
Build crazy vehicles out of modular blocks! Hunt down enemies, shoot parts off them and scavenge the remains, to make your vehicle harder, better, stronger and faster.

Build anything you can imagine! Heavy battle tanks? Yes. Fast scout vehicles? Indeed. Flying carpet bombers? Why not? Simply drag and snap new blocks onto your creation, and get straight back into the fray!
Welcome to version 0.6.3!
Following on from the goliath that was 0.6.2, we felt like it was a good time to expand on some features that have been in need of a bit more love. Primarily focusing on A.I., introducing the Scrap Magnets and a new "player defeated" mechanic -- alongside a ton of polish, bug fixing, optimisations, balancing and some secret stuff (yeah that's right ... we've managed to keep something a secret this time). We're super excited to see what you guys think of how the game is coming along in this new update.
- Jamie
New features / content / improvements:
- Missions:
[list] - Added GSO Grade 4 & 5 Missions.
- Added new harvesting missions for GeoCorp.
- Added a new mission to help players become familiar with the new AI control menu. This is unlocked after the player completes the SCU mission in GSO Grade 3.
- Reworked spawning of non-mission enemies to allow a greater variation and more control over what is spawned.
[list]
better.
Game Design tweaks:
- General Revisions:
[list] - Campaign now starts off with BB1000 in the bank to help cover costs for respawning as your last Tech during GSO Grade 1.
- Awarded more XP for certain missions.
- Added a full charge to the first battery the player gets (from the burning tree).
- Reduced the size of the Trader Troll.
- Added lots of new Techs to the enemy population.
- Rebalanced the day/night cycle; daytime now lasts 25 minutes, night time lasts 5 minutes; sunrise and sunset are a little longer now too.
- Increased the Radar scale. Radars now show precise positions of objects 300 units around the player and up to 350 around the outer ring.
[list]
[list]
Art tweaks:
- Front End:
[list] - Replaced the Payload splash screen text with the Payload logo.
- Improved the disclaimer screen during startup with a better layout
- Added a loading graphic to the disclaimer screen.
Bug Fixes:
- General:
[list] - Fixed various crash bugs.
- Now scans game saves folder on startup for any folders (profiles) that it may be missing from the settings file. This should resolve users being unable to access their save files after the UserData file has been corrupted/lost.
- Fixed possible gaps that sometimes appear in the terrain.
- Fixed ability to grab blocks that are in the process of being sucked in by the SCU.
Known Issues:
- Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Certain types of base set ups can duplicate resources.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
Minimum Setup
- OS: Ubuntu 64-bit 12.04 or higher
- Processor: 2.33Ghz Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3 Compatible GPU with 1GB Video RAM
- Storage: 1 GB available spaceAdditional Notes: Three-button mouse strongly recommended. Spec may be subject to revisions.
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