Hi there! We're super proud to announce that the gorgeous Pine Original Soundtrack is coming to vinyl - and pre-orders are live right now! The amazing composers and our dear friends Alex, Leonhard and Jonathan from Tumult Kollektiv have partnered up with Black Screen Records to bring Pine to vinyl after carefully mixing the lush soundtrack of Albamare. The soundtrack comes in TWO versions:
- A limited edition 140g colored vinyl edition
- An audiophile 180g black vinyl edition
If you love soundtracks, this one is for you. Until next time!
[ 2021-02-05 17:29:29 CET ] [ Original post ]
Dear players, Time for an update! The main focus is the inclusion of Japanese and Simplified Chinese language support, welcoming lots of new players from the Asian continent! But as always, weve done many fixes to make the Pine experience better. To celebrate, Pine is a whopping 40% OFF from today (10am PDT, 24th of September) throughout the weekend!
Additions
- Added Japanese language support
- Added Simplified Chinese language support
Changes and Tweaks
- Tweaked hold interact UI for better visibility
- Font update for all asian languages for much improved readability
Fixes
- Fixed A Chilling Affair quest bug (did not progress sometimes)
- Fixed player being able to die while in between area transitions
- Made the monument tower in the Dry Bay a persistent landmark, visible from all angles/distances now
- Solidified Lumiconda Tooth puzzle logic in the Ancient Stables for lower-end machines
- Fixed an assert when trading with an empty inventory, causing trading logic and UI to be off
- Various text fixes in multiple languages
- Various memory optimizations across the board
- Various optimizations through cleaning up code
[ 2020-09-24 18:06:20 CET ] [ Original post ]
Dear players, Its finally time for a big patch! Its been a while since the last update, but weve been working hard on improving Pine in some major areas. We listened to your feedback, revamped some systems on a deep, technical level and upgraded the engine Pine was built in. All of this took a bit longer than expected, but hopefully it was worth the wait! The update is big in filesize too, but the games disk size has shrinked a whopping 700mb (from 3.3GB to 2.6GB on disk)! Some update highlights:
- Performance gains and big stutter reductions from garbage collection through upgrading Pines engine and implementing incremental garbage collection
- Combat is smoother and much more responsive: added dodge cancel, kick out of any move and fractional directional control
- Camera tweaks: added auto steering settings and removed aimed smoothing
- Platforming is more forgiving due to the addition of coyote time
- Two new languages added (Dutch and Korean), two more coming soon
Full patch notes:
Additions
- Auto camera steering setting added (as requested in https://steamcommunity.com/app/1042780/discussions/0/3166519278502008174/)
- Support for separate inversion settings on ranged and normal camera aiming (as requested in https://steamcommunity.com/app/1042780/discussions/0/3166519278494122220/#c3166519278502635095)
- Separate sensitivity for ranged aiming (as requested per https://steamcommunity.com/app/1042780/discussions/0/3166519278498709635/)
- Added coyote time for smoother and more forgiving platforming (as requested in https://steamcommunity.com/app/1042780/discussions/0/3166519278509097215/)
- Dodge cancelling for more responsive combat (as requested per https://steamcommunity.com/app/1042780/discussions/0/3166519278500833248/)
- Added a loading screen bar to see the progress
- Fractional directional control in combat so that you can choose your direction in some parts of some moves, making combat much more responsive
- Scouting Lens map radius now showing Key Graphite pickups
- Dutch language support
- Korean language support
Changes and tweaks
- Removed smoothing from camera aim (as requested/mentioned in https://steamcommunity.com/app/1042780/discussions/0/3166519278496513950/, https://steamcommunity.com/app/1042780/discussions/0/3166519278495094333/?ctp=2#c3166519278498570260, https://steamcommunity.com/app/1042780/discussions/0/3166519278495239567/)
- Kicking and sliding is now always possible (also in ranged and when nothing is equipped)
- Changed quest start and end sound (is now different)
- When leaving an interior (cave or Vault) with your Scouting Lens deployed inside, it will automatically return to you
- You can now roll and jump out of crouch
- Slow motion effect on combat moves tweaked to make it more responsive (as requested in https://steamcommunity.com/app/1042780/discussions/0/3166519278498709635/)
- Camera collision redone for smoother camera movement, particularly in interiors
Fixes
- Garbage collect stutters reduced through implementation of incremental garbage collection, giving a much more consistent framerate
- UI revamp with many fixes (such as overlapping quest text, long string overflow, etc.)
- Fixed text appearing with a few frames delay
- Improved lock-on/focus camera (was often glitching and disorientating)
- Improved dialogue camera
- Fixed Hue floating up (as if standing on a box) in certain locations after jumping
- Fixed interacts with certain context (such as ignite and enter) using incorrect string
- Metal and wood footstep parameters added for Hue
- Fixed The Crossing cutscene part 2 audio, because it had Alpafants sniffing through it
- Cave entrance now drawn behind fog
- Fixed a bunch of unlocalized strings, among others in the map menu, Vault title cards and main quest tutorials
- Localized controls rebinding menus
- Footstep speed parameter now scaled with animation (crouching)
- Only footwear covering feet gives boots footstep sounds now
- Fixed totem village information UI missing after raiding villages
- Grounded several floating assets
- Numerous fixes for wrong speaker roles in dialogues
- Various questing bug fixes and stability improvements
- Numerous optimizations on all fronts
- Fixed status modifiers overflowing and being unclear in effect in equipment UI
- Fixed broken night visuals on village lanterns
- Fixed waterfall and torch particles not being LODed
Until next time!
[ 2020-06-24 10:29:23 CET ] [ Original post ]
Hi all!
Just in time for Christmas, the Pine Original Soundtrack is now purchaseable on Steam! You can also save up on it already by purchasing the Pine Deluxe Edition, which includes the pack of 29 original songs from the game and 2 bonus tracks, downloadable in both .wav and .mp3.
We've also patched the game to reflect some remastered and updated songs, now even more lush and consistent than before. Other patch notes include:
- Music tracks and mixing updated to reflect remastered soundtrack
- Fixed the cave achievement not unlocking at all caves. If you've visited all caves, it should now unlock
- Credits updated with updated branding of our audio partners at Tumult Kollektiv (previously Other World Ensemble)
[ 2019-12-19 19:18:37 CET ] [ Original post ]
Hi all! Finally it's time for a new patch, and it's a good one! Here are some highlights and the actual patch notes too.
Highlights
- We pushed the ultrawide / all resolution support to the main branch now! After some minor bugs and feedback we are confident that it should work for everyone now. We hope you enjoy!
- We've done lots of small optimizations to reduce stuttering and improve framerate, but moreover, we've finally pulled apart the graphic settings so that you can tweak things to your liking. We've seen massive performance gains on especially lower end machines when using these new settings in different combinations.
- New achievements! Go check them out. If you should already have gotten one of them, it should unlock automatically.
- New much-requested entries in the Glossary to better explain some resources and items, such as Droolica, the Outfindings (and what they do / how to use them), and role tokens.
Full Patch Notes
Fixes
- Initial performance pass to attempt to reduce stutters while playing the game.
- Fixed game saving during transitions from interiors to the open-world where the player would end up outside with nothing loaded
- Fixed Lumiconda Tooth item checkpoint in the Ancient Stables, where the game would autosave prior to collecting the item
- Fixed various visual glitches in the Ancient Stables
- Fixed some incorrect language strings
- [Steam] Added 5 new achievements.
- Added more granular graphical options in the settings menu.
- Added ultrawide support
- Added a persistent note in front of the Vaults, reminding the players that the villages are ever changing
- Added glossary entries for - Outfindings, Role Tokens, Droolica
Next
We'll continue to do some fixes, tweaks and optimizations as we go along. If you see any bugs, please report them and we'll get on them. Thanks so much for your patience and for playing! We're also super happy to announce that the soundtrack has been wrapped up and is almost ready for release! Until next time!
[ 2019-11-15 14:00:15 CET ] [ Original post ]
Fixes
- Fixed achievements - Carpenter and Potion Master
- Fixed dismounting of Alpafants which would cause players to get stuck occasionally
- Fixed occasions in which Scouting Lens would cause the player to get stuck
- Fixed hole in New Home cave that was impossible to get out of
- Fixed a bad spawn point in Old Home post The Pact quest
- Fixed Sprint tutorial hanging post Marla dialogue in The Ceremony quest
- Fixed various floating props in the open-world
- Fixed race lever in Ancient Stables not displaying unless very close on lower graphics settings
Changes
- Changed various platforming sections to be more accessible - Schnuskys Bet quest race, various Vault platforming sections, Litter Cave platforming section
- Changed Open-World Puzzle in the Sparse Fields region
- Added functionality to skip Schnuskys Race cinematic in Schnuskys Bet quest
[ 2019-10-23 10:41:15 CET ] [ Original post ]
Fixes
- Fixed losing ideas from Open-World chests when reloading shortly after gathering them. Players that had the issue will receive the ideas retroactively after loading their save.
- Fixed "The Word of Mouth" quest where "Meet Wes at the village's affinity board" objective that will not complete the quest.
- Fixed the exploit with Hop Brew that allowed players to exit the Ancient Stables and become stuck in unloaded Open-World.
- Fixed The Last Vault quest when players would become blocked when reloading between unlocking the Vault and entering it.
[ 2019-10-17 20:52:22 CET ] [ Original post ]
Fixes
- Fixed The Council getting stuck if youve previously solved the puzzle.
- Fixed Solid Measures quest where a world state would cause infinite reloads
- Fixed Scouting Lens deploy tutorial not staying in the Dunes Observatory
- Fixed Melee and Ranged glossary images being swapped
- Fixed Waddletooth Dig piles to be only triggered by Waddletooths
- Fixed Vault Notes being interactable earlier than they are supposed to in The First Vault quest
- Fixed one of Aedwins voice lines playing with the wrong dialogue
- Added a fix that prevents the raid horn sound from being played during cinematics
Changes
- Added jumpable debris in front of Vault entrances whenever players complete The Word of Mouth quest with a Vault village - addition addresses scenarios in which the simulation changes and walls re-appear in front of the chosen Vaults
- Reduced the volume and added a break in between loops for the Cariblin village music
Known Issues
It is possible to jump out of the Ancient Stables vault (using a mixture) and explore the island without any assets loading in. As a temporary fix weve made sure you can jump back into the Ancient Stables without needing any mixtures. You will be allowed to leave the Ancient Stables after retrieving the Taming Bands Outfinding and doing the task Oth asks of you by the entrance.
Furthermore, we have 21:9 support ready to test, and are doing so here, but also would love input from the ultra widescreen community, so we'll be opening a test branch soon where you can check it out. We are also working on some platforming parts that we got a lot of feedback on, which were too hard to complete or simply annoying. Until next time, thanks for your patience and help everyone!
[ 2019-10-15 12:00:19 CET ] [ Original post ]
Hey all! Happy to say the first Pine patch is out, focusing on some blocking quest progress, wider controller support and some unclarities in the first few quests.
Fixes
- Fixed infinite loading when launching the game with Windows set to use the Turkish language.
- Improved quest helper text during the quest The Human Wake.
- Fixed broken controller prompts when using a controller other than Xbox
- Fixed being blocked in first mural cave when reloading while needing to find Amam in The Ceremony quest
- Fixed getting stuck during the objective Investigate the Abandoned Watchtower if the player has already visited the watchtower in the Gearing Up quest
- Fixed getting stuck if the player eats any of the collected Carrants in A Nose for Adventure quest
- Fixed wording of tutorial when being taught The Poke attack move. Now it should be more clear that the player is required to tap the sprint button instead of holding it in The Ceremony quest
- Fixed wording of Explore the Pollen Pass to clarify that it is a cave in Gearing Up quest.
- Fixed credits appearing on reload if the quest A Proper Goodbye was started, but abandoned mid-way
- Fixed Human SFX not being adjusted when changing the SFX slider
- Fixed various floating trees on the island
Changes
- Added version at the bottom right of the main menu. Current version: 0675043e
- Reduced autosave frequency
- Adjusted position of the sensitivity + remapping section in the settings menu
- Changed Key Graphite to be part of the Important items tab in the players inventory.
- Added logic to spawn Explosive keg if the player has full inventory in Word of Mouth quest
- Added skip cinematic functionality in Gearing Up quest
- Tweaked text in glossary
- Tweaked opacity of the fog VFX in various areas in the open-world
We are also working on Ultrawide screen support, optimizations, more settings options and miscellaneous fixes. We hope you enjoy Pine! Until next time!
[ 2019-10-12 13:31:06 CET ] [ Original post ]
It's finally out! [previewyoutube=myRD9hzp7K4;full][/previewyoutube] We can't wait for you all to explore the world of Albamare. Let us know what you think! For any feedback and reports, please join our Discord and come hang out!
[ 2019-10-10 13:41:37 CET ] [ Original post ]
Hey all! We haven't done any actual development blog updates in a while, but as we're nearing release in less than a week, we're excited to focus on some awesome features that we've been building. This time, we check out the combat music - we added an adaptive system of layers that checks what species you're fighting and how many, to then dynamically change the combat music to the situation! [previewyoutube=iUXB6VB1unE;full][/previewyoutube] Each species has their own theme that we blend the combat music with. The themes (and styles) can also be heard in their villages. A long time ago already we posted one of those themes on YouTube: March of the Litters! [previewyoutube=em0GhH287tY;full][/previewyoutube] All of this is done by our amazing friends from Other World Ensemble, who do all the music and sounds for Pine. Pine is coming out on October 10th, that's only 4 days away!!! Until next time, The Pine team
[ 2019-10-06 09:40:08 CET ] [ Original post ]
Hi everyone, We're incredibly thrilled to announce that Pine is launching on OCTOBER 10th 2019 for the price of $24.99 or regional equivalent! Check out this brand new trailer: [previewyoutube=xKWl7wMf4zs;full][/previewyoutube] The 7 of us cannot wait to finally give it to everyone! What do you think?
Progress!
Every day were getting happier with how the game is turning out! Weve updated all of our setdressing and lighting recently, check out some new screenshots:
Follow the last stretch of development
As we're nearing completion, as always, we want to keep sharing a lot of what we're doing. Make sure to:
- Wishlist us here on Steam to be notified when it's done, if you haven't already!
- Join our Discord to chat about the game!
- Follow us on Twitter
- Like us on Facebook
- Follow us on Instagram
- Join our subreddit
[ 2019-09-12 13:28:37 CET ] [ Original post ]
Hey all!
Gamescom 2019
For the past few days we've already been showcasing Pine at Gamescom 2019 in Cologne! It's a blast - we're getting lots of good feedback and seeing lots of improvements for the last few weeks.
Come say hi to us and play Pine in Hall 10.2 at the Indie Arena Booth - there's a bunch of quests playable, or you can just roam around in the world.
Discord
We've heard a lot of people asking about our Discord server and where to find it - we'd be very happy to welcome you there! Check it out here! We are always around talking about the game, you can follow announcements, development updates and more. We have nearly 700 people on it so it's getting nicely crowded! Until next time!
[ 2019-08-21 22:09:29 CET ] [ Original post ]
Hi all!
We are happy to say that we're not far away from finishing Pine and that we're very confident about an October release date! As some final things are falling into place, we are yet to define the specific date, but we're releasing a brand new trailer to go with that at the start of September!
Gamescom, Switch and polishing
Our main occupation in this last stretch is not only finishing the PC version for Steam, but also aligning the Switch version that will come out at the same time. Next week you can find us at Gamescom and play a LOT of Pine - we're giving you a bunch of quests to choose from, you have a full inventory of fun stuff and we'll just let you play around with all the systems, exploration and combat Pine has to offer. See you there?
So, how's the game doing?
In the meantime, check out some brand new gameplay footage. This video shows the use of a Raid Flare, which summons a group of a certain tribe to attack another! If it's successful enough, the attacking tribe will even take over the village. https://www.youtube.com/watch?v=WlnI5xGmpmg And here's a short bit of roaming around the Tunnel Dunes at night. https://www.youtube.com/watch?v=ZkMvBGNbycc Until next time! The Pine team
[ 2019-08-15 16:04:41 CET ] [ Original post ]
Hey folks!
We are excited to announce that we have been selected to showcase Pine at Gamescom 2019 in August this year! Youll be able to play not one, not two, but 5 different quests at the Indie Arena Booth for the entire duration of the conference!
The whole team is going to be there, so wed be super excited to see you in Cologne, show you the game in its full glory and have a chat! Will we see you there?
Content, content, content
We are also going lightspeed at finishing the game! Everything is coming together nicely, as we wrap up the final content, tweak and polish existing content and ramp up to release.
Be sure to check out our other channels for some recent gameplay videos: Until next time!
[ 2019-07-19 16:22:06 CET ] [ Original post ]
🕹️ Partial Controller Support
- Pine Content (Linux x86_64) [3.14 G]
A Story of Humans
Pine is an open world action adventure simulation game. Set in the beautiful world of Albamare, you take on the role of Hue, a smart young adult who will have to explore, trade, and fight his way through a vibrant world filled with creatures much smarter than humans.Their Story Becomes Yours
As you're looking for a new home for your tribe to settle in, you'll have to engage with the large-scale ecology of Albamare. Prepare by exploring, bartering, talking, crafting and fighting in six different biomes, with and against a diverse cast of species that will not simply help you.A Struggle for Survival
In Pine, things will happen across the open game world even without your involvement. All organisms are alive and will try what they can to survive. You can choose to befriend a species, fight alongside them, or you may also to attack them, steal their food or force them to abandon their current habitat. All of this will make the species move across the ecological spectrum.- OS: 64-bit OS
- Processor: Quad Core 3.0 Ghz or equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 660 or equivalent
- Storage: 5 GB available space
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