Hello friends! We're streaming live on Twitch & Youtube for our weekly Friday stream with your favorite bearded viking, Shatojon! Come say hi, it's not like you have somewhere to be right?! https://twitch.tv/SauropodStudio https://www.youtube.com/watch?v=HNAqm415uhI
Hello friendos! We're live for our weekly Friday stream on Twitch & Youtube! Join us now if you have questions, want to chat or maybe even play some Castle Story with us. :D https://twitch.tv/SauropodStudio or https://www.youtube.com/watch?v=O-_QGL72zu8
Hey Bricktrons! Here are the results of the latest Quick Building Challenge, in video format! Woo-hoo! Enjoy :) [previewyoutube=g0017sDpro8;full][/previewyoutube]
Hello Bricktrons! Put your hammers, pickaxes and rolls of TP aside and pay attention! We've going live on Twitch and Youtube in a few minutes and we'll be announcing the new Quick Building Challenge AND checking out a new mod made by Monotony which is actually kind of really awesome. Join us! https://www.youtube.com/watch?v=-XTLSZyD208 or https://twitch.tv/SauropodStudio See you there!
Hey friends! There's a QUICK BUILDING CHALLENGE happening on the official Castle Story Discord rrrrrright now! Want a fun Castle Story challenge and the chance to win some prizes? Head on over to the official Castle Story Discord and check out the #qbc-castlecopy channel! https://discord.gg/CastleStory See you there!
We're having a livestream on Twitch & Youtube where we'll discuss next week's Quick Building Challenge! Then we'll play some multiplayer with viewers. :D Come hang out; [previewyoutube=N-i7Y8qzm2E;full]https://youtu.be/N-i7Y8qzm2E[/previewyoutube] or https://twitch.tv/SauropodStudio See you there!
Hello friends! We're streaming live on Twitch & Youtube for our weekly community livestream and today, we'll be playing some multiplayer with fans & viewers! Come hang out with us! https://www.twitch.tv/sauropodstudio or https://www.youtube.com/watch?v=LyMiFQKFxGo
Howdy friends! We're streaming live on Twitch & Youtube! We'll be playing some Castle Story against viewers! Come hang out with us! https://www.twitch.tv/sauropodstudio or https://www.youtube.com/watch?v=hYfD_0-tx_c
Howdy everyone! It's time for our weekly Friday stream and we're picking THREE viewers to join our multiplayer game in some intense PvP! Up for the challenge? Join us! :D https://www.youtube.com/watch?v=NLwBAEiT93M or https://www.twitch.tv/SauropodStudio
We'll be live on Twitch & Youtube in a few minutes playing Castle Story! Join us and come say hello :) https://www.youtube.com/watch?v=-eN_-4FyMS8 or https://twitch.tv/SauropodStudio
Today's Deal: Save 60% on Castle Story!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Friday at 10AM Pacific Time
Hey friends! First of all, we're streaming LIVE on Twitch & Youtube! Come join us :) https://www.twitch.tv/SauropodStudio or https://www.youtube.com/watch?v=ovqJYoSrT-A Aaaalso, we haven't posted the announcement yet, but you can FINALLY buy Castle Story themed merchandise! Check it out here; https://www.etsy.com/ca/shop/CastleStoryMerch Enjoy!
Hey friends! Come watch us stream Castle Story LIVE on the Steam store page for the very first time ever! Help us get Castle Story out there during the Winter Event by watching the stream and chilling with us on the chat. It's cold enough outside to chill, right? :) https://steamcommunity.com/broadcast/watch/76561198297404754 See you there!
Hello Bricktrons! We're live on Twitch and Youtube for our weekly stream. :) Come hang out & say hello! https://www.youtube.com/watch?v=oH8iz9IQeyE or https://www.twitch.tv/SauropodStudio Eager to see you there! :D
Hey friends! We're streaming on Twitch & Youtube for our weekly stream and we'll be playing some multiplayer with viewers! Join us if you'd like, the stream starts soon! https://www.youtube.com/watch?v=noe0pkWm80c or https://twitch.tv/SauropodStudio
Howdy friends! We're live on Twitch & Youtube, looking over the amazing entries for the recent Building Challenge. Come hang out with us! https://www.youtube.com/watch?v=LxvrRk1omo0 or https://www.twitch.tv/SauropodStudio See you there!
Hello Bricktrons! We received a bunch of amazing submissions and decided to make a video to show them off in their glory! Congratulations to the winners who win themselves some Saurogoodies. Yes, I just invented that word. Enjoy! https://www.youtube.com/watch?v=DfHOWcrYQfQ [previewyoutube=https://www.youtube.com/watch?v=DfHOWcrYQfQ;full][/previewyoutube]
Hey friends! It's time for the Friday stream! We've got something to show you & get your opinion on! Come hang out and say hello :) https://www.youtube.com/watch?v=K73Dc1bpaqY https://twitch.tv/SauropodStudio
Join us on today's livestream, starting in a few minutes and lasting who knows how long!
We'll be on Twitch & Youtube, streaming Castle Story and most likely some Mirador too. :)
See you there!
[previewyoutube=th5wRAPMCo0;full][/previewyoutube]
https://twitch.tv/SauropodStudio
IMPORTANT NOTE: Don't post your submission as a comment to this event! You have to post your submissions on this Steam Discussion: https://steamcommunity.com/app/227860/discussions/0/1642052612859677423/
Heeeeeeeeeello Bricktrons!
Its time for another much requested, much missed Castle Story Building Challenge and were ready to have our minds blown with your always impressive builds! :D
Winters Coming and the [strike]white wa[/strike] Corruptrons are probably up to no good, but thats not going to stop crafty wintery Bricktrons from building beautiful resorts to enjoy the snowy lands and thats the theme of this Building Challenge!
Whats a Building Challenge?
The building challenge is a test of skill and creativity that invites you to take a crack at designing a specifically themed building for your Bricktrons to make!
Todays challenge: The Frosty Resort!
Castle Storys islands arent always lush green covered fertile soils of flowers, trees and warmth. Sometimes, theyre covered in snow, ice and slush! Trees are topped in powdery white snow, plants peek through the layer of ice and shivering Bricktrons warm themselves up with some good ol building! For this challenge, we want you to build a beautiful WINTER RESORT in a snowy map! You can either use the official Helix map, or one of the many awesome winter-biome maps shared on the Steam workshop by community members. Heres a few examples; https://steamcommunity.com/sharedfiles/filedetails/?id=1902080812&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1698346707&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1590042691&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1618263913&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1704274964&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1663350075&searchtext= Or, if youre feeling crafty, you could make your own map in the World Editor! There arent any building restrictions, but the more wintery and resorty your build feels, the more points youll get! Sledding slopes? Wooden cabin in the woods? Furnace to simulate a smoking chimney? Use your imagination!
How to participate
Simple stuff!
- Build one or many structures according to the theme proposed (Frosty Resort).
- Extra lovin if we can see the stockpiles, quarries and tasks you used to gather resources. ;)
- Post a reply to the Steam Discussion (click) including at least 1 daytime screenshot of your build and a link to your zipped up savefile. We suggest you use wetransfer.com to share the .zip of your savefile, its free and easy. (On that website, click the three blue little dots at the bottom left and choose the link option instead of e-mail)
- You can find your Save File in your Castle Story folder under: Steam/Steamapps/Common/Castle Story/Info/Saves
- Please type FINAL SUBMISSION at the top of your post so we know it's an entry!
- Extra points if you post a video on Youtube or stream it on Twitch!
- If you need help with anything, join the official Discord server ( https://discord.gg/CastleStory ) well be happy to help!
- Deadline: Monday, November 25th 2019 at 1:00 PM EST!
PRIZES!
First Place - A Steam Key of Castle Story - A Steam Key of Castle Story's OST - A Steam Key of Mirador - A shout-out on our social media - The fuzzy feeling inside that you rocked this contest! Second Place - A Steam Key of Castle Story's OST - A Steam Key of Mirador - A virtual high-five! Cant wait to see what youll come up with!
Castle Story is 40% off for the Steam Halloween Sale!
Now's a great time to bring your friends along for the ride, make awesome castles and fight off some enemies!
Enjoy & Happy Spooktober!
Hey y'all! We're streaming some Castle Story live on Twitch & Youtube! Come say hello, chat, maybe even play with us! If you have questions about Castle Story, Sauropod Studio or life in general, now's the time, we have the answers. Probably. https://twitch.tv/SauropodStudio or https://www.youtube.com/watch?v=Cb3YJziDrEU
We're streaming live on Twitch & Youtube! Come hang out, watch some Castle Story and chat with us. :) https://twitch.tv/SauropodStudio or https://www.youtube.com/watch?v=ZeagdH_8doY
Hey y'all!
Castle Story is at the cheapest it has EVER BEEN! For this year's Steam Summer Sale, the game is 60% OFF!
Maybe a great opportunity to get your friendos a copy and teach them the fine arts of CORRUPTRON WARFARE?!
Have fun!
https://store.steampowered.com/app/227860/Castle_Story/
Hey everyone! Hope your week's been wonderful so far. :D
If you're an active member of the Castle Story Discord, you may have seen this useful tutorial teaching you how to enable the secret Movie & Editor panels in Castle Story.
Community member Jord Studios used these tools to make an AMAZING fan short and we felt like it deserved to be spotlighted here, so check it out & consider liking the video so he knows we want more! :D
https://www.youtube.com/watch?v=OuEAoFZ--y8
While we're here, if you haven't yet, consider joining the official Castle Story Discord! Lots of awesome stuff going on there and there are always people looking for a multiplayer buddy. :)
discord.gg/CastleStory
See you there & have a great end of your week.
Hey Castle Story friends!
Sauropod Studio exists thanks to our Castle Story community (with special <3 to our Kickstarter backers) and for that, we are eternally grateful.
Today, we're proud to announce that our newest title, Mirador, is LIVE on Kickstarter! We're hoping to get as much love, support and most importantly, feedback for Mirador as we did for Castle Story. :)
Our six years of experience working on Castle Story means that we're confident Mirador is going to be the bee's knees!
Mirador is an online Co-Op Rogue-lite Hack'n'Slash where the bosses you fight .. are created by other players, like you!
Sounds interesting? Please take a look at the Kickstarter page! Tons of love, The Sauropod Studio team https://www.kickstarter.com/projects/902505202/mirador-by-sauropod-studio?ref=9fpuow
Today's Deal: Save 60% on Castle Story!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Tuesday at 10AM Pacific Time
Howdy folks! We just released a hotfix to the Winter Update.
- Fixed date in latest news.
- Added decorative blocks to the pie menu.
- Fixed inverted plant icons in the World Editor.
- Updated winter terrain names in the World Editor.
Howdy everyone!
Castle Story now has brand new decorative blocks for you to spruce up your castles and help your Bricktrons make their surroundings a little more homey! On top of that, we've added two new door variations which can handle different amounts of beatings and a brand new snow-sprinkled winter biome to make maps and play in!
Check out the video below for everything that's new!
https://www.youtube.com/watch?v=kp83VpUbwDo
FULL CHANGELOGS
- New Winter Biome - usable in the World Editor.
- New official 1v1 Conquest map - HELIX, in the Winter Biome.
- New Rickety door - only 3 planks to build, half the regular HP.
- New Reinforced door - 3 planks + 3 iron ingots to build, double the regular HP.
- Four new columns variations: fluted column, round column, square column and stone pillar.
- New decorative block: Knight Statue
- New decorative blocks: Window & Long Window
- New decorative blocks: Paintings
- New stair block: outwards corner.
- New Grab the Gems "Extended" preset that introduces longer times between gem spawns.
- Buffed Artificer damage by 50%.
- Slightly increased rope bridge's HP.
- Drastically reduced damage dealt to natural terrain voxels by Knights and Halberdiers.
- Halved Corruptrons' damage dealt to doors.
- Renamed "Rope Balot" to "Rope Coil".
- Swapped the default Delete Task and Delete Selected Blueprints hotkeys (Deleting task is now CTRL + DEL, deleting blueprint is now DEL)
The Castle Story Halloween Event IS NOW LIVE!
Hop into the game for some :ghost: spooky themes!
Grab the Gems is now CAPTURE THE PUMPKIN!
Aaaaand the Bricktrons have brought out their bestest disguises, maybe they'll spook the Corruptrons away.
Don't forget, TOMORROW AT 3PM EST - super duper special stream with Aphytal Knight, Mym, Garou and Evax Meor !
Happy Halloween everyone!
VIDEO DEMONSTRATION BELOW!
Hello everyone!
We’re really excited to release this new feature to you! The Blueprint Library is an evolution of the blueprints management tool that might change how you play Castle Story entirely.
The Blueprint Library allows you to save blueprints you’ve designed locally onto your disk to use later on, on any map or gamemode, even in multiplayer! So that really snazzy tower you worked on for an hour is no longer exclusive to your current game – you can save it and reuse it later!
Better yet, you can even share blueprints you’ve saved onto the Steam Workshop for others to marvel in your architectural prowess. It’s okay to toot your horn every now and then, don’t worry.
Since other players will be sharing their blueprints too, you can subscribe to them via the Steam Workshop and use them in your own sessions! By mixing other players’ blueprints and your own, the possibilities for different builds are LITERALLY ENDLESS*. *[spoiler]I didn’t do the math.[/spoiler]
Anyways! Here’s a little video demonstration to show off your new superpowers. Use them responsibly!
https://www.youtube.com/watch?v=P1IeoZbXmBI
FULL CHANGELOGS
- New Blueprint Library system allows players to save, share and subscribe to blueprints and use them any time in Castle Story.
- Added new songs in Conquest. Those were already in the OST but not used in-game.
- Fixed an issue where reaching wave 60 in Invasion wouldn’t display a victory screen.
- Fixed an issue where manipulating blueprints of ramps (rotating, moving, duplicating, etc.) would place them in the wrong orientation.
- You can no longer delete tasks while blueprints are being placed. This was necessary for the addition of the Blueprint Library system. It shouldn’t be problematic since blueprints are placed fairly quickly.
Hey everyone!
We’re pretty excited to put today’s update into your hands! Conquest has been one of the most played gamemodes since the recent major updates but it was designed in a way where you could end up with a tremendous amount of Corruptrons on your island, roaming around, pathfinding and eating up all of your computer-juices, causing major loss in performance, which is the top complaint we’ve received for Castle Story.
Additionally, the gamemode had some issues with balance and difficulty – easy wasn’t always easy enough and hard was sometimes too easy for the pros.
All in all, you should see some major improvements in performance in shorter and longer Conquest games!
Also! A few of you expressed concerns over the Bricktrons looking a bit.. indifferent! Well, Bricktrons will now spawn with random expressions, from super-furious to suspiciously-happy. It has no relation to their current actions, so it’ll inevitably lead to some hilarious situations à la Alchemist blowing everything and everyone up with a big, beaming smile! Send funny screenshots pls.
Today’s update aims at addressing both these issues. Gameplay and performance have both been considerably improved in the Conquest mode.
Anyways, here’s the changelog. Note that all Corruptrons-related changes are mostly for the Conquest mode.
- Bricktrons will now spawn with different facial expressions.
- Improved Conquest early-game performance by pre-loading Corruptron raids, at the cost of a slightly increased loading time.
- When Corruptrons are spawned, they will now spawn at delayed intervals (one corruptron per half second or so). This not only looks more natural, but also resolves a frequent lag spike that occured when a large group of Corruptrons all spawned at once.
- Corruptrons will now only spawn when they have an objective; expanding, attacking or defending. When a Bricktron approaches a corrupted shard or crystal, Corruptrons will emerge from the ground to defend it.
- Tweaked difficulty settings for Conquest. Easy should be easier, hard should be harder and normal should feel challenging but not too difficult for semi-experienced players. Would love to hear your feedback on the difficulties! Note that hard may still be easy if you’re like, super pro. You can always make your own preset with insane settings!
- All existing Corruptrons will occasionally attack the player’s base as a wave, forcing you to create actual defenses around your shards and crystals.
- Plants now have real names in the world editor, instead of just being numbered.
- Removed the "Click to queue 1" label on tooltips for crafting items.
- Fixed an issue where Grab The Gems gamemode wouldn't start if the host wasn't blue.
Heeeeeello peoples! We’re happy to ship a small but useful update to the catapult today making its use considerably easier than it was before. Hoping this’ll encourage players to make use of it as a viable defensive (and with a bit of creativity, offensive) measure for your base.
In the past, ordering a catapult to fire didn’t immediately fire it. You had to wait for a Bricktron to make their way over there and trigger it. This could mean waiting a fairly long time or, if you had the good measure to assign a worker to the catapult, a shorter waiting time, but one none the less. A Bricktron was also needed to rotate/aim the catapult, causing the player to encounter these same delays.
As of today, Bricktrons will automatically load catapults with a barrel without any intervention, as long as you have a reachable catapult and a stockpiled barrel. Once you order your catapult to fire, though, it will immediately fire without the need of a worker being nearby. Magic. Aiming will also not require workers. This makes the catapult considerably easier to use and much more efficient as a defensive structure.
Oh, also, we removed the catapult’s randomized inaccuracy. It’s dead on where you want it to shoot now.
In addition to that, we have several bug fixes;
- Fixed an issue where selecting dynamic structures could break if you quit the game while typing a save game’s name.
- Fixed an issue where typing the name of your map in the World Editor would move the camera around when using the letters W A S and D.
- Fixed an issue where ranged units would focus their attacks on crystals instead of nearby enemy units.
- Fixed an issue where sometimes, a ghost barrel would be stuck in the catapult and caused the catapult to misfire.
- Fixed the Home Crystal’s HP bar being too small.
Enjoy! :D
https://store.steampowered.com/app/227860/Castle_Story/
Don't own Castle Story or know a friend who doesn't? Now's the perfect time. :D
Enjoy & have a warm, fuzzy summer (or winter for our friends from down under!)
P.S: We're also live on Twitch! http://twitch.tv/SauropodStudio
OH HEY! First things first, we're streaming live from the studio, today at 3PM EST (3 hours after this announcement is posted) on Twitch.tv/SauropodStudio and Youtube.com/SauropodStudio - we'll be playing this update and chatting about what's next for Castle Story!
Welcome to today’s changelogs! :D We’re pretty excited about this one because it brings something new to Castle Story that’s been requested quite often; a new biome!
Islands built in the desert biome look completely different from ones in the forest biome you’re used to. Instead of lush greenery, thick grass and comfy looking nooks and crannies, expect sandy dunes, dry shrubbery, cacti and sandstone!
The new Desert Biome is shipping with a new, official map made in the desert, allowing you to dip your Bricktrons’ feet into the sand right away! The map is named Pioneer Pass and it’s an Invasion, Sandbox and Conquest map that supports up to 2 players in multiplayer. It’s symmetrical, which makes it great for 1v1s!
In addition to Pioneer Pass, you can now select the Desert Biome when creating a new map in the world editor, allowing you to map using all the textures, plants and details we used in Pioneer Pass. Can’t wait to see your desert-y maps on the workshop! :D
Anyhoodles, here’s the nitty-gritty changelogs;
- New desert biome.
- New map using desert biome: Pioneer Pass.
- New plants for desert biome.
- New textures for desert biome.
- New boulders for desert biome.
- New trees textures for desert biome.
- When starting a new map in the world editor, players are given a small chunk of terrain to start off of.
- Bug fix: The host no longer sees the HP and cooldown bars of wards in the fog of war.
- Bug fix: Fixed texture on one of the plants’ buttons in the World Editor.
Hey folks! Check out the two winning entries from Team Corruptrons and Team Bricktrons.
Team Corruptrons - DeltaHasAIDS
and
Team Bricktrons - EagleWatch40140
Both the winners won a CA$25 Steam Gift card, but in the end, DeltaHasAIDS won it for Team Corruptrons! Check out all the comics submitted here: Team Corruptrons : https://imgur.com/a/84S3K4Z Team Bricktrons : https://imgur.com/a/sDHUunV Curious about the Trons VS Trons event? Join the official Castle Story Discord server and check out the 'TRONS VS 'TRONS category on the left! http://discord.gg/CastleStory
Hey everyone!
The time has come! We're excited to finally announce our new upcoming indie game :D! Watch the announcement video on Youtube.
https://www.youtube.com/watch?v=Sr2Ns-Bg2HQ
Thank you for all your support across the years, this is only possible thanks to you and we love you for it.
Support for Castle Story will continue. :)
http://miradorgame.com
Show of hands, how many of you usually end up with a 85% more stockpiles filled with bricks than you need? This update’s for you!
- Added resource toggles on the quarry and the tunnel, allowing you to instruct Bricktrons not to gather stone, brimstone or iron. Instead, Bricktrons working on that task will destroy the resources that are toggled off instead of bringing them back to c clutter your stockpiles! In longer games, a reduced number of stockpiles in your game will improve performance.
- Quarries now capped at 8 instead of 4 automated Bricktrons.
- There are changes on the horizon.. literally.
- Fixed the hotkey for Blueprint Management not working.
- Added a label to the menu/home button for its hotkey: F10.
- Minor changes & fixes in the localization.
[/ist]
You have fun and don’t stare at the sky too long, there are Corruptrons on your doorstep!
P.S: Tomorrow's the deadline to join one of the teams for our Trons VS Trons event! Don't miss out. :D
https://steamcommunity.com/games/227860/announcements/detail/1660017545851168479
Hey everyone! Welcome to the TRONS vs TRONS event! We have a ton of prizes to give out, ranging from Steam gift cards, to Castle Story Steam keys & IRL goodies (t-shirts, stickers and whatnot)
The event has some friendly competition between Team Bricktrons and Team Corruptrons.
The event happens entirely on the Castle Story Discord server
To sign up, visit http://discord.gg/CastleStory and check out the #the-teams channel!
So join us on the official Castle Story Discord & enjoy the event! :D http://discord.gg/CastleStory
Hi!
This update is something we’ve wanted into the game for quite a while now, but finding a logical hotkey for every thing in a game like Castle Story has proven to be quite the headache. But we’ve done it!
Today’s update will add hotkeys to almost everything in the game and changes some of the keyboard’s usability to a more user friendly approach.
Also, we’ve slipped in some changes to the balance of military units. Here’s the full changelog;
http://www.castlestory.net/en/update/6280-114-The-Hotkeys-Update
Hope you folks enjoy and, as usual, let us know what you think. :)
Howdy! A little bird told us there was an illicit, fight-club like underground hidden tournament being organized by blood-thirsty members of the community in which Castle Story players face each other off at PvP battles in the game. Frankly, this is shocking and slightly frightening and we love it. If you’re parts crazy and parts brave and want to participate in such a tournament, join the official Discord by clicking here and fill in the participation form by clicking here. In light of this competition and considering, from what we’ve heard, that if you die in this tournament you die IRL, we’ve decided to divert some effort to fix an old bug that made multiplayer games a little unfairly biased towards the person hosting the game; - Fixed an issue where the host would see the energy lines of other players’ wards in the fog of war. Enjoy and good luck to everyone taking part in this tournament. :)
Howdy! A little bird told us there was an illicit, fight-club like underground hidden tournament being organized by blood-thirsty members of the community in which Castle Story players face each other off at PvP battles in the game. Frankly, this is shocking and slightly frightening and we love it. If youre parts crazy and parts brave and want to participate in such a tournament, join the official Discord by clicking here and fill in the participation form by clicking here. In light of this competition and considering, from what weve heard, that if you die in this tournament you die IRL, weve decided to divert some effort to fix an old bug that made multiplayer games a little unfairly biased towards the person hosting the game; - Fixed an issue where the host would see the energy lines of other players wards in the fog of war. Enjoy and good luck to everyone taking part in this tournament. :)
Hey hey hey! We’re back at it again with the updates and this one will seriously improve the fluidity of the Bricktrons.
We’ll jump right into the big change; we’ve adjusted the Bricktrons’ pathfinding AI to allow them to calculate paths through each other! No more traffic jams, bumping and switching resources, which tended to slow things down.
Besides the obvious increase in speed and fluidity when they’re building, this change will affect other things; Bricktrons will now actively try to path through each other when there is no other path, or if the detour is slower. Also, they won’t switch their load anymore when bumping into another Bricktron. They’ll just keep walking towards their goal without pausing.
Any unit can pass through any unit now, making it much easier to manage your archers on one-brick-thick walls. Haha, one-brick-thick, sounds like a rap album. ˢᵒʳʳʸ⋅
You may be worried that stacking units will allow players to stack a quadrillion Knights on the same voxel and make Stacks of Doom à la CIV 4? No worries – Bricktrons will smoothly swoop outside of each other if they’re stacked on the same voxel. They may communicate in oofs and aahs, but Bricktrons have a pretty solid notion of personal space. Oh and combat units can’t stack while fighting and your Bricktrons can’t pass through enemies. B A L A N C E.
But wait, there’s more! Download now and enjoy these extra great updates, for the low low cost of whatever you’ve already paid for the game:
- Bricktrons will now better spread out in harvest tasks, meaning they won’t bundle up on the same tree or the same boulder and work more efficiently.
- Tree stumps now require less hammerin’ to get rid of.
- Sentinel wards now occupy the voxel above them, stopping players from covering it by accident and making the Sentinel’s projectiles collide with it and never actually fire at enemies, then we get 43 support tickets asking us why their sentinels won’t shoot anymore.
- Bricktrons can now reach and build wards that are on a third voxel of height, without stairs or whatnot, just like they can with Bricks since update 1.1.1
- We did some work on the tooltips panels to make them cheaper performance-wise.
- Fixed an issue that was making Bricktrons think twice as long as they normally should to find a blueprint to use their resource on.
- Fixed an issue where, if you dug or placed something under the Idle group marker, it would freeze Bricktrons until you manually moved them.
Hey folks, Here's are the changelogs for a hotfix we shipped last Friday. Sorry for the delay in posting these. :) - Fixed CTRL + D hotkey not duplicating selected blueprints. - Fixed missing names when hovering tasks, bricks and structures in the left side panel. Thank you for reporting those bugs!
Heylo!
We're still on our epic quest to make Castle Story easier to play for new players and seasoned veterans alike. Today's update is yet another step in that direction.
Added a new icon that displays how many dead Bricktrons are preparing to respawn soon. It's at the bottom left, in your taskbar. It looks like a spoopy Bricktron skull.
Added a tooltip for the idle task.
Optimized the picking of buttons in the sidebar. The difference is minor, but along with other upcoming improvements, it'll add up into a noticeable difference.
Set a Bricktrons population cap to 15 and displayed it prominently in the taskbar. This helps us establish a preset on which we can further balance the game and improve performance. If you reeeeeeeaaaaaaally want to, you can change that cap in the gamemode's config.lua - but we do advise against it if you're worried about performance.
Limited tasks to 15 to resolve issues where the taskbar would get full and some tasks would break. Remember, you can remove unused tasks by opening the task and clicking on the red trashcan.
Bricktrons that have been "micromanaged" will now find their next task automatically considerably quicker. That means that if you manually tell a Bricktron to drop something, go somewhere or perform an action, once they're done, they'll go back into automated mode much faster. Those of you who tend to helicopter-parent your 'trons will see this as a considerable improvement. Oh also, remember you can tell your Bricktrons to stay put and not automate themselves by selecting them and hitting H. Hit it again to automate them. Super useful in Grab the Gems.
We've updated the icons for crafting stations to make it easier to know which does what. The chopping block shows planks, the furnace shows ingots, the loom shows a roll of fabric, the workbench shows an archer kit, the forge shows a knight's kit, you get the idea.
Improved the alert when the player is out of empty stockpiles. It's a lot more HEY, LISTEN! now.
Upgraded to Unity 5.6.5f1 which we believe will resolve a multiplayer stability issue.
Fixed an issue where it was possible to place blueprints outside of construction tasks by pressing B while paused.
Fixed an issue where the game would require several requests to unpause the game with the P key when entering then exiting the main menu while the game was paused.
As always, be sure to give this update a whirl and let us know what you think about the changes!
Hey everyone,
We hope you spent a wonderful Valentine's day with your loved ones, yesterday!
As we've said before, we're focusing on Quality of Life improvements for Castle Story in the short term; making building easier, adjusting certain mechanics that may be less fun for newer players, etc.
Today's update is a good window into that endeavor. Here are all the changes:
Bricktrons can now build three layers of height without needing stairs. This should make building considerably easier and eliminates the need for some more complex maneuvers previously needed to get around certain building restrictions.
Rubble and loose resources on the ground no longer merge back into little mounds. They now just disappear into the ground, without creating bumps. While this was originally a cool sounding idea, we've come to realise with time that it wasn't ideal when it came to building cool looking castles - constantly having to clean up and flatten terrain to keep it looking tidy, or even keep walls or dynamic structures usable, wasn't fun.
Corruptrons will no longer attack quarries or tunnels' stairs and player-made stairs are now considerably lower in the list of priorities of things Corruptrons want to murder with their little gravelly hands!
Fixed an issue where Bricktrons would seemingly randomly jump off to their death. We hired a psychiatrist and they talked their problems through. We're good now.
Fixed an issue where "quit to menu" wouldn't work for clients in a multiplayer game (and it would break the scoreboard).
Enjoy this little update and keep the suggestions coming. :)
Hey everyone! The Castle Story OST now includes the .flac files, for high quality listenin'!
Hey everyone!
The deadline for the building challenge is tomorrow at 1PM EST.
Flex your architect muscles and get your Bricktrons building!
To participate in the event: http://www.castlestory.net/en/event/6272-Building-Challenge-The-Sturdy-Keep
P.S: If you need a lil' extra time, let us know and if enough of you are participating and want a bit more time, we might extend it!
Hey everybody :)
We have three announcements for you today!
First: Official Castle Story Soundtrack!
We’ve had so many people compliment the track of Castle Story over the years, we had to do this. The Castle Story Official Soundtrack is now available for purchase on Steam! :D http://store.steampowered.com/app/758720/Castle_Story_OST/ You can get it cheaper if you already own Castle Story! http://store.steampowered.com/bundle/5761/Castle_Story__OST_Bundle/ -------------------------------------------------
Second: Patch 1.1.0d is now live!
We’ve been back from the holidays for a couple of weeks now and are focusing on weeding out the bugs that were reported for 1.1 – as usual, keep ‘em coming. :) We’re aware of the issues with performance and are actively working on it right now.
- Calling Bricktrons Back to Work will no longer pause existing workers.
- Calling Bricktrons To Arms will no longer affect existing fighters.
- Fixed an issue where the wrong victory/defeat message would be displayed in Grab the Gems if your ally was the the one to trigger the victory.
- Fixed an issue where Bricktrons would sometimes destroy with their hands and other times with a hammer, causing more damage.
- Loose logs, bricks and other items laying on the ground will no longer block blueprints.
- Fixed an issue where other Bricktrons didn’t have scarves if you were the client.
- Fixed an issue where Pylon wards’ blueprints wouldn’t turn red even if impossible to build, in certain places.
- Fixed an issue where sometimes, Bricktrons wouldn’t be able to operate on an anti-blueprint even if it was within reach.
- Fixed an issue where Bricktrons would back-and-forth between a landscape task and stockpiles without filling their bag entirely.
- Fixed an issue where fighters would be stuck in a loop trying to drop their kit in a weapon rack if it had three full kits and only one piece of the fourth.
- Fixed an issue where selecting a Bricktron from the taskbar wouldn’t take the player out of Edit Mode.
- Fixed an issue where Bricktrons force-assigned to a task, then to the idle group, would appear to be in both groups.
- Fixed the “take from” action in the pie menu not working anymore.
- Fixed an issue where the tunnel task’s handles and blueprints were casting shadows. Have fun!
Third: ??!
You'll find out on today's livestream, at 3PM EST on Twitch or Youtube. ;) http://www.twitch.tv/SauropodStudio or http://www.youtube.com/SauropodStudio
Hey everyone!
In case you haven't been following our Youtube channel, we've been posting individual tracks from the upcoming Castle Story OST on the youtubes and the reception has been great.
Listen to some of the OST tracks here:
https://www.youtube.com/watch?v=LD5tDKSayi0&list=PL6ME9wXNKdDGCsbqC1tU7dOplExid0bsu Now if you're listening to these and freaking out about how good the music is, don't take your wallet out just yet - the OST isn't on sale yet, BUT it will be very soon, so feel free to add it to your wishlist and our lord Gaben will be sure to alert you when the it's buyable. :) http://store.steampowered.com/app/758720/Castle_Story_OST/ Enjoy! :D
Hi! Thank you for all your feedback on 1.1 – notably (and very loudly) the feedback on ranged units – we’re experimenting different things for these units, so don’t hesitate to let us know if you feel it’s working (or not).
- Considerably increased the Arbalist’s range.
- Added a conclusion panel to the tutorial so it doesn’t end as abruptly.
- Improved automated Bricktrons’ pathfinding – they’ll be quicker now to get to their goal.
- Improved Bricktrons’ pathfindings on certain types of stairs.
- Fixed the chopping block not working when manually queuing planks.
- Fixed multiplayer save files when in unofficial languages.
- Fixed an issue where starting a Conquest Co-Op game on a map that only had 2 Home Crystals (such as Apex) had funky, undesired results.
- Fixed rebinding keys not working anymore.
I know P.S: usually goes at the end of the message, but I don't abide by such draconian dictatures, thus, P.S: Castle Story is on sale for 40% off ONLY for the next 24 hours! You snooze, you lose!
http://store.steampowered.com/app/227860/
Hello you handsome thing you!
We just released the 1.1 update, dubbed the Quality of Life Update – it has a tooooon of great improvements. Check out the video below for the whole shebang and scroll a lil’ further down to dive into the detailed changelogs!
https://www.youtube.com/watch?v=BePw5e0Y11A
NEW STUFF
- Complete rework of the UI; more intuitive buttons positioning, new icons, new crafting queue system, helpful tooltips on almost every hoverable UI and a lot more.
- Resources list below the mini map.
- 6 new stairs type bricks.
- Added a brand new 1v1/Grab the Gems oriented map: Apex.
- Double Merlon and Concave Merlon bricks.
- Back to Work: will order military units to deposit their arms at the nearest weapon rack and turn into workers.
- New tutorial docked in the right panel, with new content and more intuitive first steps.
- New localization system: translate the game and share your translation on the workshop – or download someone’s translation from the workshop! Clicky for tutorial.
- Trading Cards, Badges, Emojis & Backgrounds for Steam! Unlock them by playing. Click here for more info.
- Audio feedback when recalling workers or calling to arms.
- Audio feedback when dragging blueprints.
- New sound when multi-selecting Bricktrons.
IMPROVEMENTS
- We’ve taken the time to have a look at each Bricktron class in the game, and tweak them to clarify their intended role. Here are the sweet deets:
- Archer : The archer is a scout and a harasser. You will notice he has shorter range than before, does less damage, but fires a little faster and moves faster than some other Bricktron classes.
- Halberdier : The halberdier is a fast moving melee fighter. He now moves significantly faster and will be able to catch up to any other unit. He also does quite a bit more damage.
- Knight : The knight is now even tankier than before, with a bit more health and increased projectile resistance when he still has armor. He can now block projectiles from any angle in defense mode. Armor will now go down faster against melee and explosion damage though, but will start to regenerate faster when out of combat. He’s also a tad slower.
- Arbalist : The arbalist is a though, close range damage dealer. He has shorter range, he’s a bit slower and his damage has been significantly reduced, as he was decidedly too powerful. His melee damage has been increased as it is more likely he’ll end up brawling
- Artificer : The artificer is a supporting healer. He now has less range to fit with other ranged unit changes, and a little less movement speed.
- Alchemist : The alchemist is a demolition unit. Bombs are now cheaper to craft, and his explosions now deal extra damage to a knight’s armor. He has a little less range.
- Redesigned two of Plateau Mont-Royal’s spawn points to balance them out.
- Corruptrons in Conquest will now spawn on only two crystals, instead of half the map, and spread form there. They will defend the starting two crystals with a larger force, and will leave less Corruptrons on the others, making it easier to gain territory for the player, but harder to quickly wipe the map.
- The delay before all Bricktrons start to regenerate health has been decreased, and they regenerate faster.
- Line of sight no longer depends on map size, instead it is set at a fixed 50 voxels.
- Removed projectile inaccuracy for units and increased projectile speed to minimize misses.
- Projectile range no longer depends on the height difference between shooter and target.
- Wards are now more resistant to ranged attacks, excluding explosions.
- Bear traps now do more damage.
- Workers do slightly more damage.
- Biftron will now knockback units with every hit instead of having a 30% chance. It’s attack speed is now slower.
- Warlock’s ranged attack does more damage.
- Toolrack costs 3 planks instead of 6.
- Stockpile costs 1 plank instead of 2.
- Each plant voxel now contains 2 plant ressources instead of 1.
- Blueprints are much easier to see on snow now.
- Improved readability of the mini-map by adding some drop shadow under mountain lines.
- You can now see planks on top of chopping blocks.
- Added several new music tracks.
- Several enhancements to the environmental sounds.
FIXES
- Fixed broken character animations in bear trap.
- Fixed Warlock getting stuck in bear trap, now behaves like Biftrons.
- Fixed rope and fabric colliders so they don’t roll off the map when dropped.
- Fixed Bricktrons holding more rope and fabric than shown.
- Fixed corruptrons getting more agressive after saving and loading a conquest game.
- Fixed Biftrons attack speed being faster, and inconsistent, against knights.
- Nova and Quasar are only playable in Sandbox now.
- Fixed the spawning algorithm when playing 2v2 in Grab the Gems.
- Fixed an AI issue where Bricktrons assigned to harvest iron or brimstone would often stop in front of the crystal patch and not mine it.
- Fixed the number of waves survived and number of total kills missing on the scoreboard.
- Fixed Light’s Out not being dark enough for clientside players.
- Fixed an issue where passive workers weren’t displayed.
- Fixed the door’s blueprint not being detailed.
- Fixed severe performance drop when lots of glass ingots were on screen.
- Fixed shards’ mesh being too high above the ground.
- Fixed an issue where Bricktrons in the clean up task could teleport resources to the stockpile if the voxel under them changed.
- Fixed the explosive barrel being visually too small on the laboratory.
- Removed the legacy repair project.
- Fixed an issue where clicking on the score button would cause the sidebar to disappear.
- Fixed an issue where clicking outside of the game while in windowed mode would create selection boxes in game.
- Fixed the mute button not having visual feedback.
- Fixed flickering in the splash screen.
- Fixed an issue where deleting a save file didn’t refresh the menu.
- Fixed typo in delete confirmation window.
- Fixed an issue where the UI Compass didn’t group similar units together anymore.
- Fixed an issue where enemy names were missing from the scoreboard in PvP games.
- Fixed an issue where the current wave was offset by 1 after wave 30.
- Fixed an issue where certain tasks’ goals didn’t refresh when in edit mode.
- Fixed an issue where pressing enter didn’t close the chat in multiplayer.
- Fixed an issue where pressing “H” while typing in chat would toggle selected units’ state.
Since we released the World Editor, we've added lots of great features to let your creative side shine via Castle Story mapmaking and boy did it shine!
We're going to hand-curate a collection of the nicest player made maps we find on the Steam Workshop for you to easily access and enjoy. :)
http://steamcommunity.com/sharedfiles/filedetails/?id=1201775408
Here are some examples of the first iteration of maps that have been added to the collection.
Central BattleGround by MagicShrooms
Garrison 5 (V2) by HQDefault
Hyrule Castle - Link to the Past by swemyss
Cathedral Story by baileyboy3012
Magic Maze by Nik
And remember, even custom maps can be played in multiplayer! When the host clicks "ready", the other players in the lobby will begin downloading the custom map automatically. :)
Check out the rest of this sweet collection by visiting the item below;
http://steamcommunity.com/sharedfiles/filedetails/?id=1201775408
Heeello folks!
Halloween is unfortunately over buuuuut there’s always next year! From what we’ve gathered on social media, the forums and Discord, you peeps had a blast playing Capture the Pumpkin (and honestly, we did too). So we’ve decided to keep it, but re-skin it to match the universe of Castle Story!
Hence, Capture the Pumpkin is now known as Grab The Gems!
Pumpkins have been replaced by gems and pumpkin patches have been replaced by gem patches. Everything else is back to normal – the moon is no longer a spoopy pumpkin and your home crystal has returned to its former, crystally glory. :)
For those who haven’t had a chance to play it during Halloween, GTG for short is a multiplayer only gamemode that where the shards on the map have been replaced by gem patches! Over time, gems will appear in the gem patches and the first faction to collect 10 gems will win the game! Naturally, you’re encouraged to slice and dice enemy workers trying to collect the gems back to their home crystal and steal their gems!
The first 5 gems will appear after 12 minutes in random patches. After that, 5 more gems will appear every 8 minutes. Keep in mind that only workers can pick up gems by selecting the worker and right-clicking the gem. Right-click your home crystal with a worker carrying a gem selected to make them drop it in your home crystal!
Pro-tip: Make your workers “hold position” by pressing H or via the pie-menu to stop them from dropping the gem and going back to work if you forget about them after sending them to pick up a gem. :) Don’t forget to set them back to automated mode (H again) after they’ve dropped the gem in your home crystal though.
Keep an eye on the counter below the minimap to prepare for when the next gems will appear!
FULL CHANGELOGS
- Renamed “Capture the Pumpkin” to “Grab the Gems”.
- Added new gem mesh to replace the pumpkin thematic one.
- Added new gem patches mesh to replace the pumpkin patch thematic one.
- Made the sound of shards and crystals being captured or neutralized play across the map, alerting players it’s happening. Remember to check the minimap to see which shards are being captured.
- Added new footsteps sounds for snow, plants, different kinds of grass, etc.
- Added new sound variations for doors.
- Returned the moon to its original mesh.
- Returned the home crystal to its original mesh.
- Removed Halloween disguises from Bricktrons.
Last year’s Halloween Update was one heckin’ spooky update and you folks liked it so much it turned into a permanent preset!
Remember how last Halloween the Corruptrons came knocking on your Castle’s doors wearing ridiculous disguises and you totally kicked their stoney butts back into the ground? Well, little did you know, Bougre wasn’t going to let good costumes go to waste and secretely saved them for this year’s Halloween. Your Bricktrons will be the one wearing the disguises this Halloween.
Second, we’re introducing a time-limited, Halloween gamemode called ..
CAPTURE THE PUMPKIN!
Capture The Pumpkin is a special multiplayer only gamemode that will only be playable around the Halloween period, so grab a friend, get in game and cap some pumpkins! In Capture the Pumpkin, instead of a crystal, each player has a cauldron in their base and the shards on the map have been replaced by pumpkin patches! Over time, pumpkins will grow in the pumpkin patches and the first faction to collect 10 pumpkins will win the game! Naturally, you’re encouraged to slice and dice enemy workers trying to collect the pumpkins back to their cauldron and steal their pumpkin! Check out this video for more info on how to play. https://www.youtube.com/watch?v=qvBvMjhf39k Still with me, brave soul? We also changed some things around and fixed some bugs! Here’s the changelogs for those;
NEW STUFF
- Capture the Pumpkin gamemode during Halloween.
- The moon got a spooky facelift.
- Military Bricktrons are now wearing costumes.
IMPROVEMENTS
- Improved performance when selecting several units.
- Replaced several deprecated icons.
FIXES
- Fixed an issue where clients could create ghost bricks with the fog of war.
- Fixed an issue where cracks in damaged bricks would disappear when entering x-ray mode and at certain LODs.
- Fixed an issue where MAC players hosting a game couldn’t transfer a custom savefile to other clients.
- Fixed an issue where Bricktrons would break if a workstation they were working on was destroyed.
- Fixed an issue where weapon racks could end up containing different kits after loading a game.
- Fixed the bottom of stockpiles looking pitch black on Linux.
- Fixed explosions being all black on Linux.
- Fixed the first tooltip showing up for a second even if tooltips were disabled.
- Fixed an issue where a multiplayer host wouldn't be put into the game if the client changed to an invalid save file's faction.
- Removed the useless little line under the scoreboard that served no purpose in multiplayer.
Are you feeling it? The air is getting colder. The night is coming sooner and lasting longer.. The distant screams of tortured souls is echoing through the streets.. Okay maybe not that last one, but STILL! Halloween is riiiiiight around the corner and we've been working on something for you folks to celebrate the spookiest holiday of them all with the Bricktrons! Who can guess what it is?
Check out the video below!
Hey everyone, This is a hotfix to resolve certain multiplayer lobby issues we’ve been reported – thank you to those who took the time to report these bugs on the forums, keep it up :D
- Added a message to explain why you left the lobby – kicked, timed out, etc.
- Fixed an issue where trying to load a Conquest Co-Op save file forced players to be on opposite teams in the lobby.
- Fixed an issue where players couldn’t select a team in the multiplayer lobby.
Enjoy!
Hi!
Despite the awful scorching heat burning our delicate Canadian frost-kissed skins, we’ve been enthusiastically at work on 1.0.3 with important changes to the Conquest mode.
NEW STUFF
- Added a button in the pie menu to unequip a soldier’s kit in weapon racks.
- Added structures’ name in the requirements box.
NEW STUFF
- Mining surface iron, brimstone and stone boulders is now much more gradual and all maps have been rebalanced to include a better amount of starting resources around crystals. To elaborate, a single voxel of brimstone crystals used to take a few seconds to break and instantly give 10 brimstone. Now, every pickaxe hit will generate 1 brimstone and each voxel will supply 40 brimstone. Same deal with boulders and iron. This limits the necessity to send your Bricktrons travelling far away to mine resources when you run out of the little ones available near your crystal.
- In Conquest, player crystals can now be destroyed instead of captured. This solves the issue where you’d be at your enemy’s base, capturing their crystal with an Unsullied sized army, but the capture would keep getting reset because one of their workers would respawn. Now you can just destroy their Crystal, homes and everything they love.
- You can now build rope bridges above quarries – Bricktrons won’t destroy them anymore.
- Ctrl + Right-clicking a stockpile with a Bricktron selected will make the Bricktron drop their resources in it, instead of filling their inventory with the stockpile’s contents.
- Halting workers no longer shows their inventory and thoughts unless you hover them or select them.
- Improved performance when hovering blueprints to see their requirements.
FIXES
- Fixed an issue where quarries, landscape and tunnel tasks would assign surface resources as acceptable goals.
- Fixed issue with the landscape task’s “highest level” button picking the lower surface possible instead.
- Added missing names to Credit Island.
- Fixed an issue where cogs were invisible if on the ground.
- Fixed a visual issue where multiplayer clients would see the axe on the chopping block even if Bricktrons were using it.
- Fixed strange animations with Sentinel wards’ cool down bar.
- Fixed an issue where the in-game screenshot tool didn’t apply visual enhancements to the image.
- Fixed the in-game screenshot tool not removing the vertical yellow lines of task beacons.
- Fixed the selection circle on stockpiles being too small.
- Fixed Sentinel ward’s mesh when it’s in the Altar.
- Fixed multiplayer clients’ crafting station animations.
- Fixed the materials for wards in crafting stations.
- Fixed an issue where quarries’ stairs could pop out above the ground.
- Fixed an issue where Bricktrons kept their tools equipped when carrying stuff.
- Hovering red blueprints no longer shows you their requirements.
Hey everyone, We just released a hotfix to resolve the following issues;
- Fixed spawning Corruptrons in the debug menu not working.
- Fixed pylons being spawned on slopes sometimes not saving.
Hey everyone!
We've just dished out the 1.0.2 minor update and you're gonna like what's on the menu! After actively watching Youtubers, streamers and collecting intel from your bug reports and suggestions, we've realigned the focus of our work on improving the "quality of life" aspect of the game - all those little things that make the game a tad more difficult to learn, get into or just play in general is in our crosshair.
We'd also like to start releasing updates in smaller sizes, but higher frequency, to pinpoint specific issues the community is having trouble with and allow us to maintain interest in the game post-launch. We'll see how this works out!
This also means that we're very open to hearing your criticism about how the 1.0 launch feels in general. It doesn't have to be a bug report or a suggestion, but just letting us know what's on your mind when it comes to these things will be super useful to us. You can reach us, like, anywhere, really.
And now for the reason you're here, ze changelogs:
NEW STUFF
- We've added a new tooltips system that allows us to guide the players through the first few steps of a game. We recommend playing them in Sandbox to give you all the time in the world to learn the game, but they'll work in any of the modes. Those can be disabled in your options.
- We added new graphics options that will help improve FPS.
- Added the possibility to join via IP address for those who don't go thru Steam.
- Harvest tasks will now change icon depending on what's toggled on or off, which will help avoid the confusion of "why won't my harvest (which only has trees toggled on) not harvest this Brimstone?!
IMPROVEMENTS
- You can now see required ingredients by hovering a blueprint even if you're not in its construction task, which will help reduce instances of "why won't Bricktrons build my Catapult?"
- Rubble from destroying boulders doesn't fly so far away anymore
FIXES
- Bricktrons will no longer throw all their life savings at the crystal.
- Fixed several instances of multiplayer loading saved games not working properly.
- Fixed the gamemode description always saying Sandbox even if you loaded Invasion or Conquest.
- Fixed boulders not following alignment changes in world editor
- Fixed cheated military units not being able to drop their kit in a weapon rack
- Fixed radius task on some tasks not saving on the client visually
- Fixed a corner case where you could place blueprints outside of a construction task
- Fixed stockpiles exclusions not working for clients in multiplayer games.
- Fixed the Corruptron spawn points not working in the World Editor if you weren't playing in English.
- Fixed loading Conquest games always setting the game to night time even if you saved during daytime.
- Fixed an issue where overwriting a save game wouldn't update the thumbnail with a new screenshot.
- Fixed an issue where World Editor brush's affectation circle weren't there.
Hey hey! Here’s another small update for you guys! Once again a big big thank you for reporting these issues and keep it up! Also, a little P.S: tomorrow’s Friday livestream will be a Q&A session with the two founders of Sauropod Studio, François & Germain! Drop by on Twitch or Youtube at 3PM EST.
- Added Steam profile pictures to the lobby.
- Added privacy settings to multiplayer lobbies now. You can set them to public (which they are by default), to friends-only (meaning only your friends will be able to join you off Steam) and to private, meaning only people on the same network as you can join off the LAN server list.
- Made the in-game help panel open by default.
- Added “help” button in the escape menu that opens the in-game help.
- Tweaked the noise that spreads the resources underground.
- Tweaked the explosions to actually have bricks flying around, which looks cooler.
- Tweaked the workers’ damage on structures.
- Made the “T” hotkey stop Bricktrons for at least 8 seconds, rather than only 1.
- Fixed an issue where certain kit parts would fall through the ground at times.
- Fixed a bug resetting your achievements progress if you reinstalled the game.
- Fixed Call to Arms not working properly if you were in build mode.
- Fixed issue where choosing a color in the multiplayer lobby didn’t close the drop down menu.
- Fixed visual issue with the fog of war slider.
- Fixed a situation causing workers to drop resources at the crystal.
- Fixed the lack of visual feedback when hovering above the planks of a ropebridge.
- Fixed a bug where you couldn’t remove destruct orders on a rope bridge.
- Fixed a bug allowing players to place brick braces on dirt voxels.
- Fixed an issue where wards looked different if they were on the ground and in a stockpile.
- Fixed the text size in french localization. Deprecated the “Show unsupported gamemodes”.
- Fixed an issue where having two repair tasks over the same broken bricks would place a red blueprint there.
- Fixed an issue where holding alt would show enemy players’ overheads in the fog of war.
Hey everyone! Tomorrow's stream will be a Q&A session with Germain & François, the two founders of Sauropod Studio! We'll be taking questions in the chat tomorrow too, but we might miss them since there's gonna be tons! Instead, you can already submit your question today by posting a comment below. We'll compile them and already have some questions to start with tomorrow. The livestream is tomorrow at 3PM EST, on Youtube and Twitch. (Search up Sauropod Studio!)
Hey hey, We've just released hotfix 1.0.0c http://www.castlestory.net/en/update/6255-100c-Hotfix-Ahoy Thank you for reporting these issues and keep it up! :)
Hey everyone! We're back with a hotfix. Keep the bug reports coming. :) * Added "Pick up" button in the pie menu on wards. Oh yeah, you can pick wards up by the way. * Fixed the debug menu not toggling on. * Fixed the landscape task breaking on new ground textures. * Fixed the healing aura being stuck on the Artificer even after unequipping the kit. * Fixed an issue that broke Bricktrons if you recalled them to the Crystal while having a task open. * Fixed some multiplayer lobby crashes. * Removed the extra "Obvious" from Arecibo's description, obviously. It was obvious. Such an obvious bug. Enjoy! P.S: We're streaming live right now on https://www.youtube.com/watch?v=Q_svN93aCL8
Hey everyone! We just released a hotfix: http://www.castlestory.net/en/update/6252-100a-Hotfix-Multiplayer-Maps-And-Other-Fixes
Hey everyone!
The big day has arrived, with no lack of emotion, for us at Sauropod Studio and all the people who entrusted us with this massive project. Five years ago, almost to the week, 30,000 people fell in love with goofy, clumsy and unwittingly adorable creatures called Bricktrons. Set in a world of flying voxelized islands, bright colors and towering castles, we imagined a mix of gameplay never attempted before: a voxel-based real-time strategy game with dynamic physics and polished graphics.
Quite a daunting task, to be honest, and an uncomfortably high chance of failure. And yet, here we are. We’re announcing 1.0, with tons of pride because we were able to surpass all those challenges, and are finally able to remove the early access tag. We have so many more great ideas for Castle Story and really hope the game’s reception will allow us to keep adding content to it.
Our beginnings were humble and likely part of the appeal; Germain and Francois, our two founders, two college friends with a unique idea, joined by Benoit, the older and slightly wiser brother. Crammed into a spare bedroom of an apartment furiously coding away to prove this idea was doable, the contrast is striking. Sauropod Studio has since grown to a full-fledged studio of over twenty developers; Artists, Programmers, Communication folks and paperwork ninjas all helped make Castle Story a reality.
There is no denying that the road has been bumpy. Miscommunication, missed deadlines and crippling bugs were publicly known, but legal issues, funding problems and growing pains were kept private for various reasons. We overcame all of them, and came out much wiser, if a bit weary. We had some help, however. We happened to have 30,000 backers observing every step we took, eagerly waiting for a finished product – rightfully so! It helped us stay motivated and stay focused, but it also introduced the added challenge of community management from day 1, a task we completely underestimated.
For the most part, Castle Story’s development was filled with great moments and memories. Every single update we released improved the game drastically and was cause for a mini celebration! We saw the number of active players steadily climb as we added more and more content into the game. We met so many new faces both online and IRL during conventions and other occasions. An amazing community was built around the game and the fan art you’ve come up with always gives us a little tingly feeling.
From the very bottom of our hearts, thank you for sticking with us on this long journey, thank you for being part of this story and thank you for all your support. It means the world to us and we hope you’re eager to see what the future will bring for Castle Story and Sauropod Studio.
Alright that’s enough sappy stuff. Click on the image below to see what's new!
Or watch the new launch trailer here;
https://www.youtube.com/watch?v=wiyd3o0CXVY
Did that Corruptron Warlock video worry you for the well being and future of your castle? Have no fear, The Artificer is here! In the coming 1.0 update, Bricktrons will have a new craftable kit allowing its wearer to cast magical missiles and heal nearby friendlies!
Check out the video below!
Hey everyone!
If you could help us by taking a few moments to fill this form with some information about your computer, it would help us a lot.
http://www.castlestory.net/HardwareSurvey
In exchange, here's a teaser picture of 1.0 :)
Much love. <3
Bricktrons! To arms!
While you guys are busy gathering tons of resources, building awesome castles and crafting glorious weapons for your Bricktrons in the 0.9 update, we're busy upgrading the Corruptrons' team with a brand new unit to destroy it all in the coming 1.0 update! Mwuahaha.
Introducing ...
The Warlock
A new Corruptron will begin roaming the islands of Castle Story in the upcoming 1.0 update. This terrifying, magical enemy is fueled by the corrupted crystals it carries on its back. Watch the video below for a glimpse of what The Warlock has in store for you!
We've just released minor 0.9.2 - for more info, check our changelogs here: http://www.castlestory.net/en/update/6245-092-Launcher-Improvements-Fixes
Enjoy!
Hello boys ‘n girls!
The reception for 0.9 has been outstanding. It’s been the biggest, most popular update we’ve ever released – ever. It’s pretty awesome.
Many thanks to those who took the time to report issues (special mention to our early playtesters <3) – we’ve worked on resolving these issues and this pretty hefty patch shows that well.
Keep it up, by the way! You can give us your feedback, bug reports and suggestions on the forums. Also, you should definitely come and hang out on our Discord. Lots of players and devs there.
_____________________________________________________
IMPROVEMENTS
- Added an “editor camera” toggle removing the existing constraint from the camera such as the auto-ground snap, zoom in/out padding, etc. You can toggle it in the settings menu when in a game. - Made the move attack being in the same spot in the pie menu for both Knights and Archers/ - In the keybindings menu, added a hotkey for the landscape task button. - Increased the damage Minitrons cause to voxels. _____________________________________________________
FIXES
- Fixed an issue where big savefiles were taking a huge time loading. - Fixed an issue that caused the scoreboard in Invasion not to be displayed on Linux. - Fixed an issue where a blueprint would be on your cursor if you quickly opened and closed storage management while in edit mode. - Removed tutorial markers from the world editor, those are development tools that weren’t meant to be in a public release for now. - Fixed an issue where Bricktrons working on a furnace or a workbench would frequently stop working, thinking they “can’t find what I need” when the resources were available. - Fixed an issue where saving and loading a Sandbox game would break the total-play timer. - Added icon for “Call to arms”. - Fixed an issue where a construction task’s blueprints would appear even outside of editor mode if one of that task’s structures were partially built. - Fixed certain boulders on Troubled Heaps not being diggable. - Fixed an issue in multiplayer where clients would have rubble floating around their Bricktrons. - Fixed an issue where you could assign Bricktrons to several tasks / tools at the same time. - Fixed an issue where blocking the path to the “idle beacon” (the one near your crystal at the start) would cause AI malfunctions. - Fixed an issue where Bricktrons weren’t digging the quarry layer by layer. - Fixed an issue where the repair task’s blueprints were not the correct color. - Fixed the wards looking like they’re complete if the first ingredient placed is an iron ingot. - Fixed an issue where you couldn’t remove anti-blueprints from furnaces. Anti-blueprints are the orange “to be destroyed” ones, by the way. - Fixed an issue where the selection circles broke if you hovered a structure as it got destroyed. - Fixed colliders being misaligned on certain items. - Fixed an issue where opening the pie menu on a blueprint you can’t see (because you’re not in editor mode) caused the dig voxel option to be missing. - Fixed an issue where the music would sometimes randomly stop. - Fixed an issue where Corruptrons had no defensive radius, meaning you could kill them at long range with no reaction on their part. - Fixed an issue where thought bubbles would block your clicks. - Fixed the landscape lacking a hotkey. - Fixed an issue where the text in drop down menus wasn’t visible. - Fixed an issue where Bricktrons would jump from one plank to the other on a ropebridge if it was too steep. - Fixed an issue with LOD being set to medium by default. - Fixed an issue where Corruptrons could all jump off onto the same voxel. - Fixed an issue where Corruptrons would teleport back a few voxels when chasing Bricktrons. - Fixed an issue where the operator icon on the catapult would start jumping around when a Bricktron was operating it. - Removed a Corruptrons spawn on Plateau Mont-Royal because it was way too close to the player’s spawn. Personal bubble, dude. - Fixed an issue where weaponstands couldn’t be destroyed via the pie menu. - Fixed an issue where Bricktrons would destroy a layer of “crust” when harvesting plants. - Slightly improved the issue where having too many tasks means you can’t see all of them in the taskbar. We’re still investigating a better solution. - Fixed an issue where resetting the keybindings to default would remove all the “Left Shift” keybinds. - Fixed an issue where changing keybindings while in-game could cause some unwanted behavior. - Fixed an issue where Corruptrons could sometimes spawn inside of surface boulders, iron and brimstone. - Fixed an issue where Archers didn’t consider crystals when calculating whether or not they can hit their target. - Fixed an issue where Bricktrons could spawn in the void if their spawn crystal was too close to the edge of an island. Talk about not being given a chance. - Fixed an issue where the split construction tool didn’t properly separate the two groups of blueprints. - Fixed an issue where the taskbar didn’t update properly under the storage management section if you had the taskbar open. - Fixed an issue where the radius of tasks wasn’t being saved. - Fixed Bougre’s behavioral problems. _____________________________________________________ Aaaaaaaaand that’s all. Hope you enjoyed and don’t stop sharing your suggestions, bug reports and comments on the update. :)
Hey everyone! :D
Today, we’re happy to release 0.9 which is a huge milestone for us, not only because of the amount of features we’re introducing, but because the next step is – make sure you’re sitting down – the 1.0 release of Castle Story! Which is, sort of, like, a big deal for us, to say the least.
https://www.youtube.com/watch?v=stQKvaDgSLQ
This update contains far too much content to list here, so be sure to check out the full changelogs. It has juicy animated gifs! Totally worth.
SEE THE FULL CHANGELOGS HERE
Don't be shy! We'd love to know what you think about this update, drop by and say hello?
Good evening beautiful people! The 0.9 update is very close to release. Like, really close. I know you can't wait and I don't blame you, it's going to be a pretty epic update. We just need a little bit more patience while we smooth a few bumps and polish a few boots. Another very new, very neat mechanic we've developed for 0.9 are the Wards. Wards are dynamic structures that each serve a different purpose. Today, we're going to show you the Sentinel Ward. Your Bricktrons can build those using raw iron and brimstone and they have to be placed on flat surfaces, not attached to walls unlike other wards. When they spot an enemy, Sentinel Wards will charge up while taking aim, then open fire at the nearby enemy. They will, however, overheat and need to cooldown for a few seconds before they can fire again. The cooldown mechanic compounded with the fact they can only be built on flat surfaces means they won't be replacing archers.
Click the image below to see them in action!
What do you think the other wards will do? :D
Hey, you! Yes, you, brave little Bricktron! Have you ever wondered what lies beyond your home island? What if, behind the rows of trees and mountains, lies another island with even greater trees, mountains and precious stones? Wonder no more! The next update ( 0.9 ) will introduce a new dynamic structure; rope bridges! Super easy to use and super convenient, it'll allow your Bricktrons to build a bridge between two ledges, without needing to have Bricktrons on the other side too! It's pretty great.
Click the image below to check out a video on how it works and looks!
You'll be able to bridge two structures too, not just natural ledges. It'll be a great addition to your castles!
Let us know what you think! :)
Howdy! We just came back from PAX East in Boston and EGX Rezzed in London. It was pretty awesome. Lots of you came by and got to play the 0.9 demo we were exhibiting. We got tons of awesome feedback too. Yas. For those of you who haven't had the chance to, here's a continuation of the crafting system from last week's post. After turning iron and brimstone into iron ingots, you'll be able to craft Knights' kits and store them in weapon stands. Bricktrons will be able to dynamically turn into a Knight by equipping the kit, and back into a worker by putting the kit away! The same thing will be possible for archers - craft an archer's kit by using plant fibers (a new resource) and planks and dynamically turn your workers into Archers and vice-versa! How awesome is that?
Click the image below to see how iron ingots are turned into Knight kits.
Post a comment & let us know what you think! JUST DO IT!
Hello folks :) We know you're all eagerly waiting for the next update to come out (so are we) so we figured we'd tide you over with previews of some the cool stuff we've been working on for that update. If you've been watching our Friday streams, you've already been spoiled these goodies. ;) If you haven't been watching our Friday streams, what's your excuse? :D Friday, 3PM EST, on Twitch, Hitbox & Youtube Gaming. It's a date now. You wouldn't stand someone up on a date, would you? :) One of the neat things we're working on is the crafting system. No longer will Bricktrons magically spawn with swords, bows and shields - you'll have to craft stuff and equip 'em. One of the new resources we'll be adding is iron ingots.
Click the image below to see how iron ingots are made.
Post a comment & let us know what you think!
Hi! We've just released 0.8.3a - check out the details here; http://www.castlestory.net/en/update/6223-083a-T-Plug-Brick-And-Fog-Of-War-Slider Enjoy :)
Hey everyone!
We've just released a snazzy little content patch.
Check out the details here;
http://www.castlestory.net/en/update/6222-083-Visual-Fog-Of-War-amp-Colibri
Oi!
Happy Monday everyone. Just a little patch to fix a bug we’ve spotted with the landscape task. Also, while we’re at it, we added a link to our Wiki in the menu.
If you haven’t had a chance to yet, you should definitely check out the new Wiki. Have we said Wiki enough in this post yet? Wiki wiki wiki.
- Fixed issue where landscape task breaks after loading a game if you try resizing it.
- Added a button to the Wiki on the website.
Hey hey hey!
We’ve cooked up a small content update for you peeps which should make building neat stuff out of wood a tad more useful!
Check out all the details of this update here: http://www.castlestory.net/en/update/6218-082-Building-On-Planks-New-Invasion-Map
Hey guys!
We&#039;re releasing an emergency hotfix to clear out two glaring issues that cropped up recently.
* Fixed issue where Steam workshop agreement window showed up behind the publishing confirmation, making it impossible to click, stopping users from publishing maps.
* Fixed issue where Bricktrons got stuck in &quot;thinking..&quot; when assigned to construction tasks.
* Rubble in stockpiles were causing performance issues - we&#039;ve fixed that.
* Fixed an issue where Bricktrons would continuously pick up resources, go to a blueprint, do nothing, return the resources to the stockpile, etc.
We&#039;re aware of the issues with performance some of you guys are experiencing and we&#039;ve got devs working on that around the clock. Sorry for the inconvenience. :(
Hey guys! You might experience issues when trying to publish your Castle Story map on the Steam Workshop. We are currently working on a hotfix. Until then, here is a temporary fix; 1- Log in to Steam. 2- Visit this page; http://steamcommunity.com/sharedfiles/workshoplegalagreement 3- Read the agreement &amp; click &quot;Accept&quot;. This will now allow you to publish maps on the workshop. Sorry for the inconvenience!
Good evening you beautiful people!
The feedback for 0.8 has been exceptional and we’re pretty hyped that you guys have been enjoying it so much :D
Thank you to everyone that’s taken the time to report bugs and issues – we’re working on resolving these and we’ve got a hotfix for some of them today.
As always, please don’t hesitate to report bugs and issues you find with the game on the forums or via our support center.
- Fixed the save updater breaking 0.7 saves – they will now work, but are converted to sandbox. There have been lots of changes and additions to 0.8, it’s impossible to make 0.7 saves fully compatible with 0.8. Now you have an excuse to build a new, fresh castle. It’s like spring cleaning in January.
- Fixed an issue where the clients always had to download the map when joining a multiplayer lobby, even if it was an official map that all players owned.
- Clients no longer need to download UGC / Workshop maps if they already have the map! Woop! Go nuts on these workshop maps, folks!
- Fixed an issue where the Bricktrons would get stuck in a strange, mutant-like position after a fight. It was funny, but a little too creepy to keep around.
- Fixed an issue where there would be way, way, waaaaaay too many blue wisps buzzing around your home crystal.
- Fixed an issue where you couldn’t make Bricktrons “look at” while they were in defend position.
- Fixed an issue where the scoreboard displayed the wrong numbers for energy in Conquest Multiplayer.
- Fixed an issue where the World Editor’s checkboxes in the gamemodes tab didn’t update properly as your map met the requirements.
Thank you for your patience, guys. We’re working on getting fixes out for the other issues you’ve reported!
We released 0.8 last night and of course, the hivemind found a few bugs that slipped under the net. Thank you for that! Here's a first patch! There are some more we'll be working on - if you find any more bugs, please report them on our forums! * Fixed an issue where pathfinding was causing lag in the World Editor. * Fixed an issue where the scoreboard (ui) in Conquest was showing the wrong amount of available energy. * Fixed an issue where a bricktron would stop working if there was resource in the blueprint it was working on. * Fixed an issue where the timer on the client side in multiplayer wouldn’t show the right time. * Fixed an issue where to save and load a map would break Lights out. * Attempted to fix an issue with older saves not working properly. * Fixed an issue where the harvest project toggles would all be on after a save and load. * Fixed an issue where the chat wouldn’t show a player leave sometimes. * Fixed an issue where the fog wouldn’t properly track the equipment of a bricktron making them pop in and out. * Fixed an issue where the client would not be re-downloading a map if its version is outdated. * Fixed an issue where extending a quarry sideways did not extend the volume upwards properly. * Attempted a fix where players would see no maps when clicking new game.
Hey everyone!
We've just released the long awaited 0.8 Update. Boom!
It's jampacked with some really awesome content that we hope you enjoy.
https://www.youtube.com/watch?v=o1J2zeeVNfU
For a full list of the goodies, check out the changelogs here; http://www.castlestory.net/en/update/6214-UPDATE-Version-08
Hey everyone! The Halloween update is over, but we kept the sweet darkness preset since you guys requested it so much!
It's now known as "Lights Out"! Enjoy this challenging, fun new preset.
Read all the details for this update here; http://www.castlestory.net/en/update/6212-0711-Lights-Out-Preset-Multiplayer-Hotfix
Enjoy! :D
https://www.youtube.com/watch?v=J82MWRecyeA
BoooooOooohhh! That means "Woo! The Halloween Update is here!" in ghost.
For all the juicy, spooky details, check out this link ; http://www.castlestory.net/en/news/6210-The-Halloween-Update-0710
Enjoy!
Hey everyone!
We've just released a hotfix. Read more details here ; http://www.castlestory.net/en/news/6209-079-Hotfix-Mac-Linux-Issue
Enjoy :)
Hey hey heeey!
This took a little longer than usual, sorry, but we've finally released the next patch fixing more bugs :)
Check out the juicy deets here; http://www.castlestory.net/en/news/6208-078-Hotfix-Various-Nasty-Bugs-Squished
Enjoy!
Hey hey heeeey! HEY!
We got the answers from Marytron about 3D animations!
Read the article there, it's super interesting and there were some awesome questions (and some not so awesome questions, please, stop asking us how can mirrors be real if our eyes aren't real, we don't know.)
Enjoy!
http://www.castlestory.net/en/news/6207-Marytron-Answers-3D-Animation
Hey, YOU! Yeah, you! Hi.
Last update accidentally broke maps newly created in the World Editor. We found the programmer that caused this bug and no one else will ever find him. Mwuahaha.
We also fixed the bug, so that's nice.
Also! We fixed several icky little explosive barrels bugs!
Read all the details here;
http://www.castlestory.net/en/news/6206-077-Hotfix-World-Editor-Maps-amp-Barrels-Fixed
Enjoy! :D
Hey guys! We're aware that some players are having a hard time loading user-made maps since the latest update (0.7.6). Very sorry about that, we're investigating and will come up with a fix ASAP! Thank you for your patience and understanding.
Hey everyone!
We've just released a patch with several hotfixes. See the changelogs here; http://www.castlestory.net/en/news/6205-076-Patch-Various-Fixes
Enjoy :)
Hey everyone! Just wanted to give you a heads up, our usual Friday Stream event won't be happening today; everyone at the studio is super busy working on a patch we'd like to release ASAP. Really sorry about that, hope you understand :) Have a spectacular weekend, though. Full of good weather, fun stuff and things you don't hate. :D
Whaaaat’s up lasses and lads! Recorders, notebooks and pens out, it’s time for another Ask A Dev session, this time with our skillful 3D animator, Marytron. We’ll be gathering your 3D animation/art related questions, picking the best and getting answers from her!
WHO’S THAT?
Marytron has joined Sauropod Studio’s ranks nearly a year ago and currently, she’s working on something secret she doesn’t want to spoil yet. Animators take a 3D model that’s been rigged on a bone structure, and keyframe animations by hand to give life and personality to the game characters. When she’s not giving life to 3D models, Marytron likes to ride around town on her Tyrannosaurus Rex.
WHERE TO ASK?
Post your 3D animation/art related questions as a reply below! Next week, we’ll post the answers right here, on CastleStory.net!
Hey everyone! We just released a small hotfix to resolve an issue where several users joining a Lobby through Steam may cause the lobby to stop functioning properly. Oh yeah, in case you didn't know, you can now right-click someone's name on your Steam friends' list and "Join Game" if they're in a lobby, or "Invite to Game" if you're in a lobby and want them in. :) As always, if you're experiencing any issue, please don't hesitate to contact me personally on Steam, or open a ticket at http://support.castlestory.net Thank you and have fun. :D
You will need to restart your Steam client to download the hotfix.
Hey everyone! Since 0.7.5, some of you have been experiencing crashes when hosting multiplayer servers or trying to rejoin a lobby after being kicked or dropped out of the lobby. We've been working on a fix for the past few days and we've finally managed to resolve the issue. Hopefully you'll be able to enjoy kicking your friends' butts again in Castle Story's multiplayer. ;) Have fun!
Hey everyone!
We`ve just released a considerable update!
Visit this link for more info!
http://www.castlestory.net/en/news/6202-075-Update-Steam-Workshop-Multiplayer-Steam-Integration
We’ve been having a small issue with players struggling to connect to multiplayer games since 0.7.2 – we’re pretty sure we pinpointed the issue and it’s fixed for good now. Although keep in mind that we’re also actively working on developing NAT punch-through to allow players to connect instantly without the need to forward ports and all these shenanigans!
- Fixed an issue where the game would ignore network adapter priorities and try to connect via the wrong adapter, especially if the player had VPNs such as Hamachi and EvolveHQ installed.
Enjoy.
http://www.castlestory.net/en/news/6201-Hotfix-074
A nasty little bug sneaked its way into 0.7.2. We’ve taken care of that bug now. Don’t worry, it’s fine, it just went to live on a farm.
Fixed an issue where ports weren’t forwarding properly through UPNP, causing certain players to be unable to connect to servers without manually forwarding ports.
Enjoy! :)
Hello misters, hello madams and hello Zergs!
We're happy to announce that 0.7.2 has just hit the shelf and is available for you to play! Just restart your Steam client and the Castle Story update will kick in!
We've fixed several of the bugs you've reported to us, so thank you for that! You can see the entire list of changes right here, on our website; http://www.castlestory.net/en/news/6199-Update-072
As always, if you find bugs or issues, be sure to let us know on the forums!
We've just hit the launch button on the first 0.7 patch: 0.7.1! It contains some new stuff, several improvements and bug fixes!
Check out the full changelog here; http://www.castlestory.net/en/news/6198-Update-071
If you find bugs or issues, be sure to let us know on the forums!
http://www.castlestory.net/en/news/6197-Mapping-Challenge-The-Rocky-Canyons
Hey everyone!
Our first mapping challenge is a go!
If you've been playing around with the World Editor and think you're up to the task, check out our latest news post;
http://www.castlestory.net/en/news/6197-Mapping-Challenge-The-Rocky-Canyons
https://www.youtube.com/watch?v=QPHiHJY9jGE
For a complete changelog of the update, visit http://www.castlestory.net/en/news/6196-Update-Version-07
Hey, we`re streaming now! We're doing something pretty cool. You should really join us! www.twitch.tv/SauropodStudio
Hey everyone!
We figured it'd be fun to watch the building challenges in video format, so here's a try. What do you think? :)
https://www.youtube.com/watch?v=yIXtzH-Gzfg
Check out this silly bug we had in the development build yesterday. :P https://www.youtube.com/watch?v=9lkMWEISVrA
Hey everyone! Check out the Youtube video of 3 Knights duking it out against 1 Biftron - Watch who won!
https://www.youtube.com/watch?v=44ANrWkVlUQ
Time for a SPECIAL EDITION of Ask The Devs, cleverly renamed; Ask Devtron!
Devtron is our multiplayer & resources management programmer!
Post your questions below, we'll pick the best 3 & we'll get you answers next week! :D
http://forums.castlestory.net/discussion/196/ask-the-devtron
SCIENCE TIME! 3 Knights VS 1 Biftron!
Who do you think will win? VOTE ON TWITTER!
https://twitter.com/SauropodStudio/status/735898627751677953
Hey everyone!
Here are the answers to the last round of Ask The Devs!
Enjoy!
http://www.castlestory.net/en/news/6190-DEVS-ANSWERS
Hi everyone!
As you know, every Friday at 15:30 EST we have a developer livestream! We'll be live on Twitch from the studio, playing Castle Story, teasing upcoming updates and chatting with the viewers.
Today is no different, so be sure to be there!
www.twitch.tv/SauropodStudio
Hey everyone!
It's time for our fourth Building Challenge!
Are you feeling up to the task? Check out this link for more info. :)
www.castlestory.net/en/news/6189-Building-Challenge-The-Ruined-Temple
Hey everyone!
It's time for another Ask The Devs session! :D
If you have questions for our developers, concerning game development, Castle Story or Sauropod Studio, visit this link and ask away! :D
>> http://www.castlestory.net/en/news/6188-Ask-The-Devs <<
Wooh, what a challenge. We were a little worried the "Colossal Statue" theme might be too difficult, but once again, the community baffles us and completely blows our expectations out of the water. Seriously, I've had devs looking over my shoulder asking me "how the heck did they do that?" as I was sorting through the entries and I'm like, "well, you know, I taught them and stuff." Just kidding, seriously, you guys are great.
Visit this link to see the entries!
http://www.castlestory.net/en/news/6187-Building-Challenge-RESULTS-The-Colossal-Statue
Hey everyone! We're going live now, come join us for our weekly dev stream, hang out, chat & ask us questions! We're teasing something new. ;) Pick the platform you like best! www.twitch.tv/SauropodStudio www.hitbox.tv/SauropodStudio https://gaming.youtube.com/c/sauropodstudiogames/live
https://www.youtube.com/watch?v=NAZVjjdbO6s Are you ready to create & share your own, awesome worlds?! Soon!
Hey everyone!
Check out the answers gave to your questions in this session's Ask The Devs!
Click here: http://www.castlestory.net/en/news/6186-DEVS-ANSWERS
Woops, it slipped our mind and we didn`t post a Steam announcement for that, but here it is!
Masons, stoneworkers and architects unite! Are you ready for our third building challenge?!
What’s that?
The building challenge is a test of skill and creativity that invites you to take a crack at designing a specifically themed building for your Bricktrons to make!Today’s challenge: build a STATUE!
- Your statue can be made of stone or wood, that’s entirely up to you. It can be a statue of anything! A giant tree, a giant bricktron, a sword, etc!
- The size is also up to you, but come on, who wants a tiny statue anyways? Go big or go home!
- The statue must have a recognizable shape. Abstract art please abstain!
How to participate:
Easy peasy!
- Build a structure according to the theme proposed (Lighthouse).
- Share several screenshots of your build with at least 3 different angles and a minimum resolution of 1024 × 720. Check out this useful site: How to take a screenshot.
- Write “FINAL SUBMISSION” when you share the screenshots, so we know that’s the one you’d like us to consider.
- Date limit: Monday, May 2nd 2016 at 1:00 PM EST!
Already know how this works? Click here to post your questions on our forums!
Hey everyone!
We're slowly adjusting the terminology in our community events - Ask The Devs just sounds snazzier, so we went with it.
WHAT'S THAT?
Every two weeks, we’ll invite you to submit us questions about Castle Story's development. It can be anything from game design, animation, sound design to programming, pathfinding, AI or anything related to game production! In two Wednesdays (April 26th at 13:30), we'll pick a reasonable amount of questions and go poking around the studio to get answers from our busy devs! :D
WHERE TO ASK?
Just post your questions as a reply on the forum thread you'll find HERE [click]. On April 27th, we'll post the answers on castlestory.net! We can't wait to see what questions you have in store for us! - Team Sauropod
Howdy!
Wow. Just wow! It took us several hours of arduous and vocal debate to pick the winners for the *Community Challenge #2: The Lonely Lighthouse!* All your builds were way awesome! we decided there was only one way to solve this; ROCK PAPER SCISSORS! No, seriously though; all the submissions were spectacular and we just couldn’t make our minds up, buuuut we had to, eventually and it was very difficult.
Thus, we’re happy to start announcing the results!
Honourable Mentions
These are entries that may have not won, but were very, very nice and genuinely impressed us, you guys are building masterminds! We couldn’t forgo to mention them! DoeyIX isn’t one for smokes and mirrors! His build from the last challenge works juuuuuuuuust fine, just top it with a few torch. Two birds, one stone, Doey. We like how you think. Sweet wooden lighthouse!
Click to open a gallery with more images. This is some serious architectural wizardry you’ve got going on there, Edvic007. We absolutely love the drawbridge! And of course, lining up your little yellow builders for a family picture is a super cute idea. Awesome job!
Click to open a gallery with more images. Who else noticed that little Bricktron winking at the camera? Right back ‘atcha, Bricky. ;) Sweet use of negative space, KingWillyum! Loving the crenellations at the top of the walls!
Click to open a gallery with more images. These balconies with the wooden fences are beautiful, Noldaz! You’ve got a real mage-tower feel going on, we love it, very classy.
Click to open a gallery with more images.
Runner Ups
The next two entries are what we have to consider the runner ups. Worthy of winning the first place, but we had to choose. Gorgeous builds, very lighthouse-y! Holy Bricktron on a stick! The attention to detail! The craftsmanship! Incredible build, Aveliumar! Clever use of stairs for decoration too and rounded bricks! It looks sweeeeeeet! P.S: You take some great screenshots, nifty photography skills!
Click to open a gallery with more images. Forgetaboutme has made an unforgettable lighthouse! Great choice for the location, a bit scary though; right at the edge of the world! Any Bricktron casualties in the construction of your lighthouse? Very nice build!
Click to open a gallery with more images.
The Winner!
Last but not definitely not least, the graaaaand winner of our second Community Challenge... *drumroll* HateMe! We can’t hate you, HateMe. Not with contributions like these! That is one incredible construction, we’re at a loss for words. A beautiful, towering lighthouse, with a great mix of wood and brick, beautifully lit and intricate design! We love the see-through style, super creative! Congratulations!
Click to open a gallery with more images. A big thanks to everyone that participated and shared these awesome builds; that was a serious display of talent! Stay tuned for the next challenge – we can’t wait to see what you’ll come up with ;) Team Sauropod Comments? Suggestions? Love poems? Click here to join the discussion on our forums!
Hi everyone!
We’re excited to present the answers of our second Q&A session!
WHAT IS IT?
Every two weeks, we’ll invite our community members to submit us questions about the Castle Story development. It can be everything from game design, animation and sound design to programming, pathfinding, AI or anything related to the game production. Afterwards, we will choose 5 questions and sit down with a developer to answer them!
HOW TO PARTICIPATE:
- Simply write your question in this forum post
- You have until APRIL 20th at midnight EST to submit your question!
- In two weeks, the answers well be posted right here
ANSWERS:
Hateeer asks:
“Will there be new Bricktron types?”
Germain (Designer and art director)
Our focus right now is to get rid of the idea of bricktron types and have bricktrons just be bricktrons. We’re building a crafting and tools system that will allow you to equip your bricktrons the way you like. So a knight will only be a knight because you gave him a helmet, sword a shield. Same goes for archers. But you’ll also be able to mix & match, which technically will allow you to have as many bricktron types (or classes) as you like! I hope this answers your question :)
emreakyel asks:
“Will we be able to craft new weapons like polearms, crossbows, etc.? “
Francois (Designer and programmer)
We’re currently working on a tool and weapon system to be able to craft all kinds of things. Right now, Bricktrons come equipped with their tools, but starting with the next update, they will be able to pick up, drop, and exchange tools freely. Polearms and crossbow we can’t confirm at the moment, but upgrades to existing tools and weapons is a logical way forward with this new system. So yeah! You can expect new types of weapons in future updates.
HateMe asks:
“What's your plan or status on grass and tree regrowth? “
Germain (Designer and art director)
Update 0.6 introduced tree stumps. which served two different purposes. The first one was to give falling trees a horizontal surface to fall from, minimizing the occurence of logs falling off the island. The second purpose was to leave something behind and eventually allow for trees to regrow. Right now, our in-house build has grass and tree regrowth. It works! And there’s pratically nothing stopping us from releasing it in the next major update. All we need to do is create the different assets for growth states, iron out some performance issues, and plug the ressource spawner when harvesting so that small trees give less logs than big trees for example.
SirMaxeN asks:
“You planed to make some campaign in game when game was in Kickstarter phase, do you still plan on make some missions with great stories? “
Germain (Designer and art director)
That’s a tough one. We never planned to make a campaign. Castle Story has always been intended to be a sandbox game. Our goal is to make the game “events” memorable enough to become a story of it’s own. Similar to those fabled “battlefield moments”, in which something completely unscripted happens during a regular game and becomes it’s own story. Our focus is pretty much entirely in that direction. However, we’re building powerful scripting tools using LUA, a simple to use scripting language. With those tools, we can not only code crazy new game modes, but scripted events too. So a campaign mode is not impossible, and leading up to the 1.0 release, I wouldn’t be surprised if we created custom scenarios for you to play. Kerbal Space Program has scenarios, even though is a story-less sandbox game. This kind of thing.
angryeskimo45 asks:
“I'm thinking about getting this game based on what I've seen of it, but my computer isn't super powerful and I couldn't find any suggested specs on Steam. Do you have a suggestion of how powerful a machine would have to be to run this game in it's current state and a prediction on what it might require in it's final state? “
Faviann (programmer)
Our engine is going through intense optimizations right now. Graphically the game isn’t that demanding, but the voxel engine tends to chew through CPU like crazy sometimes. It’s really hard to say, but for the moment, the performance depends on the map size. To put it simply we're aiming for it to be the least demanding possible so that a maximum amount of player get the chance to try it out and have fun. It's gonna be a lot easier to answer once all the optimizations we're working through are done. This is why most unreleased game don’t have minimum system requirements. It’s really hard to tell.
Hello everyone!
Hi everyone!
We are very happy to invite you to our next community challenge!
WHAT IS IT?
Every two weeks, we invite our community members to show off your skills with a friendly building competition that is open to all! You want test your imagination? You think you’re up for to the challenge?
THIS WEEK’S CHALLENGE:
- Build a lighthouse!
- You can use all the resources you want.
- Your lighthouse can have the height and width of your choice.
- The lighthouse must have a strong light source of at the end of its tower.
HOW TO PARTICIPATE:
It's super easy!
- Building a structure according to the theme proposed here.
- Share screenshots of your project with at least 3 different angles with a minimum resolution of 1024 x 720.
- Write «FINAL SUBMISSION» in your forum post below so we know that’s the one you want us to take in consideration for the competition.
- You have until APRIL 11th at midnight EST.
Hi everyone!
We’re happy to present the answers of our first Q&A session!
WHAT IS IT?
Every two weeks, we’ll invite our community members to submit us questions about the Castle Story development. It can be everything from game design, animation and sound design to programming, pathfinding, AI or anything related to the game production. Afterwards, we will choose 5 questions and sit down with a developer to answer them!
HOW TO PARTICIPATE:
- Simply write your question in this forum post
- You have until APRIL 16th at midnight EST to submit your question!
- In two weeks, the answers well be posted right here
ANSWERS:
Question 1
VeryDarkKnight: Do you plan on adding liquids in the game like water for example ?
FRANCOIS’ (CO-FOUNDER) ANSWER:
Not at the moment. It would be nice visually, but it would not significantly impact the gameplay enough to justify the cost to develop this system. On the technical side fluid simulations are extremely hard to program, and impact the performance significantly. There are ways of reducing this by having simplified fluid dynamics such as what was done in Minecraft, but the result can be very strange and inconsistent. On a design standpoint, it would be very difficult to ensure that water stays inside a floating island. The player could easily cause a leak by digging a trench and end up losing all the water on a level. Without a replenishing source, this makes it so we cannot require a player to have access to water in the game design. We could add infinitely replenishing sources, but then how do we ensure that water doesn’t invade the entire level, causing chaos and tons of lag? We’re not saying we will never add water in any shape or form, rather we’re saying that we’re trying to design the game so that water is not required. Thanks for asking!
Question 2
Stephano: Will there be any new maps introduced in later versions of the game?
FRANCOIS’ (CO-FOUNDER) ANSWER:
Absolutely! Not only that, but we are working on bringing the world editor in the game which will allow players to create their own maps! The few maps we’ve introduced so far we’re not designed for the current Conquest mode. And since the player experience depends a lot on how well the map is designed, you can totally expect a few conquest maps to be introduced as soon as the world editor is up and running.
Question 3
JETS63: Will there be fire in the game? Archers need a new arrow, the flaming arrow.
FRANCOIS’ (CO-FOUNDER) ANSWER:
Totally agree! Flaming arrows are a great idea, and a total no brainer in our game. However, they would need to be depletable, and would have to be crafted somehow. We’re currently working on ways of making that possible :) As for fire, the answer is similar to the water system. It’s difficult to make well, and would have to serve a important purpose in the game design to justify spending so much energy programming. The good news is that fire is probably easier to make than water, and that I can think of many more reasons to have fire in the game design. This means it’s much more likely to happen, but it’s not our priority at the moment.
Question 4
Kljunar: More types of enemies?
FRANCOIS’ (CO-FOUNDER) ANSWER:
Yes! We are currently working on a new type of unit for the Corruptrons named the "Crawler". He’s a 4 legged creature, and navigates the world differently than regular characters. We’ve also started working on an additional character that we can’t confirm yet. The goal is for every new character to add an entire level of depth to the game. For example, the Minitron can be thrown over your walls to disrupt your defenses, and the Corruptron can throw stones at your archers to knock them down. Every new character will come with a set of special abilities, and not just a different set of stats and a new skin.
Question 5
goreu198: When will the world editor be back in the game?
FRANCOIS’ (CO-FOUNDER) ANSWER:
The world editor has become our main focus after the release of 0.6. Before then, our map saving format was changing constantly for many reasons, and maintaining the compatibility with the world editor would have slowed down the development significantly. I can confidently say that the world editor will be back in the next major patch. With much MUCH better user-friendliness, and a lot of flexibility that was not even available in the old version we had available.
Hello everyone!
First off, let me tell you how much the team and I appreciate that you took part in our very first Community challenge! We had a fun time looking at your builds and trying to figure out how they were even made!
You demonstrated originality and creativity beyond what we could even foreseen and for that we are greatly thankful.
It was not easy to choose a winner and I'm not just saying that. Everyone, even those who created simpler structures, were able to build things "out of the box". None of the projects were alike and that was pretty impressive by itself.
For creating something completely different that is inspired by Asian design we are crowning Pagoda as the first winner of the challenge Community! Congratulations!!
You can see Pagoda's build and the constructions of the other participants right here. right here
Thank you all for participating and we will return soon with a new challenge.
See you soon and take care,
- Team Sauropod
Castle Story
Sauropod Studio
Sauropod Studio
2017-08-17
Strategy Singleplayer Multiplayer
Game News Posts 125
🎹🖱️Keyboard + Mouse
Mixed
(8435 reviews)
http://castlestory.net
https://store.steampowered.com/app/227860 
The Game includes VR Support
Castle Story Linux Content [906.48 M]Castle Story Linux x64 Content [906.54 M]
Castle Story - OST
Your goal will be to explore a vast landscape full of mysteries and dangers, and defend your castle against onslaughts of hostile creatures and possibly other players.
The world of Castle Story takes place on flying islands, high above an infinite ocean. The islands are made of voxels, cubes made of various elements, which means you can dig, carve and build anything you can imagine in the landscape. Digging underground to gather resources, stacking bricks on top of each other to build a wall or even tunnelling through a mountain is all possible and even necessary to keep your Bricktrons safe.
Carefully designing your castle not only requires creativity and imagination, but thanks to pathfinding AI and physics simulations, Castle Story has layers of strategy and depth on top of an otherwise free-form sandbox experience.
Castle Story will be released for Windows & Mac (with possible Linux support once Unity4 is released).
Key Features
- Build any structure you can imagine! Using 2x1 blocks, create structures that are not only good-looking, but also functional. Your Bricktrons need to be able to navigate your castle to build it and to keep the monsters out!
- Physics! Watch a tower crumble to the ground realistically when its foundations can no longer support it. The entire world obeys to the laws of physics which means that you need to build cleverly so your castle can withstand attacks from projectiles and explosives.
- Sandbox! Build a huge sprawling fortress, a single impenetrable bunker or a network of underground tunnels. The choice is yours. Castle Story rewards imagination and ingenuity.
- Strategy! Command your Bricktrons as they build your castle brick by brick. Manage the way they work, what resources they gather, and the places they explore. Use your resources to build weapons and armor for your Bricktrons and all kinds of upgrades for your castle.
- Combat! Using shields, swords, bows and lots more, your Bricktrons can defend themselves against the hostile creatures inhabiting the world of Castle Story. Lead your Bricktrons through tough fights, and use your wits to gain an advantage. You can even build catapults to rain destruction on your foes!
- Magic! The world of Castle Story is permeated with all kinds of magic. Discover resources with magical auras and learn to mix them to create effects. Explore strange places and find mysterious artifacts left behind by unknown civilizations.
- OS: Ubuntu LTS
- Processor: Intel or AMD Dual-Core. 2.2 GHz+Memory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: nVidia GeForce 440 512MB. Radeon HD 4450 512MB. Intel HD 3000
- Storage: 1700 MB available spaceAdditional Notes: Playing on large. player-made maps might affect performance.
- OS: Ubuntu LTS
- Processor: Intel or AMD Quad-Core. 2.8 GHz+Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: nVidia GeForce 660 1024MB or better. AMD Radeon HD 7790 1024MB or better
- Storage: 1700 MB available spaceAdditional Notes: Playing on large. player-made maps might affect performance.
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