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Mindustry 7.0 Released
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Overall, this has been - in terms of raw new content and mechanics - the largest update in Mindustry history. It has taken more than a year to complete, and turned into quite the ordeal. I'll be blunt: This game has been under development for more than 5 years now, with the updates getting bigger and bigger every time. I am feeling rather burnt out after this update, and I don't think I will be able to implement anything beyond "maintenance" for a while - a few months, at least. I will still be interested in providing bugfixes and minor QoL changes to Mindustry. I do not plan on "ending updates" anytime soon, but right now, I need a break from any sort of significant content development. There are still a few loose ends in the Erekir content. Those of you who have dug through the game files will know that there are several unused liquids, items, blocks and units. These may be expanded upon with future updates... eventually. I can't give any timeframe for when this will happen. In the meantime, there is still plenty of community content in the form of new side-maps that can be inserted into the campaign. Special thanks to the community members who helped create maps for use in the campaign:
[ 2022-11-11 11:39:05 CET ] [ Original post ]
7.0, an update that has been in development for more than 1.5 years, is finally here.
As with earlier major updates, there are too many changes to list in a single post - these are just the highlights.
The Erekir Campaign
- An entirely new planet, with its own tech tree, units and blocks
- 100+ new blocks to research
- Significantly more streamlined and linear then the Serpulo campaign
- No procedural sectors, only 17 larger hand-made maps, with optional sectors to be added later
- Attack fully functional enemy bases with smarter, dynamic unit AI
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New Units
- 15 new units to research and construct on Erekir; 5 new naval support units on Serpulo
- A new payload-based unit construction system for higher tiers
- A new class of tank units
- A new variant of insectoid walkers
- Hovercraft units with unique weapons and abilities
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New Production Blocks & Turrets
- 10 new turrets on Erekir
- Missile launchers, lasers and artillery with unique firing patterns and animations
- A new heat system for powering or boosting certain blocks
- An entirely new resource production tree
- Power production utilizing new liquids, items and terrain
- Two new reactors with their own "meltdown" mechanics
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New Transportation
- Ducts, a higher-throughput transport block
- Directional bridges with no configuration
- Routers with 3 output directions, no backflow, and sorting capabilities
- Drone item transport for long-distance delivery
- Payload mass drivers for shooting units or containers across points
- Orthogonal beam nodes as a different way of transferring power
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New Unit Controls
- Units can now be selected and commanded to positions or enemy targets, similarly to other RTS games
- Formations have been removed - simply select units instead
- Command centers have been removed - as a replacement, select all factories (shift+h) or all units (shift+g) to command them all to a point
- Serpulo support units now have several "modes" depending on capabilities - repair, mining, rebuilding, and player following/assisting
- While this system is still quite primitive, more features (hotkeys, waypoints, etc) may be added later
Conclusion & the Future of Mindustry
Overall, this has been - in terms of raw new content and mechanics - the largest update in Mindustry history. It has taken more than a year to complete, and turned into quite the ordeal. I'll be blunt: This game has been under development for more than 5 years now, with the updates getting bigger and bigger every time. I am feeling rather burnt out after this update, and I don't think I will be able to implement anything beyond "maintenance" for a while - a few months, at least. I will still be interested in providing bugfixes and minor QoL changes to Mindustry. I do not plan on "ending updates" anytime soon, but right now, I need a break from any sort of significant content development. There are still a few loose ends in the Erekir content. Those of you who have dug through the game files will know that there are several unused liquids, items, blocks and units. These may be expanded upon with future updates... eventually. I can't give any timeframe for when this will happen. In the meantime, there is still plenty of community content in the form of new side-maps that can be inserted into the campaign. Special thanks to the community members who helped create maps for use in the campaign:
- Mechanicalfish
- ThatOneBepis
- hhhi17
[ 2022-11-11 11:39:05 CET ] [ Original post ]
Mindustry
AnukenDev
Developer
AnukenDev
Publisher
2019-09-26
Release
Game News Posts:
30
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(18286 reviews)
Public Linux Depots:
- Mindustry Linux [63.89 M]
Create elaborate supply chains of conveyor belts to feed ammo into your turrets, produce materials to use for building, and defend your structures from waves of enemies. Play with your friends in cross-platform multiplayer co-op games, or challenge them in team-based PvP matches.
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Gameplay
- Create elaborate drills and conveyor designs to move resources into your Core
- Use production blocks to create a wide variety of advanced materials
- Build drones for automatically mining resources, assisting in building and protecting your base
- Distribute liquids and fight constant challenges, like outbreaks of fire or enemy flier raids
- Get the most out of your production by supplying optional coolant and lubricant
Campaign
- Advance through 12 replayable built-in zones with randomized spawn points
- Collect and launch resources
- Research new blocks to fuel progress
- Configure launch loadouts to bring resources to each zone
- Variety of mission objectives and goals
- Invite your friends to complete missions together
- 120+ technology blocks to master
- 19 different types of drones, mechs and ships
- 50+ achievements to complete
Gamemodes
- Survival: Build turrets to defend from enemies in tower-defense based gameplay. Survive as long as possible, optionally launching your core to use your collected resources for research. Prepare your base for intermittent attacks from airborne bosses.
- Attack: Build factories for units to destroy the enemy cores, while simultaneously defending your base from waves of enemy units. Create a variety of different types of support and offensive unit to assist you in your goals.
- PvP: Compete with other players on up to 4 different teams to destroy each other's cores. Create units, or attack other bases directly with your mechs.
- Sandbox: Play around with infinite resources and no enemy threat. Use sandbox-specific item and liquid source blocks to test out designs, and spawn in enemies on request.
Custom Games & Cross-Platform Multiplayer
- 12 built in maps for custom games, in addition to campaign
- Play Co-op, PvP or sandbox
- Join a public dedicated server, or invite friends to your own private session
- Customizable game rules: Change block costs, enemy stats, starting items, wave timing and more
- Mix&match gamemodes: Combine PvP and PvE gamemodes together
Custom Map Editor
- Paint terrain with an editor UI
- Edit and preview structures in-game
- Configurable tool modes: Change how each tool functions
- Powerful map generation system, with many different types of filters for procedural manipulation of terrain
- Apply noise, distortion, smoothing, erosion, symmetry, ore generation and random terrain to your maps
- Randomize and configure ore generation, as well as placement of river and resource tiles
- Configure enemy wave layouts
- Share exported maps on the Steam Workshop
- Customize base map rules
- Use 75+ different environmental blocks
MINIMAL SETUP
- Memory: 1 GB RAM
- Graphics: Anything with OpenGL 2.0 Support
- Storage: 100 MB available space
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