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Hey there, Hive Fans! We at BlueLine Game Studios are happy to announce that we have just launched a Kickstarter for our newest game Lost Cities! It uses the same great engine that we started with Hive and have been growing over the years for our other games. The game will be available for Windows, Mac, and Linux as usual and we hope to use the Kickstarter to fund a bunch of translations and a few other new bells and whistles. We hope you'll take a few minutes to check out the Kickstarter: http://bluelinegamestudios.com/kickstarter/lost-cities We also have already put out a demo for the game that you can check out on the Lost Cities Steam page: http://store.steampowered.com/app/520680/Lost_Cities/ Thanks for your continued support of BlueLine Games! Enjoy!
Hey there, Hive Fans! We at BlueLine Game Studios are happy to announce that we have just launched a Kickstarter for our newest game Lost Cities! It uses the same great engine that we started with Hive and have been growing over the years for our other games. The game will be available for Windows, Mac, and Linux as usual and we hope to use the Kickstarter to fund a bunch of translations and a few other new bells and whistles. We hope you'll take a few minutes to check out the Kickstarter: http://bluelinegamestudios.com/kickstarter/lost-cities We also have already put out a demo for the game that you can check out on the Lost Cities Steam page: http://store.steampowered.com/app/520680/Lost_Cities/ Thanks for your continued support of BlueLine Games! Enjoy!
Sorry about that. It turns out the issue is that some database upgrades - that we made in the last few days - had decided that "" was not a safe character. So any time we were trying to place a piece to the top-left of another piece (in Hive notation this is like "wG1") we would place the piece ON TOP of the other piece instead. This is fixed! Now you can move to the top-left of another piece successfully again ;) The fix was on the game-server so there is no Steam update required. Please let us know if you run into any other issues! Thanks for playing! PS: We're still on super sale, so please tell a friend! :) http://store.steampowered.com/app/251210/
Sorry about that. It turns out the issue is that some database upgrades - that we made in the last few days - had decided that "\" was not a safe character. So any time we were trying to place a piece to the top-left of another piece (in Hive notation this is like "\wG1") we would place the piece ON TOP of the other piece instead. This is fixed! Now you can move to the top-left of another piece successfully again ;) The fix was on the game-server so there is no Steam update required. Please let us know if you run into any other issues! Thanks for playing! PS: We're still on super sale, so please tell a friend! :) http://store.steampowered.com/app/251210/
So, Hive is on sale which is good because more players (yay!) but it seems like we created a bug somehow, in the last few days. Really not sure what we could have changed that's related to this... but somehow, when piece placements are coming in, we're seeing stuff like new pieces being placed onto the Hive (even Spiders, etc... which aren't allowed to be on the Hive ever, much-less during placement). Really sorry for the inconvenience, but wanted to let you all know that we're aware of it & actively trying to fix it!
UPDATE: Fixed! So, Hive is on sale which is good because more players (yay!) but it seems like we created a bug somehow, in the last few days. Really not sure what we could have changed that's related to this... but somehow, when piece placements are coming in, we're seeing stuff like new pieces being placed onto the Hive (even Spiders, etc... which aren't allowed to be on the Hive ever, much-less during placement). Really sorry for the inconvenience, but wanted to let you all know that we're aware of it & actively trying to fix it!
First, the updates & translations!!
First, the updates & translations!!
After a few months of Early Access, all the kinks are worked out and Tatsu by John Yianni, is fully launched on Steam!! The tabletop version is available in Europe and is working its way out around the United States. http://store.steampowered.com/app/445070/ At launch, Tatsu is available in English, Spanish, and Polish on Steam! As time goes on we're planning to add more translations (and we also have plans to release translations for Hive as well!). Thanks for your long-term support!! For anyone who doesn't know the history, Hive was our first game on Steam.. and now we're still here in 2016, releasing our 5th game in 5 years! :D
After a few months of Early Access, all the kinks are worked out and Tatsu by John Yianni, is fully launched on Steam!! The tabletop version is available in Europe and is working its way out around the United States. http://store.steampowered.com/app/445070/ At launch, Tatsu is available in English, Spanish, and Polish on Steam! As time goes on we're planning to add more translations (and we also have plans to release translations for Hive as well!). Thanks for your long-term support!! For anyone who doesn't know the history, Hive was our first game on Steam.. and now we're still here in 2016, releasing our 5th game in 5 years! :D
There is no special occasion for this update, other than that we've had a ton of fixes piling up and I really wanted to get them out there... so we did it! Windows, Mac, and Linux all have these fixes & should be as identical as they can be.
There is no special occasion for this update, other than that we've had a ton of fixes piling up and I really wanted to get them out there... so we did it! Windows, Mac, and Linux all have these fixes & should be as identical as they can be.
John Yianni, the designer of the Hive board game, has released a new board game: Tatsu... and we have made a Steam version that's available in Early Access now! http://store.steampowered.com/app/445070/ If you like Hive, you'll provably love Tatsu too!
John Yianni, the designer of the Hive board game, has released a new board game: Tatsu... and we have made a Steam version that's available in Early Access now! http://store.steampowered.com/app/445070/ If you like Hive, you'll provably love Tatsu too!
Due to the work we've been doing on our other games, along with the various issues that have shown up in the Hive forums on Steam, there have been a ton of changes since the last big update. Everything mentioned here is now pushed for Windows, Mac, and Linux (some might have appeared slightly earlier on Windows). If I've been keeping track of it correctly, here is a fairly complete list:
Due to the work we've been doing on our other games, along with the various issues that have shown up in the Hive forums on Steam, there have been a ton of changes since the last big update. Everything mentioned here is now pushed for Windows, Mac, and Linux (some might have appeared slightly earlier on Windows). If I've been keeping track of it correctly, here is a fairly complete list:
As usual, we've been improving our Board Game Engine in the weeks since the previous update. We ended up with a large number of improvements. Hive was doing pretty well, so there was only one significant bugfix, but there are a lot of little improvements to polish more of the edges. This release is for Windows, Mac, and Linux.
We might have picked up some other improvements to the engine, but there were at least two changes:
It's finally here!! :D Today, we've released Asynchronous Play! This means that you can play a game even when your opponent is not online (and vice-versa). So it'll be a lot easier to find players and to finish games. Here's some things you need to know!
A while back, we mentioned that we were making Async play for all of our games.
We released it along with Reversi. Made a bunch of fixes & new features (such as allowing starting of games asynchronously) and then released it on Khet 2.0... more fixes & features (including re-doing the connect-to-cloud process), and now it's coming to Hive.
It's done, it's tested, and we're just waiting due to timing-reasons. In the meantime, we're doing small housecleaning-type stuff to make it shine around the edges.
We've made a bunch of fixes to async since it first launched with Reversi, so hopefully the Hive version will be pretty stable even at launch. It's been months since we've pushed a release of Hive, so much has changed in our engine. We've update the rendering engine, made performance improvements (so it can run fast even on slow computers), and more.
Async play seems to have finally stirred up a bigger online community for Khet 2.0, and I'm hoping it does even better for Hive.
I'm really sorry that it's taken so long for async to come to Hive (I really thought it would be a couple of weeks, not a couple of months). Hive is our "crown-jewel" so to speak (our largest community), so we wanted to make sure the async was really good by the time we released it. We might only get one chance at this.
Multiplayer communities are tricky because you always have to stay above a certain threshold of users... if you drop below, then users stop checking for games (ever!) and it just gets desolate quickly. With this update, we plan to FINALLY turn the tide and get the online Hive community to critical mass.
After the release, please contact us with any bugs you find... and please have fun finding other people online to play with! :-)
We will try to drive a bunch of people to the online play, right around the time of the release... and if we get enough games going, hopefully there will always be some action in the online community.
Talk to you in about a week!
A while back, we mentioned that we were making Async play for all of our games.
We released it along with Reversi. Made a bunch of fixes & new features (such as allowing starting of games asynchronously) and then released it on Khet 2.0... more fixes & features (including re-doing the connect-to-cloud process), and now it's coming to Hive.
It's done, it's tested, and we're just waiting due to timing-reasons. In the meantime, we're doing small housecleaning-type stuff to make it shine around the edges.
We've made a bunch of fixes to async since it first launched with Reversi, so hopefully the Hive version will be pretty stable even at launch. It's been months since we've pushed a release of Hive, so much has changed in our engine. We've update the rendering engine, made performance improvements (so it can run fast even on slow computers), and more.
Async play seems to have finally stirred up a bigger online community for Khet 2.0, and I'm hoping it does even better for Hive.
I'm really sorry that it's taken so long for async to come to Hive (I really thought it would be a couple of weeks, not a couple of months). Hive is our "crown-jewel" so to speak (our largest community), so we wanted to make sure the async was really good by the time we released it. We might only get one chance at this.
Multiplayer communities are tricky because you always have to stay above a certain threshold of users... if you drop below, then users stop checking for games (ever!) and it just gets desolate quickly. With this update, we plan to FINALLY turn the tide and get the online Hive community to critical mass.
After the release, please contact us with any bugs you find... and please have fun finding other people online to play with! :-)
We will try to drive a bunch of people to the online play, right around the time of the release... and if we get enough games going, hopefully there will always be some action in the online community.
Talk to you in about a week!
Just wanted to give a head's up on some significant changes before they go live in a few weeks. One very common request we've had from users is for the option to do "Asynchronous Play" which means the ability to play someone even if they don't stay online. So you can just login when you have time, play one turn, then log-off and the game keeps going. We've always planned to have this, and now we're finally on the way to having it done! This is not something Steam supports, unfortunately, so we have to create our own game-servers and replace a bunch of the built in Steam networking stuff.
Linux was one bugfix behind Mac & PC. Just rebuilt & pushed, so they should all be in line with eachother. Thanks to Clint B for pointing this out!
A bug was reported, that the AI was able to move a piece which had just been moved by the human's Pillbug on the prior turn. This is fixed now. We fixed our Mac test environment, so Mac now has all of the fixes from our previous release. All three environments (PC/Mac/Linux) are in sync once again. HARMONIOUS! :D
Hey there! As "unforseen4ce" pointed out, we had some regressions in our AI on the last release... especially on the Drone level. That's been sorted, and all the AI now will actually be better than it's ever been (by a little... most noticeable on Hive Mind). The release today is only Windows & Linux so far (I've b0rked our Mac dev environment when I upgraded to Yosemite... will get that solved soonish though). Here's everything that got pushed today:
While we were making Khet 2.0 (also on Steam), we built a Group Chat into the Online Game Screen so that players can see who else is currently online, hanging around. Since we wrote one engine that powers both Hive and Khet, it was easy to pull that back into Hive! We also made a bunch of other fixes, so here's an overview of the fixes to Hive that we made over the last several weeks and released tonight (and remembered to write down ;)):
Long time, no release! :) Things have been fairly stable, so we haven't had to do any emergency releases. If you've been following @bluelinegames on twitter, you might have noticed that we've even been able to start on our next project, Khet 2.0 - the Laser Game! In the meantime, we've been making regular tweaks to Hive & then this morning we finally routed out a couple of Online errors that were causing certain users to have a whole barrel of trouble when trying to make online games. Tonight, that build went live & should automatically update for you the next time you run Steam. Here's what's in the release we just pushed to PC, Mac, and Linux:
We just pushed a small maintenance update. This build includes the following:
Tonight we released an update (on Windows, Mac, and Linux simultaneously) which add a handful of new, fun features. == Elo Ratings & Steam Leaderboards == First off are "Elo Ratings" - the same rating system used to rate professional Chess players. These Ratings will be used for the Steam Leaderboards. The very simple overview is that you'll be rated starting at 1200. If you beat someone at a game of Hive online, their rating will go down and yours will go up. If they're rated much higher than you, the amount you gain is higher. So if you beat someone rated 1400, your score goes up more than if you'd only beaten someone rated 1250. Similarly, if you lose to someone with a very low score, your score would drop more than if you lost to someone with a very high score. One thing to be aware of is that for this system to work, everyone starts out with a "Provisional" rating until they've played 30 games. If you see someone with a rating with "P" at the end (eg: "1200P") that means that they're still starting out. If you're fully rated, playing against a newbie will NOT affect your score. This makes it easy for you to play new people without worrying that they are really good & their artificially-low score could affect you. Until you have played 30 rated games, your Elo Rating will NOT be submitted to the Steam Leaderboard since it's not considered to be a highly scientific rating until you've played a decent number of games. == Private Lobbies == If you want to play an online game with a specific friend, now you can create a Private Lobby. If you create a game with a Private Lobby, then your game won't be listed in the list of games in the Online Main Menu. This way, you don't have to worry about strangers joining the game and having to explain to them that you're waiting for someone else. Since Private Lobbies aren't listed, to get your friend into the game you must use the "Invite Friend" button to invite them in. == Bugfix == We were also made aware of a bug that placing certain pieces after a certain string of events could cause the game to crash. We believe we have this fixed, and this fix is why we rushed this build out without better documentation about the new Elo Ratings ^_^ ...don't tell anyone. But if you saw that bug before, we're sorry: you shouldn't be seeing it again. If you ever see this or any other bugs, please let us know! :) Alrighty... so get out there and play some online games! Since all players have to play 30 rated games to make it on the Leaderboard, it's going to be a race for the top spots! :D
Today, both the Mac and Linux versions of Hive are released! This means that you can play from any major OS against your friends on any major OS! If you're not familiar w/the process: you buy the game once and it works on all of the platforms... they're not really different "products". Please spread the word to any of your friends who run OSX or Linux, and we can continue to build up the online community! PS: To celebrate the release, the game will be 20% off for the next week! For technical reasons the two-pack can't start its discount until tomorrow, but it looks like all of the other discounts are live right now!
Today is awesome. First off... the Mosquito DLC is now released, so now you can get every expansion for Hive on Steam that exists for the table top version! There are also packages that allow players to buy the entire set at once for a discount from the full price. [img=http://bluelinegamestudios.com/hive/press/mosquito_header.png] Mosquito expansion on Steam[/img][/img] Secondly... we know it was a long wait for more than a month to get the expansions out, and we really appreciate everyone sticking with us during that time. To show our appreciation, we gave a "gift copy" of Hive to everyone who bought a copy of Hive before yesterday! [img=http://bluelinegamestudios.com/hive/press/oprahbees.gif][/img] Please note that this apparently takes a while for the gift-copies to roll out. They should automatically show up in your Inventory at some point. We've had many reports of people who have the gift-copies already, as well as many reports of users who haven't gotten them yet. Hang in there! If you still don't have it in a few days, please let us know so we can investigate. Third and finally... there are now Steam Cards and emoticons! Start collecting, crafting, and emoting! I can't wait to get my hands on the :meeple: emoticon! [img=http://bluelinegamestudios.com/hive/press/steamcards_promoimage.png][/img]
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