New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )
Name | Colony Survival | |
Developer | Pipliz | |
Publisher | Pipliz | | |
Tags | Indie Strategy Adventure Singleplayer Multiplayer Co-op Early Access | | |
Release | 2017-06-16 | |
Steam | 19,99€ 15,49£ 19,99$ / 0 % |
News | 252 |
Controls | Keyboard Mouse |
Players online |  324  |
Steam Rating | Very Positive |
Steam store |  https://store.steampowered.com/app/366090  |
SteamSpy |
Peak CCU Yesterday | |
Owners |  100,000 .. 200,000 +/-   |
Players - Since release |   +/- |
Players - Last 2 weeks |   +/- |
Average playtime (forever) | 1424 |
Average playtime (last 2 weeks) | 638 |
Median playtime (forever) | 2201 |
Median playtime (last 2 weeks) | 638 |
Public Linux depots | Linux 32-bit [97.57 M]
Linux 64-bit [96.17 M]
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LINUX STREAMERS (0)
Friday Blog 128 - Time for Modders, Linux Problems and Custom Scenarios |
We were planning to release 0.7.1 today, but at the last moment, decided not to. Mod creators have now had ~24 hours to upload their mods to Colony Survival's Steam Workshop, but that didn't give them a lot of time. More mods are expected to be added in the weekend.
Another problem is the fact that the Linux version of the game seems to be broken. Non-Latin fonts cause some issues and are in need of an alternative, and there's a big problem with loading .ogg audio files.
There's also a last feature Zun wants to add before releasing 0.7.1: savegames/scenarios. We'd love to allow people to easily promote and share their most beautiful colonies. We've seen a lot of highly impressive ones. But doing that via the Steam Workshop is slightly problematic.
The Workshop allows creators to update their assets even after they've been downloaded. That makes sense for texture packs, new items and other utilities. But imagine using a world from the Workshop, working on it for dozens of hours, and then losing your progress completely because the creator updated his savegame. That's obviously not ideal.
So we've got to make some kind of system where you can choose "scenarios", custom maps, when you start a new world. If the creator of the savegame decides to update it, it only affects new maps.
We've already seen players make maps that are meant to be played as "scenarios" / challenge maps, with for example a huge tree that contains ores and all the necessities to run a relatively large colony high in the sky. So that's the solution we've chosen, and Zun is working on it now. He expects to have it finished in a couple of days, and that's when we want to release 0.7.1 - combined with a Steam Workshop filled with a lot more content than it currently has!
Bedankt voor het lezen :D
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[ 2019-11-29 19:46:32 CET ] [ Original post ] |