▶
One Door OpenZ
Another exciting addition to the build 42 tech upgrade branch has just dropped. The tech upgrade branch is what contains our optimizations, improved view cone, basement/skyscraper technology and now an immersive improvement that weve wanted for a long time, that could potentially lead to many cool additional gameplay opportunities that werent possible before. [previewyoutube=Ev2genBbzb4;full][/previewyoutube] Thats right, kids, doors have now entered the third dimension. Where before doors would just flip instantly on the tile the moment they are opened or closed, now they are animated and use the tech branchs depth buffer. This is obviously a huge improvement for immersion, but could potentially lead to cool new mechanics in future (note, certainly not b42s initial release) like opening doors at different speeds, doors being left slightly open, peeking, bashing open, one-way fire doors and such. While easy to overlook, our doors are pretty much unchanged since the 0.1.5d days yet also one of the most fundamental things about PZ gameplay so getting some visual niceness, and some future gameplay opportunities, feels like a win. So lets have a quick noisy vid in which doors open and slam shut in unison. [previewyoutube=6Wbt795liVQ;full][/previewyoutube] (In future we clearly also already have the tech to have doors and visibly opening and closing on vehicles too, its already in the code and used by many mods, however in the main game its always been the plan to couple this to in-car character animations, visible interiors and such.)
Were operating in various different areas with crafting, but the one thats becoming most interesting and fleshed out with recipes and new items is definitely blacksmithing which has come a long way in the last month. So lets head over to Blair to have a chat about the ways in which youll be getting to grips with the creation of some of these beauties.
For blacksmithing in build b42 we have the tiers, workstations, and materials worked out; now most of the crafting recipes have been made as well, and its a case where content is being added almost daily as the art assets are completed. Most items that one could reasonably expect to be blacksmithed can be blacksmithed, and in most cases the resultant item is a more rugged, crafted version than the default version of the item that you may be used to.
In many cases there are multiple tiers of items, requiring better skills, stations and materials to produce, where it serves the game. Weapons are an example of where this extra attention is being put into the system, where there are distinct tiers of the basic types, that differ in both appearance and performance.
A lot of work still needs to be done with balancing, as well as getting the fun stuff like animations of the character performing the actions, with fire and smoke. Our artists are hard at work making the assets for all the new items needed for this, but otherwise blacksmithing could be considered mostly done; you could say that all of the design hurdles have been crossed, and we have solved the Riddle of Steel. One conceit of b42 crafting is that you should be able to start on a theoretical all forest map; this isnt a concrete thing that were testing yet, but were providing foundation for it. Steel production from nothing being one of them.
Although iron ore outcroppings are more commonplace in games than in real life Kentucky, we have tiles of them, for use for our own forest maps, and maps of modders. (ALERT ALERT: we are aware this is quite game-y, and may well refine in future. For now, however, it works for our purposes.) Once you have smashed them into iron ore, you can dig a charcoal pit, and build a primitive forge and furnace, and use the charcoal to extract an iron bloom from iron ore. With a stone hammer and some crude wooden tongs (which wont survive the process) workable iron is beaten out of the iron bloom, and that iron can be used to produce simple iron implements such as tongs, smithing hammers, nails, and basic masonry tools.
Eventually you can work your way up to building a proper come kiln, for both making charcoal, and also coke out of the charcoal for steel production, as well as a smelting furnace, and then an intermediary forge and a grindstone. With this you can produce medium-quality iron implements, that benefit from proper hardening and quenching, as well as higher carbon content. From there one would work there way up to a blast furnace, for producing steel, and then, with the steel, cast and harden a proper blacksmithing anvil and make an advanced forge, and eventually a metalworking bench for making high quality, precision tools and items.
Elsewhere, meanwhile, we have been going through the game and converting existing systems to the new fluid mechanics that come as a part of the crafting system. A good example of this, as it clearly shows in the end product, are our hair dyes even if they are relatively cosmetic as far as the game-proper goes. In the following video, then, you see the dyes being transferred to (and used from) any fluid container whether bottles, cans or buckets. Here too you can see them being mixed, and the resulting new colour being applied to the characters hair. (Elements of this still WIP) [previewyoutube=Si0LoUFXK5s;full][/previewyoutube]
Weve given you more sandbox power over how much gasoline is stored beneath Knox gas stations, as previous work in the area didnt go far enough. Youll have options to select whether gas pumps are infinite, what their minimum and maximum potential amounts of stored gasoline is, and indeed what the chances are of it spawning completely empty (see image below). We have also made these a little more user-friendly with better right click feedback on power, required containers, admin info on fuel remaining etc. Weve also added a more visible fuel caps on our car models, and indeed a fuel-side indicator icon on your vehicles dashboard.
After the successful integration of the body noises, hey!s and psst!s of a real actor and a real actress we made the call to widen the net a little and get a variety of different people to record specific voice/noise sets for the game. There will now be four male and four female voices that you can choose at character creation stage, which will also mean that in MP those around you will likely have slightly different puffs, pants and combat exertions. Likewise having a more particular sound to your voice and character will likely be good for your own personal RP reasons. (Please note here, again, that exertion noise frequency hasnt been 100% balanced yet.) [previewyoutube=6N-g3U8EB50;full][/previewyoutube] [previewyoutube=P-F606_oiVE;full][/previewyoutube]
Its relatively easy to slot in new animals to RJs system, the modding scene will likely be fairly extravagant, so while fixing bugs with our chickens, cows, sheep and pigs hes also slipped in some raccoons and wild turkeys to roam alongside the deer.
[previewyoutube=ROhZaTzvSC0;full][/previewyoutube]
Foxs up-rezzing (and slight tidy-up) of all the games many windows, icons, menus and general game furniture continues. In fact, were now at a point in which many aspects of the game can be played at 4k without the need for squinting and a magnifying glass. Folk with higher-res screens have long-suffered with Zomboid, so were excited to finally put this issue to bed as can be seen in the following 4K video. Please note, however, that some windows here still feel a little crowded we probably need to loosen up the crafting window that could use a bit more padding, the tabs feel a little close together etc. [previewyoutube=vrBoz9t1s0E;full][/previewyoutube]
The map expansion, and elevation/lowering, continues apace. Something else we are bringing to your exploration is a little more colour and character to the places you are surviving within as such therell be more variety of things left on whiteboards and chalkboards in schools, universities and laboratories for example. Meanwhile, theres clearly elements of signage Americana we can use for our game too. Case in point, being a wide range of different signs outside our churches.
Weve also got an, as yet unnamed, Wild West tourist attraction going into the game which could also potentially be a good place to find some of the crafting gear thatll be new to 42. Maybe a couple of cowboy actor zeds shambling about as well, for good measure.
We generally dont populate the map with Mad Max lookin zeds, but people certainly seem to like having a little more freedom in terms of the threads you choose to go a hunting and a looting in. As a side project from his crafting duties, then, Blair has worked with animator Martin to improve the clipping issues folk often come up against with certain combinations of clothing. This issue was becoming more and more apparent with the crafted straps and metal shin guards being developed in the blacksmithing aspect of 42, so needed nipping in the bud. Essentially, now clothing items and body locations can have set definitions which then instruct the game to use alternate clothing models in particular circumstances. So a different arm guard model, for example, will be automatically used if the character is wearing a bulky jacket. We feel that this will have massive potential for modding. On top of this we have also made it so accoutrements like limb armour (shin pads, for example) can go on either limb; you can wear just one, or a pair, or a mismatched pair. This said, so its not too annoying, theyll appear as matched pairs in loot or on zeds. Finally, while not entirely linked to this endeavour but still in the same ballpark, helmets/headgear/masks all now affect your vision cone and your hearing (modestly) which weve added as a balancing measure for when crafted helmets are in the game.
Oh, and the above also means we can have (American) Football Shoulder Pads in-game too, so expect some varsity jock zombies wearing those around campus also. Heres a somewhat silly, but fun, screenie showing a little bit more of what this system can create including a bunch of the new items that will be craftable with the new blacksmith/forge systems.
Weve expanded a lot over the past year, and we had called time on anyone else for fear of things running away with themselves. Clearly Soul Filcher joined recently, and unmentioned in this blog weve got Fenris in the guts of our Discord integration, Patrick with his (very encouraging) experimentation with ragdolls, and theres a hugely experienced guy called Matt who we havent announced before whos putting in foundations for future engine improvements. After all this we mentally shut the door on likely changes and additions, until Zac, the coding maestro behind 41s animation systems, made his return to work after a long period away this month and is now working the kinks out of issues weve had since he was last with us with character rotation and movement. Heres a link to show his WIP improvement though it might not be super-perceptible in vid-form. When this is all sorted the in-game character should feel more responsive, and also give us more flexibility when improving on the general animation suite. He also brings alongside him a lovely guy from Tea Games called Ash, whos helping integrate the video play middleware Bink into the game which will (among other things) help us mix some improvements into our title screen, and to provide combat video examples in our tutorial windows and such.
The other guy, meanwhile, whos burst onto or internal development scene is someone we know as The Prof. Thomas ProfMobius Guimbretiere comes to us by way of Minecraft, and some players might already be familiar with his mods and work over in block-land. He started modding Minecraft something like 13/14 years ago and co-produced MCP, the predecessor of Forge, before later authoring important mods like Waila, Jabba and Opis. He was then hired by Mojang themselves for work on Minecraft Java (ooh, Java) and went on to work on oceans, corals, new villager AI, village construction and a full rework of the games world generation. All of which is, clearly, hugely relevant to our interests. Since his Mojang days, hes been working on the backend of Razzleberries (https://razzleberri.es/) but now hes in the iron grip of Spiffo. To begin, to well be easing him in on something hes familiar with that well probably cover next time. Theres plenty of fun stuff planned beyond that too though.
For all you Americans, Amz has made you a Thanksgiving vid. Its got some WIP raccoons in it and everything. Though, thinking about it, maybe we should have gone with the turkeys. Anyway [previewyoutube=lsbARFrNig0;full][/previewyoutube] Many thanks also to everyone kindly voting for us in the Steam Awards. We really appreciate your support and associated reviews, but also if you are in two minds about whether or not to click for us please consider the likes of No Mans Sky or Deep Rock Galactic which are both amazing. Itll still be a while till 42 is in public beta, and wed be more comfortable with the nomination-love once its out, all-singing and all-dancing. This weeks misty mess from CAPSens Crim. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.
[ 2023-11-23 22:45:37 CET ] [ Original post ]
Yip yip, hello. Lets dive in.
SWING BOTH WAYS
Another exciting addition to the build 42 tech upgrade branch has just dropped. The tech upgrade branch is what contains our optimizations, improved view cone, basement/skyscraper technology and now an immersive improvement that weve wanted for a long time, that could potentially lead to many cool additional gameplay opportunities that werent possible before. [previewyoutube=Ev2genBbzb4;full][/previewyoutube] Thats right, kids, doors have now entered the third dimension. Where before doors would just flip instantly on the tile the moment they are opened or closed, now they are animated and use the tech branchs depth buffer. This is obviously a huge improvement for immersion, but could potentially lead to cool new mechanics in future (note, certainly not b42s initial release) like opening doors at different speeds, doors being left slightly open, peeking, bashing open, one-way fire doors and such. While easy to overlook, our doors are pretty much unchanged since the 0.1.5d days yet also one of the most fundamental things about PZ gameplay so getting some visual niceness, and some future gameplay opportunities, feels like a win. So lets have a quick noisy vid in which doors open and slam shut in unison. [previewyoutube=6Wbt795liVQ;full][/previewyoutube] (In future we clearly also already have the tech to have doors and visibly opening and closing on vehicles too, its already in the code and used by many mods, however in the main game its always been the plan to couple this to in-car character animations, visible interiors and such.)
CRAFTING STUFF
Were operating in various different areas with crafting, but the one thats becoming most interesting and fleshed out with recipes and new items is definitely blacksmithing which has come a long way in the last month. So lets head over to Blair to have a chat about the ways in which youll be getting to grips with the creation of some of these beauties.
For blacksmithing in build b42 we have the tiers, workstations, and materials worked out; now most of the crafting recipes have been made as well, and its a case where content is being added almost daily as the art assets are completed. Most items that one could reasonably expect to be blacksmithed can be blacksmithed, and in most cases the resultant item is a more rugged, crafted version than the default version of the item that you may be used to.
In many cases there are multiple tiers of items, requiring better skills, stations and materials to produce, where it serves the game. Weapons are an example of where this extra attention is being put into the system, where there are distinct tiers of the basic types, that differ in both appearance and performance.
A lot of work still needs to be done with balancing, as well as getting the fun stuff like animations of the character performing the actions, with fire and smoke. Our artists are hard at work making the assets for all the new items needed for this, but otherwise blacksmithing could be considered mostly done; you could say that all of the design hurdles have been crossed, and we have solved the Riddle of Steel. One conceit of b42 crafting is that you should be able to start on a theoretical all forest map; this isnt a concrete thing that were testing yet, but were providing foundation for it. Steel production from nothing being one of them.
Although iron ore outcroppings are more commonplace in games than in real life Kentucky, we have tiles of them, for use for our own forest maps, and maps of modders. (ALERT ALERT: we are aware this is quite game-y, and may well refine in future. For now, however, it works for our purposes.) Once you have smashed them into iron ore, you can dig a charcoal pit, and build a primitive forge and furnace, and use the charcoal to extract an iron bloom from iron ore. With a stone hammer and some crude wooden tongs (which wont survive the process) workable iron is beaten out of the iron bloom, and that iron can be used to produce simple iron implements such as tongs, smithing hammers, nails, and basic masonry tools.
Eventually you can work your way up to building a proper come kiln, for both making charcoal, and also coke out of the charcoal for steel production, as well as a smelting furnace, and then an intermediary forge and a grindstone. With this you can produce medium-quality iron implements, that benefit from proper hardening and quenching, as well as higher carbon content. From there one would work there way up to a blast furnace, for producing steel, and then, with the steel, cast and harden a proper blacksmithing anvil and make an advanced forge, and eventually a metalworking bench for making high quality, precision tools and items.
Elsewhere, meanwhile, we have been going through the game and converting existing systems to the new fluid mechanics that come as a part of the crafting system. A good example of this, as it clearly shows in the end product, are our hair dyes even if they are relatively cosmetic as far as the game-proper goes. In the following video, then, you see the dyes being transferred to (and used from) any fluid container whether bottles, cans or buckets. Here too you can see them being mixed, and the resulting new colour being applied to the characters hair. (Elements of this still WIP) [previewyoutube=Si0LoUFXK5s;full][/previewyoutube]
GAS 2 GONE
Weve given you more sandbox power over how much gasoline is stored beneath Knox gas stations, as previous work in the area didnt go far enough. Youll have options to select whether gas pumps are infinite, what their minimum and maximum potential amounts of stored gasoline is, and indeed what the chances are of it spawning completely empty (see image below). We have also made these a little more user-friendly with better right click feedback on power, required containers, admin info on fuel remaining etc. Weve also added a more visible fuel caps on our car models, and indeed a fuel-side indicator icon on your vehicles dashboard.
VOICE SETS
After the successful integration of the body noises, hey!s and psst!s of a real actor and a real actress we made the call to widen the net a little and get a variety of different people to record specific voice/noise sets for the game. There will now be four male and four female voices that you can choose at character creation stage, which will also mean that in MP those around you will likely have slightly different puffs, pants and combat exertions. Likewise having a more particular sound to your voice and character will likely be good for your own personal RP reasons. (Please note here, again, that exertion noise frequency hasnt been 100% balanced yet.) [previewyoutube=6N-g3U8EB50;full][/previewyoutube] [previewyoutube=P-F606_oiVE;full][/previewyoutube]
ANIMALS
Its relatively easy to slot in new animals to RJs system, the modding scene will likely be fairly extravagant, so while fixing bugs with our chickens, cows, sheep and pigs hes also slipped in some raccoons and wild turkeys to roam alongside the deer.
[previewyoutube=ROhZaTzvSC0;full][/previewyoutube]
4K PZ
Foxs up-rezzing (and slight tidy-up) of all the games many windows, icons, menus and general game furniture continues. In fact, were now at a point in which many aspects of the game can be played at 4k without the need for squinting and a magnifying glass. Folk with higher-res screens have long-suffered with Zomboid, so were excited to finally put this issue to bed as can be seen in the following 4K video. Please note, however, that some windows here still feel a little crowded we probably need to loosen up the crafting window that could use a bit more padding, the tabs feel a little close together etc. [previewyoutube=vrBoz9t1s0E;full][/previewyoutube]
MAP NICETIES
The map expansion, and elevation/lowering, continues apace. Something else we are bringing to your exploration is a little more colour and character to the places you are surviving within as such therell be more variety of things left on whiteboards and chalkboards in schools, universities and laboratories for example. Meanwhile, theres clearly elements of signage Americana we can use for our game too. Case in point, being a wide range of different signs outside our churches.
Weve also got an, as yet unnamed, Wild West tourist attraction going into the game which could also potentially be a good place to find some of the crafting gear thatll be new to 42. Maybe a couple of cowboy actor zeds shambling about as well, for good measure.
DRESS UP BOX
We generally dont populate the map with Mad Max lookin zeds, but people certainly seem to like having a little more freedom in terms of the threads you choose to go a hunting and a looting in. As a side project from his crafting duties, then, Blair has worked with animator Martin to improve the clipping issues folk often come up against with certain combinations of clothing. This issue was becoming more and more apparent with the crafted straps and metal shin guards being developed in the blacksmithing aspect of 42, so needed nipping in the bud. Essentially, now clothing items and body locations can have set definitions which then instruct the game to use alternate clothing models in particular circumstances. So a different arm guard model, for example, will be automatically used if the character is wearing a bulky jacket. We feel that this will have massive potential for modding. On top of this we have also made it so accoutrements like limb armour (shin pads, for example) can go on either limb; you can wear just one, or a pair, or a mismatched pair. This said, so its not too annoying, theyll appear as matched pairs in loot or on zeds. Finally, while not entirely linked to this endeavour but still in the same ballpark, helmets/headgear/masks all now affect your vision cone and your hearing (modestly) which weve added as a balancing measure for when crafted helmets are in the game.
Oh, and the above also means we can have (American) Football Shoulder Pads in-game too, so expect some varsity jock zombies wearing those around campus also. Heres a somewhat silly, but fun, screenie showing a little bit more of what this system can create including a bunch of the new items that will be craftable with the new blacksmith/forge systems.
NEW HIRES / RETURNING FACES
Weve expanded a lot over the past year, and we had called time on anyone else for fear of things running away with themselves. Clearly Soul Filcher joined recently, and unmentioned in this blog weve got Fenris in the guts of our Discord integration, Patrick with his (very encouraging) experimentation with ragdolls, and theres a hugely experienced guy called Matt who we havent announced before whos putting in foundations for future engine improvements. After all this we mentally shut the door on likely changes and additions, until Zac, the coding maestro behind 41s animation systems, made his return to work after a long period away this month and is now working the kinks out of issues weve had since he was last with us with character rotation and movement. Heres a link to show his WIP improvement though it might not be super-perceptible in vid-form. When this is all sorted the in-game character should feel more responsive, and also give us more flexibility when improving on the general animation suite. He also brings alongside him a lovely guy from Tea Games called Ash, whos helping integrate the video play middleware Bink into the game which will (among other things) help us mix some improvements into our title screen, and to provide combat video examples in our tutorial windows and such.
THE PROF
The other guy, meanwhile, whos burst onto or internal development scene is someone we know as The Prof. Thomas ProfMobius Guimbretiere comes to us by way of Minecraft, and some players might already be familiar with his mods and work over in block-land. He started modding Minecraft something like 13/14 years ago and co-produced MCP, the predecessor of Forge, before later authoring important mods like Waila, Jabba and Opis. He was then hired by Mojang themselves for work on Minecraft Java (ooh, Java) and went on to work on oceans, corals, new villager AI, village construction and a full rework of the games world generation. All of which is, clearly, hugely relevant to our interests. Since his Mojang days, hes been working on the backend of Razzleberries (https://razzleberri.es/) but now hes in the iron grip of Spiffo. To begin, to well be easing him in on something hes familiar with that well probably cover next time. Theres plenty of fun stuff planned beyond that too though.
HAPPY THANKSGIVING
For all you Americans, Amz has made you a Thanksgiving vid. Its got some WIP raccoons in it and everything. Though, thinking about it, maybe we should have gone with the turkeys. Anyway [previewyoutube=lsbARFrNig0;full][/previewyoutube] Many thanks also to everyone kindly voting for us in the Steam Awards. We really appreciate your support and associated reviews, but also if you are in two minds about whether or not to click for us please consider the likes of No Mans Sky or Deep Rock Galactic which are both amazing. Itll still be a while till 42 is in public beta, and wed be more comfortable with the nomination-love once its out, all-singing and all-dancing. This weeks misty mess from CAPSens Crim. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.
[ 2023-11-23 22:45:37 CET ] [ Original post ]
Project Zomboid
The Indie Stone
Developer
The Indie Stone
Publisher
2013-11-08
Release
Game News Posts:
206
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Very Positive
(245853 reviews)
The Game includes VR Support
Public Linux Depots:
- Project Zomboid Linux Depot [1.41 G]
Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die?
In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – their continued survival relies on their own cunning, luck and ability to evade a relentless horde.
For more details on the game follow us on @theindiestone or visit http://www.projectzomboid.com
A huge thanks to the wonderful MathasGames and Dean Cutty for making the awesome intro video. If you love indie games their channels are well worth a sub.
In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – their continued survival relies on their own cunning, luck and ability to evade a relentless horde.
Current Features
- Hardcore Sandbox Zombie Survival Game with a focus on realistic survival.
- Online multiplayer survival with persistent player run servers.
- Local 4 player split-screen co-op
- Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
- Full line of sight system and real-time lighting, sound and visibility mechanics. Hide in the shadows, keep quiet and keep the lights off at night, or at least hang sheets over the windows.
- Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project: http://pzmap.crash-override.net/
- Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies.
- Deal with depression, boredom, hunger, thirst and illness while trying to survive.
- Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Nature gradually starts to take over.
- Farming, trapping, fishing, carpentry, cooking, trapping, character customization, skills and perks that develop based on what you do in-game.
- Proper zombies that don’t run. (Unless you tell them to in the sandbox menu).
- A ton of amazing atmospheric music tracks by the prodigy that is Zach Beever.
- Imaginative Challenge scenarios and instant action ‘Last Stand’ mode, on top of regular Sandbox and Survival
- Full, open and powerful Lua modding support.
- Xbox Controller Gamepad support on Windows. [Others pads can be set up manually. Gamepad support not currently available on Mac]
We’re a small team at the moment, but we’re also committed to providing the following:Planned Features:
- The return of our PZ Stories mode that also serves as first ever tutorial actively trying to kill you at every turn. Kate and Baldspot return!
- In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay.
- Constant expansion of the countryside and cities around Muldraugh and West Point
- Full wilderness survival systems, animals and hunting for food.
- More items, crafting recipes, weapons and gameplay systems.
- Steam Workshop and Achievements support
For more details on the game follow us on @theindiestone or visit http://www.projectzomboid.com
A huge thanks to the wonderful MathasGames and Dean Cutty for making the awesome intro video. If you love indie games their channels are well worth a sub.
MINIMAL SETUP
- Processor: Intel 2.77GHz Quad-core Ubuntu LTS 16.04/Steam Machine. Requires Libgcc 6 or higherMemory: 8Gb RamHard Disk Space: 5gigVideo Card: Dedicated graphics card with 2 GB of RAM minimum. OpenGL 2.1 and GLSL 1.2 support (generally 2012 or newer) Sound: FMOD compatible sound card
- Memory: 8Gb RamHard Disk Space: 5gigVideo Card: Dedicated graphics card with 2 GB of RAM minimum. OpenGL 2.1 and GLSL 1.2 support (generally 2012 or newer) Sound: FMOD compatible sound card
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