievements and successes, and video replays of noteworthy events:
READ FULL ARTICLE
Great news: we've launched a new documentation site! Quality documentation and API reference are crucial for the success of any program platform, and Screeps can well be considered a program platform. That's why we spent so much time to thoroughly document all available game objects and methods which was not very convenient on top of Zendesk Help Center. Now we are excited to announce the launch of our new documentation site that you can start using right now! Here is the link: http://docs.screeps.com Besides revamped looks and improved desktop and mobile navigation, the new site boasts another feature: it is fully open-source and GitHub-based. This means you can always offer a fix or suggestion. And that's not all! We understand that Screeps is a game with a steep learning curve, and good documentation helps make it flatter. If you want to help us document the game well, we are ready to thank you in return.
Introduced new kind of world map zones: Respawn Areas.
RawMemory.setActiveSegments([0,3]);
// on the next tick
console.log(RawMemory.segments[0]);
console.log(RawMemory.segments[3]);
RawMemory.segments[3] = '{"foo": "bar", "counter": 15}';
You can use this feature to store data which is not needed every tick, for example pathfinding caches, or collected statistics. Offloading data structures from Memory to asynchronous segments will allow to save some CPU spent on Memory parsing.
new RoomVisual().circle(30,30, {fill: 'red'});
new RoomVisual('W1N1').rect(10,10,40,40);
This code will display both the circle and the rectangle in the room W1N1, and only the circle in any another room.
new RoomVisual().text('Text 123', 10, 10, {
font: 'bold italic .7 serif',
color: 'white',
backgroundColor: '#88ff88',
backgroundPadding: .3,
stroke: '#005500',
strokeWidth: .15
});
The January issue of our Screeps World Review is out! Read about the game world progress in the past month, analysis of leaders' achievements and successes, and video replays of noteworthy events:
READ FULL ARTICLE
We introduced an exciting new major feature - RoomVisual API. Now you can draw simple shapes (lines, circles, rectangles, polygons, text labels) right at the game field in any room to debug your code and/or display arbitrary info. For example, you can visualize your creep path (using the new visualizePathStyle move option), plan your future structures placement, display debugging text messages including Unicode emoji, and many more. These visuals are visible only to you, and all API calls have no added CPU cost.
The January issue of our Screeps World Review is out! Read about the game world progress in the past month, analysis of leaders' achievements and successes, and video replays of noteworthy events:
READ FULL ARTICLE
Private server package updated to v2.2.2. See changelog here.
The December issue of our Screeps World Review is out! Read about the game world progress in the past month, analysis of leaders' achievements and successes, and video replays of noteworthy events:
READ FULL ARTICLE
Introduced controller signing mechanics. It allows to sign any (owned, unowned or hostile) room with a random text message visible to all players (up to 100 characters). This message will appear in the room UI and in the world map:
API changes:
The November issue of our Screeps World Review is out! Read about the game world progress in the past month, analysis of leaders' achievements and successes, and video replays of noteworthy events:
READ THE FULL ARTICLE
Screeps was launched on Steam in June. Though the game was fully ready, we marked it as Early Access since it lacked the main feature of the Steam release: dedicated servers. Now, after several months, we have a packaged product: well-working official MMO world plus fully functional dedicated servers allowing to play either locally or online without subscription. So we are happy to announce the end of the Early Access stage and the full release of Screeps on Steam! This doesn't mean though that the development is halted. We have plenty of plans (check our Roadmap), and we continue to add more features, improve existing ones, improve our documentation, and fix rare bugs. But it is only now that we've reached the minimal feature set we envisioned long ago. The further development will focus on gradual improvement of the game. We hope you'll like it! And on the occasion, we announce a special 10% launch discount that will last only one week, until November 23!
We have enabled Steam Workshop integration in the 2.1.0 server build. Now you can submit your mods and bot AI scripts to the Workshop, and manage them using the Steam client server launcher:
Steam Workshop is linked to the npm repository. It means that you need to publish your package to npm first, and submit it to the Steam Workshop after:
This way we can have the best of both worlds: all mods are still available via npm, and you can browse them using the convenient and friendly Workshop UI. All mods will be automatically updated to the latest version on server launch.
Now, it is time to write some mods!
We are glad to announce that after two weeks of closed testing, the Screeps standalone server is live for public testing, and the entire code is posted to our GitHub and available to all! Now you can either run the server via Steam or install it on any machine from the NPM repository with a couple of commands. Please see instructions in our README. Within a couple of days, we plan to set up integration with the Steam Workshop to let you upload your mods for the community. Besides, after negotiating all the details with the Steam marketing team, we have agreed on the date of making Screeps available on Steam as "Full Release." If everything goes as intended, the release will happen in a week, on November 16! The game will exit the Early Access status and be published in the main catalog of Steam games.
The October issue of our Screeps World Review is out! Read about the game world progress in the past month, analysis of leaders' achievements and successes, and video replays of noteworthy events:
READ THE FULL ARTICLE
Game.map.getRoomLinearDistance('E65S55','W65S55', false) // 131
Game.map.getRoomLinearDistance('E65S55','W65S55', true) // 11
We have enabled Subscription Tokens integration with the Steam Community Market. Now you can not only buy tokens via Steam, but also sell them there for real currency! If you own Screeps in your Steam account, having tokens in your profile will allow you to exchange and trade them on Steam in the same way as with any other items on it.
In fact, this means that you can earn real money into your Steam Wallet by mining resources in Screeps. Or, more exactly, by one-time programming the mining and production of these resources!
The September issue of our Screeps World Review is out! Read about the game world progress in the past month, analysis of leaders' achievements and successes, and video replays of noteworthy events:
READ THE FULL ARTICLE
Introduced new room safe mode mechanics. It will replace room novice walls protection, and allow to arbitrarily safeguard your rooms while you are offline.
Safe mode is enabled on the room controller when a new player spawns in the world initially. It also can be triggered by any player manually using either the StructureController.activateSafeMode() method, or the button in the controller UI. When activated, it blocks attack, rangedAttack, rangedMassAttack, dismantle, heal, rangedHeal, attackController and withdraw methods of all hostile creeps in the room.
Only one room can be in safe mode at the same time. Safe mode period lasts for 20,000 ticks. It cannot be activated again during the 50,000 ticks cooldown period. But in Novice Areas, there is no cooldown at all.
In order to activate safe mode you spend available activations (StructureController.safeModeAvailable property). You obtain one activation on each controller level upgrade, and also can generate it by Creep.generateSafeMode() method using 1000 ghodium resource.
If the controller is downgraded, it loses all its available safe mode activations, and triggers the cooldown period.
The market system has been deployed.
September has begun, and we start getting natural questions like: “When will the open-source server go live that was promised in August?” So in this post we’d like to explain the situation that’s going on now. Currently we have actually three parallel development pipelines for Screeps:
The August issue of our Screeps World Review is out! Read about the game world progress in the past month, analysis of leaders' achievements and successes, and video replays of noteworthy events:
READ THE FULL ARTICLE
Math.ceil( amount * (Math.log(0.1*linearDistanceBetweenRooms + 0.9) + 0.1) )
After the Steam launch, many people got to know about Screeps and supported it financially. We thank all of you who contribute to the project’s development! It was very important for us to have an audience though not big, but such advanced and smart as you all are! The successful Steam launch increased financial capabilities of the project. As before, our team consists of three people: Artem, Sergey, and Anton, but Artem now works on Screeps exclusively full-time, while Sergey and Anton help with important tasks on an ongoing basis. Now we are completely confident in our abilities to implement the majority of our plans that once seemed to us colossal and unfeasible, but now we have a clear vision of what to do next on the project. So we’d like to share some of our thoughts with you. Below are some major features and areas that we either work now or will work on within the coming months. The order is not always chronological, but it gives a glimpse on our priorities.
The July issue of our Screeps World Review is out! Read about the game world progress in the past month, analysis of leaders' achievements and successes, and video replays of noteworthy events:
READ THE FULL ARTICLE
The June issue of our Screeps World Review is out! Read about the game world progress in the past month, analysis of leaders' achievements and successes, and video replays of noteworthy events:
READ THE FULL ARTICLE
We have just launched Screeps on Steam! The game is available on exclusive terms: buying Screeps through the Steam Store, you get lifetime MMO access with the 10 CPU limit. This resource is sufficient to maintain a small bunch of optimized rooms – play as much time as you like without ever paying for subscription! The CPU subscription will be available for order at the Steam store page in the next few days. Please take note that the local hosted mode is not available yet, it is planned for July-August. We are looking forward to hear your feedback! Please don't forget to write a review if you like the game. Have fun scripting!
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