My new game, Manufactoria 2022, has graduated from Early Access with 100% positive reviews! It's now out and on a 10% launch discount. Take a look: https://store.steampowered.com/app/1276070 (Also, there's a free demo, and demo saves transfer to the full version. So you can try that too!) Cheers, Nicholas "PleasingFungus" Feinberg
My new game, Manufactoria 2022, is out in early access now! Check it out: https://store.steampowered.com/app/1276070 (Also, there's a free demo, and demo saves transfer to the full version. So you can try that too!) Cheers, Nicholas "PleasingFungus" Feinberg
Hello, all! The demo for my next game, Manufactoria 2022, is now playable as part of the Steam Next Festival. You can check it out here. The Steam Next fest lasts until June 22nd, and the demo will be playable throughout. Let me know how it goes, and have fun! :)
Fixes:
- Custom puzzle descriptions should load properly.
- Instruction Selector rendering fixed.
- OS X builds no longer crash if the community puzzles directory does not exist.
Fixes:
- Custom puzzle descriptions should load properly.
- Instruction Selector rendering fixed.
- OS X builds no longer crash if the ‘community’ puzzles directory does not exist.
The weekly update is out, with one big addition! Highlight:
- User-created puzzle support is in! Full documentation here.
- Added cow grafitti.
- Secret puzzles can now trigger Ne Plus Ultra.
- Extremely large Numbers can no longer be stolen from the Credits.
The weekly update is out, with one big addition! Highlight:
- User-created puzzle support is in! Full documentation here.
- Added cow grafitti.
- Secret puzzles can now trigger Ne Plus Ultra.
- Extremely large Numbers can no longer be stolen from the Credits.
This week is a smaller update; mostly catching up on bugfixes and smaller tweaks, as promised. Features
- Tweaked a few puzzles ideals and tick limits, the latter upward.
- Colored disconnected modules red on the minimap, to help finding isolated ones.
- Clarified Cows so to speak.
- OS X uses shift-(cmd-)-z for redo, instead of (cmd-)y.
- SFX for opening/hiding the puzzle description & minimap.
- The steam leaderboards x-axes should be much clearer.
- Non-US keyboards should have working/reasonable hotkeys.
- The Faux-Reg achievements will now trigger immediately after beating the puzzle, instead of one puzzle later.
- Maze displays its tick limit in the description.
- Finales ideal is beatable, again.
- Secrets no longer missing a perfect sparkle.
This week is a smaller update; mostly catching up on bugfixes and smaller tweaks, as promised. Features
- Tweaked a few puzzles’ ideals and tick limits, the latter upward.
- Colored disconnected modules red on the minimap, to help finding isolated ones.
- Clarified ‘Cows’… so to speak.
- OS X uses shift-(cmd-)-z for redo, instead of (cmd-)y.
- SFX for opening/hiding the puzzle description & minimap.
- The steam leaderboards’ x-axes should be much clearer.
- Non-US keyboards should have working/reasonable hotkeys.
- The ‘Faux-Reg’ achievements will now trigger immediately after beating the puzzle, instead of one puzzle later.
- ‘Maze’ displays its tick limit in the description.
- ‘Finale’’s ideal is beatable, again.
- Secrets no longer missing a perfect sparkle.
This was supposed to be a small release revising areas where people were getting stuck. Instead, I ended up gutting and reworking most of a board. Oops! Highlights:
- Board 3 (’High Speed’) revised and reworked. Four new puzzles (’Clock’, ’Maze’, ‘Back’, and ‘Splitcount’) added; some uninteresting (’Delay Write’, ‘Stages’) removed; various other fixes and reorderings. If you were stuck here, now’s a good chance to give the board another shot!
- New ‘Hard’ puzzle: ‘Cows’, on board 1. Those who want to get going fast can skip the entire rest of the board, just by beating this puzzle. Everyone likes a challenge, right?
- 'Ideal’ renamed to ‘Goal’, to reduce confusion when getting better solutions than the ‘ideal’.
- Mousing the bottom-left of modules works as soon as Delay is introduced, rather than only being enabled once the auto-clock is unlocked.
- Added a guide to resizing the game when windowed, in Options.
- Various tests’ time limits changed to be in line with puzzle descriptions.
- Equals modules behave consistently when ‘?’ is passed to an input after the first two.
- Re-added missing UI to Corrupted Memory display.
- Placing a control point under a module no longer causes crashes.
- Added a log file:
/log.txt on Windows and Linux, ~/Documents/SZ_Log.txt on OSX.
This was supposed to be a small release revising areas where people were getting stuck. Instead, I ended up gutting and reworking most of a board. Oops! Highlights:
- Board 3 (High Speed) revised and reworked. Four new puzzles (Clock, Maze, Back, and Splitcount) added; some uninteresting (Delay Write, Stages) removed; various other fixes and reorderings. If you were stuck here, nows a good chance to give the board another shot!
- New Hard puzzle: Cows, on board 1. Those who want to get going fast can skip the entire rest of the board, just by beating this puzzle. Everyone likes a challenge, right?
- 'Ideal renamed to Goal, to reduce confusion when getting better solutions than the ideal.
- Mousing the bottom-left of modules works as soon as Delay is introduced, rather than only being enabled once the auto-clock is unlocked.
- Added a guide to resizing the game when windowed, in Options.
- Various tests time limits changed to be in line with puzzle descriptions.
- Equals modules behave consistently when ? is passed to an input after the first two.
- Re-added missing UI to Corrupted Memory display.
- Placing a control point under a module no longer causes crashes.
- Added a log file:
/log.txt on Windows and Linux, ~/Documents/SZ_Log.txt on OSX.
Fixes a crash when creating Selectors of size 7, and a few smaller issues. Very sorry for the trouble!
Fixes a crash when creating Selectors of size 7, and a few smaller issues. Very sorry for the trouble!
Our second weekly update is now live on almost* all platforms! Highlights:
- Linux support is now live! Check it out and let me know what problems you encounter :)
- Revised puzzles: Collisions (returning to the mainline progression) and Parallac (now an optional puzzle). The tests are much more consistent now - if youve already beaten them, try out the new versions!
- Revised puzzles: Delay CPU, Reg Hazard, and Finale. The timing for input/output selectors has been changed to make these levels more interesting - again, please try out the new versions!
- New puzzle: Backup, a nightmare-difficulty optional sequel to Parallac. Enjoy!
- Relevant leaderboards have been reset.
- Ideals for some late-game puzzles have been adjusted to be more challenging.
- Screenshake has been cut to 30%.
- Arithmetic on space characters is consistent with other letters.
- Odds and Divide have had their time limits increased.
- Secrets now have sound effects.
- Wire color is preserved when passing through the same register repeatedly.
- Failing to load cursors should no longer cause crashes on launch.
- Various smaller fixes and tweaks.
Our second weekly update is now live on almost* all platforms! Highlights:
- Linux support is now live! Check it out and let me know what problems you encounter :)
- Revised puzzles: Collisions (returning to the mainline progression) and Parallac (now an optional puzzle). The tests are much more consistent now - if you’ve already beaten them, try out the new versions!
- Revised puzzles: Delay CPU, Reg Hazard, and Finale. The timing for input/output selectors has been changed to make these levels more interesting - again, please try out the new versions!
- New puzzle: Backup, a ‘nightmare’-difficulty optional sequel to Parallac. Enjoy!
- Relevant leaderboards have been reset.
- Ideals for some late-game puzzles have been adjusted to be more challenging.
- Screenshake has been cut to 30%.
- Arithmetic on space characters is consistent with other letters.
- Odds and Divide have had their time limits increased.
- Secrets now have sound effects.
- Wire color is preserved when passing through the same register repeatedly.
- Failing to load cursors should no longer cause crashes on launch.
- Various smaller fixes and tweaks.
An EXPERIMENTAL Linux version is now live on Steam and itch.io. It's a work in progress with several known issues, so please, download the demo and try it before buying! Feel free to report issues on the forums; I'll be working on this for at least the next several days to get it working.
An EXPERIMENTAL Linux version is now live on Steam and itch.io. It's a work in progress with several known issues, so please, download the demo and try it before buying! Feel free to report issues on the forums; I'll be working on this for at least the next several days to get it working.
As promised, Silicon Zeroes’ first feature patch is out today! Highlights:
- Steam leaderboard support! Mock your friends for their inferior solutions, or compete with the rest of the world!
- New ‘easy’ puzzle “Fastcount”, in ‘The CPU’.
- New ‘hard’ puzzle “Odds”, in ‘Asides’.
- New ‘nightmare’ puzzle “Parallac”, in ‘Sam’.
- New achievement: “Fame: Beat board 2.”
- New achievement: “Three More Things…: Beat Faux-Reg variants 1, 2, and 3.”
- New animation for beating and unlocking puzzles.
- Opcode selectors upgrade in a more intuitive and consistent way when transferred between puzzles.
- Module scoring no longer counts ‘duplicate’ Number modules.
- Wire coloring for registers and selectors now works in a hopefully more useful way.
- The game defaults to fullscreen on launch.
- Screenshake is halved at lower resolutions.
- Play/pause/ff hotkeys changed to “p” in OS X, to not conflict with space-clicking.
- ‘Escape’ in sim returns to editing rather than immediately going to the puzzle select screen.
- Palette scroll is saved between panel openings.
- Tick limits have been ‘flattened’ to correspond more closely with clock periods.
- Some puzzle ideals have been tweaked.
- Textures should no longer vanish on Windows.
- Modules should no longer ever end up overlapping each-other (and thus impossible to place) when transferred between puzzles.
- Discovering a secret while zoomed out now works correctly.
- Non-native fullscreen resolutions work again on OS X. KNOWN ISSUE: cmd-tab is disabled again, sorry!
- Resizing the window while memory is scrolled won’t leave memory ‘stuck’ at an invalid scroll.
- Starting in fullscreen and then switching to windowed no longer allows you to resize the window smaller than 1024x768.
- Augends and addends have been reordered.
- You can no longer mouse over a head that doesn’t exist.
As promised, Silicon Zeroes first feature patch is out today! Highlights:
- Steam leaderboard support! Mock your friends for their inferior solutions, or compete with the rest of the world!
- New easy puzzle Fastcount, in The CPU.
- New hard puzzle Odds, in Asides.
- New nightmare puzzle Parallac, in Sam.
- New achievement: Fame: Beat board 2.
- New achievement: Three More Things: Beat Faux-Reg variants 1, 2, and 3.
- New animation for beating and unlocking puzzles.
- Opcode selectors upgrade in a more intuitive and consistent way when transferred between puzzles.
- Module scoring no longer counts duplicate Number modules.
- Wire coloring for registers and selectors now works in a hopefully more useful way.
- The game defaults to fullscreen on launch.
- Screenshake is halved at lower resolutions.
- Play/pause/ff hotkeys changed to p in OS X, to not conflict with space-clicking.
- Escape in sim returns to editing rather than immediately going to the puzzle select screen.
- Palette scroll is saved between panel openings.
- Tick limits have been flattened to correspond more closely with clock periods.
- Some puzzle ideals have been tweaked.
- Textures should no longer vanish on Windows.
- Modules should no longer ever end up overlapping each-other (and thus impossible to place) when transferred between puzzles.
- Discovering a secret while zoomed out now works correctly.
- Non-native fullscreen resolutions work again on OS X. KNOWN ISSUE: cmd-tab is disabled again, sorry!
- Resizing the window while memory is scrolled wont leave memory stuck at an invalid scroll.
- Starting in fullscreen and then switching to windowed no longer allows you to resize the window smaller than 1024x768.
- Augends and addends have been reordered.
- You can no longer mouse over a head that doesnt exist.
Available for download to the right of the game description. More and more exciting updates to come!
Available for download to the right of the game description. More and more exciting updates to come!
Silicon Zeroes
PleasingFungus Games
PleasingFungus Games
2017-09-18
Simulation Singleplayer
Game News Posts 21
🎹🖱️Keyboard + Mouse
Very Positive
(236 reviews)
http://pleasingfungus.com/
https://store.steampowered.com/app/684270 
The Game includes VR Support
Linux Depot [108.1 M]
- Build complex electronics from a variety of simple components, like Adders, Latches and Multiplexers.
- Travel back to the 60s to Silicon Valley's very first startup, and do your best to keep the whole thing from imploding.
- Solve more than seventy puzzles, from straightforward introductions to building fully functional CPUs.
- Original soundtrack by Craig Barnes, composer for Streets of Rogue and Enyo.
"The best game about CPU design that I can imagine" -- Zach Barth (SpaceChem, TIS-100).
- Processor: 2.0 GHzMemory: 1 GB RAMStorage: 200 MB available space
- Memory: 1 GB RAMStorage: 200 MB available space
- Storage: 200 MB available space
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