Name | Castle Story | ||
Developer | Sauropod Studio | ||
Publisher | Sauropod Studio | ||
Tags | |||
Release | 2017-08-17 | ||
Steam | 6,29€ 5,69£ 7,49$ / 70 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  43  | ||
Steam Rating | Mixed | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  200,000 .. 500,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 1097 | ||
Average playtime (last 2 weeks) | 268 | ||
Median playtime (forever) | 1879 | ||
Median playtime (last 2 weeks) | 268 | ||
Public Linux depots | Castle Story Linux Content [906.48 M] Castle Story Linux x64 Content [906.54 M] | ||
DLC | Castle Story - OST |
Hello friends! |
Hello friendos! |
Hey Bricktrons! |
Hello Bricktrons! |
Hey friends! |
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 |
Hello friends! |
Howdy friends! |
Howdy everyone! |
We'll be live on Twitch & Youtube in a few minutes playing Castle Story! |
Today's Deal: Save 60% on Castle Story!* |
Hey friends! |
Hey friends! |
Hello Bricktrons! |
Hey friends! |
Howdy friends! We're live on Twitch & Youtube, looking over the amazing entries for the recent Building Challenge. Come hang out with us! |
Hello Bricktrons! |
Hey friends! |
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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! |
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Hey y'all! |
We're streaming live on Twitch & Youtube! Come hang out, watch some Castle Story and chat with us. :) |
Hey y'all! |
Hey everyone! Hope your week's been wonderful so far. :D |
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Today's Deal: Save 60% on Castle Story!* |
Howdy folks! We just released a hotfix to the Winter Update.
The studio will be closed until the 7th of January 2019 during the holidays. If you need help, the quickest way is to join the official Discord on http://www.discord.gg/CastleStory We wish everyone a great time with their families and we'll see you in two weeks! :) |
We hope you have fun playing and the entire Sauropod Studio team wishes you very Happy Holidays! |
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Enjoy and be sure to let us know what you think. :D Oh yeah, and to celebrate, the game and OST are going to be 25% OFF all day long. :) https://store.steampowered.com/app/227860/Castle_Story/ |
We really hope you enjoy these changes and be sure to let us know what you think! ALSO! If you want to checkout the neat stuff we're working on for the next update, catch one of our Thursday streams on Twitch & Youtube. Every Thursday at 3PM EST under the channel name SauropodStudio. |
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And that’s that! Enjoy and be sure to share your desert maps on the Steam Workshop so we can check them out. :) |
Hey folks! |
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Howdy! |
Howdy! |
We hope you’ll enjoy this update as much as we do and as always, thank you for your suggestions, bug reports and feedback! Keep ‘em coming. |
Hey folks, |
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Hey everyone! |
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------------------------------------------------- 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 |
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Hi!
Enjoy and thank you for all the feedback. P.S: The studio is going to be on Holidays break between the 22nd of December and 8th of January – so this is likely to be the last patch we do for the next three weeks. Don’t let that stop you from sending us bug reports and comments though, we’ll be back soon. :) |
IMPROVEMENTS
FIXES
We hope you enjoy and on behalf of the entire Sauropod Studio team, Happy Holidays! |
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Heeello folks!
Have fun and let us know what you think! :D |
IMPROVEMENTS
FIXES
We hope you enjoy this update and be sure to let us know what you think about the CTP mode! |
Are you feeling it? |
Hey everyone,
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NEW STUFF
FIXES
Have fun :D |
Hey everyone,
Thanks! |
IMPROVEMENTS
FIXES
EnjooooOooOooy! |
Hey hey!
Enjoy! :) |
Hey everyone! |
Hey hey, |
Hey everyone! We're back with a hotfix. Keep the bug reports coming. :) |
Hey everyone! |
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Did that Corruptron Warlock video worry you for the well being and future of your castle? |
Hey everyone! |
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Good evening beautiful people! |
Hey, you! Yes, you, brave little Bricktron! |
Howdy! |
Hello folks :) |
Hi! |
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Hey guys! |
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We released 0.8 last night and of course, the hivemind found a few bugs that slipped under the net. Thank you for that! |
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Hey guys! |
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Hey everyone! |
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Hey everyone! |
You will need to restart your Steam client to download the hotfix. |
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Hey, we`re streaming now! |
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Check out this silly bug we had in the development build yesterday. :P |
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Hey everyone! |
https://www.youtube.com/watch?v=NAZVjjdbO6s |
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Woops, it slipped our mind and we didn`t post a Steam announcement for that, but here it is!
How to participate: Easy peasy!
CLICK HERE to post your screenshots and discuss with other participants! We’re eagerly waiting for you to baffle us with amazing constructions, as usual! :grin: |
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And now for the answers! Thanks so much for the questions, there were too many for us to answer all of them. 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. |
HOW TO PARTICIPATE: It's super easy!
We encourage all participants to share their process and help each other on community challenge thread so all can improve on their skills! Winners are going to be reveal right here in two weeks! - Team Sauropod |
And now for the answers! Thanks so much for the questions, there were too many for us to answer all of them. 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. |
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