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Dear oil barons, our game Oil Enterprise is now available in Turkish language. Have fun!
Dear oil barons, our game Oil Enterprise is now available in Turkish language. Have fun!
Dear oil barons, we are proud to announce that our game Oil Enterprise will leave EARLY ACCESS today. We thank you so much for your support and feedback during the exciting development time of Oil Enterprise. We hope that you will have a lot of fun playing the game! We and our publisher astragon will of course be reading all posts and will check out the forum to give you support. Keep on drilling!
Dear oil barons, we are proud to announce that our game Oil Enterprise will leave EARLY ACCESS today. We thank you so much for your support and feedback during the exciting development time of Oil Enterprise. We hope that you will have a lot of fun playing the game! We and our publisher astragon will of course be reading all posts and will check out the forum to give you support. Keep on drilling!
Dear CEOs! First of all, sorry for the long time of no Updates for Oil Enterprise! Some have already seen updates made to the "public beta"-Branch of Oil Enterprise, these changes are now available to all:
Dear CEOs! First of all, sorry for the long time of no Updates for Oil Enterprise! Some have already seen updates made to the "public beta"-Branch of Oil Enterprise, these changes are now available to all:
Liebe Bosse! (english below) Dieses Update ist ein kleineres aber dennoch ein wichtiges. Ihr hattet bestimmt schon einmal das Problem, Verträge zu planen und einzuschätzen, ob ein bestimmter Vertrag angenommen werden sollte oder wie hoch die aktuellen Produktionskosten eures Öls in der aktiven Region sind. Wir haben die Lösung dieser Probleme, nämlich den Vertragsplaner. Vertragsplaner Der Planer beginnt am aktuellen Tag und zeigt unterschriebene Verträge und deren Dauer an. In den verfügbaren Verträgen zeigt er zusätzlich die Auswirkungen der Annahme des unter der Maus befindlichen Vertrags. Vertikale Linien sind wöchentliche Unterteilungen, fährt man mit der Maus über den Bereich, wird das genaue Projektionsdatum, Anzahl aktiver Verträge und der voraussichtliche Füllstand des Lagers dargestellt. Ganz unten befindet sich die "Lagerstandsvorschau" die anzeigt, wie viel Öl am Beginn der Woche im Lager wäre wenn der freie Markt nicht genutzt wird. Die Projektion stoppt entweder, wenn alle Verträge erfüllt wurden oder wenn die Konstellation zu einem Vertragsbruch führen würde. Weiters wurde ein kleiner Bugfix eingebaut, der Fortschrittsindikator rechts unten (zB bei "Gebäude wird repariert") wurde nicht entfernt, wenn das Gebäude abgerissen wurde. Außerdem haben wir eine automatische Qualitätsanpassung eingeführt, um unspielbare Geschwindigkeiten zu verhindern, indem langsam leistungshungrige Effekte zurückgefahren werden, zB die Kantenglättung. Das ist besonders wichtig für Mac-Spieler, da aus irgendeinem Grund der "Tiefenunschärfe"-Effekt sehr schlecht für Macs ist (3 Bilder / Sekunde mit aktivem Effekt verglichen mit mehr als 60 ohne bei einem kurzen Testlauf). Das sollte nun maximal für wenige Sekunden am Spielbeginn der Fall sein, bis die schlechte Spielbarkeit vom Spiel erkannt wurde. Viel Spaß mit dem Update, und fröhliches Geldscheffeln! Dear CEOs! This update is a small one, but very important nonetheless. You certainly already faced the problem to plan ahead with your contracts and assess whether to accept a certain contract and how a specific contract compares to your current production cost. We made a solution to this problem, namely the contract planner. Contract Planner The planner starts out at the current date and displays signed contracts and how long they will be active. In available contracts hovering a contract in the list shows a projection of "what if this contract would be accepted". Every vertical bar is one week in the future, hover for a tooltip with the exact date, number of active contracts and storage capacity. At the bottom there is a small "projected storage indicator", which shows how much oil you will have in store if you don't sell anything on the free market. The projection stops either when no more contracts would be active or as soon as you would run out of oil and fail a contract. There was also a minor bugfix with a progress indicator (eg. "building is being repaired") not being removed when the building is torn down. And we have introduced an automatic quality adaption to prevent unplayable framerates by gradually tuning down performance-hungry effects like AntiAliasing. This is especially important for Mac-Users as for some reason the "Depth of Field"-Effect is extremely bad on Macs (3 fps with as opposed to >60 fps without the effect on a quick testrun, all else being equal). This should now only be the case for a few seconds until the bad performance is verified. Enjoy the update, and happy earning!
Liebe Bosse! (english below) Dieses Update ist ein kleineres aber dennoch ein wichtiges. Ihr hattet bestimmt schon einmal das Problem, Vertrge zu planen und einzuschtzen, ob ein bestimmter Vertrag angenommen werden sollte oder wie hoch die aktuellen Produktionskosten eures ls in der aktiven Region sind. Wir haben die Lsung dieser Probleme, nmlich den Vertragsplaner. Vertragsplaner Der Planer beginnt am aktuellen Tag und zeigt unterschriebene Vertrge und deren Dauer an. In den verfgbaren Vertrgen zeigt er zustzlich die Auswirkungen der Annahme des unter der Maus befindlichen Vertrags. Vertikale Linien sind wchentliche Unterteilungen, fhrt man mit der Maus ber den Bereich, wird das genaue Projektionsdatum, Anzahl aktiver Vertrge und der voraussichtliche Fllstand des Lagers dargestellt. Ganz unten befindet sich die "Lagerstandsvorschau" die anzeigt, wie viel l am Beginn der Woche im Lager wre wenn der freie Markt nicht genutzt wird. Die Projektion stoppt entweder, wenn alle Vertrge erfllt wurden oder wenn die Konstellation zu einem Vertragsbruch fhren wrde. Weiters wurde ein kleiner Bugfix eingebaut, der Fortschrittsindikator rechts unten (zB bei "Gebude wird repariert") wurde nicht entfernt, wenn das Gebude abgerissen wurde. Auerdem haben wir eine automatische Qualittsanpassung eingefhrt, um unspielbare Geschwindigkeiten zu verhindern, indem langsam leistungshungrige Effekte zurckgefahren werden, zB die Kantenglttung. Das ist besonders wichtig fr Mac-Spieler, da aus irgendeinem Grund der "Tiefenunschrfe"-Effekt sehr schlecht fr Macs ist (3 Bilder / Sekunde mit aktivem Effekt verglichen mit mehr als 60 ohne bei einem kurzen Testlauf). Das sollte nun maximal fr wenige Sekunden am Spielbeginn der Fall sein, bis die schlechte Spielbarkeit vom Spiel erkannt wurde. Viel Spa mit dem Update, und frhliches Geldscheffeln! Dear CEOs! This update is a small one, but very important nonetheless. You certainly already faced the problem to plan ahead with your contracts and assess whether to accept a certain contract and how a specific contract compares to your current production cost. We made a solution to this problem, namely the contract planner. Contract Planner The planner starts out at the current date and displays signed contracts and how long they will be active. In available contracts hovering a contract in the list shows a projection of "what if this contract would be accepted". Every vertical bar is one week in the future, hover for a tooltip with the exact date, number of active contracts and storage capacity. At the bottom there is a small "projected storage indicator", which shows how much oil you will have in store if you don't sell anything on the free market. The projection stops either when no more contracts would be active or as soon as you would run out of oil and fail a contract. There was also a minor bugfix with a progress indicator (eg. "building is being repaired") not being removed when the building is torn down. And we have introduced an automatic quality adaption to prevent unplayable framerates by gradually tuning down performance-hungry effects like AntiAliasing. This is especially important for Mac-Users as for some reason the "Depth of Field"-Effect is extremely bad on Macs (3 fps with as opposed to >60 fps without the effect on a quick testrun, all else being equal). This should now only be the case for a few seconds until the bad performance is verified. Enjoy the update, and happy earning!
Dear fellow CEOs! (deutsche Version) After a long time of no updates, we are finally able to present you with Build 10 of Oil Enterprise! Primary attraction of this build is the all new networked game mode! I want to stress that this is still a preview, and it hasn't been extensively tested so far, but it sure looks promising, and I would like to ask you to give it a ride! There is no matchmaking right now, so you'll need to exchange IPs manually. We did come up with a firewall punchthrough via UPnP, but it is hard to tell whether this works for all firewalls or not, it did work fine for ours anyways. The network gameplay itself does synchronize Time, market pricing, contracts and oilfields owned as of now, and it is an endless game, enough to test, but really not enough to enjoy. If you really want to enjoy it, give us a little more time to flesh it out, make it more stable and more userfriendly. Plan right now is to merge the freegame setup into the network lobby to enable as precise a setup as for the freegame for setting up the network game. In other news, Ronny came up with the idea for a complete rework of the visuals to make them more "friendly". We started with the oilfields, and it looks totally different to us. Let us know what you think! We also added 3 more oilfield designs, currently only available in freegame. The changes in detail:
Dear fellow CEOs! (deutsche Version) After a long time of no updates, we are finally able to present you with Build 10 of Oil Enterprise! Primary attraction of this build is the all new networked game mode! I want to stress that this is still a preview, and it hasn't been extensively tested so far, but it sure looks promising, and I would like to ask you to give it a ride! There is no matchmaking right now, so you'll need to exchange IPs manually. We did come up with a firewall punchthrough via UPnP, but it is hard to tell whether this works for all firewalls or not, it did work fine for ours anyways. The network gameplay itself does synchronize Time, market pricing, contracts and oilfields owned as of now, and it is an endless game, enough to test, but really not enough to enjoy. If you really want to enjoy it, give us a little more time to flesh it out, make it more stable and more userfriendly. Plan right now is to merge the freegame setup into the network lobby to enable as precise a setup as for the freegame for setting up the network game. In other news, Ronny came up with the idea for a complete rework of the visuals to make them more "friendly". We started with the oilfields, and it looks totally different to us. Let us know what you think! We also added 3 more oilfield designs, currently only available in freegame. The changes in detail:
Greetings CEOs! Well, The Plan(tm) was to make just a quick hotfixing for the annoying issues currently present. It became quite more than a hotfix, for sheer size. It also contains some improvements for bug reporting simplicity, but should basically improve stability and lower bug-density. Have a nice weekend!
Greetings CEOs! Well, The Plan(tm) was to make just a quick hotfixing for the annoying issues currently present. It became quite more than a hotfix, for sheer size. It also contains some improvements for bug reporting simplicity, but should basically improve stability and lower bug-density. Have a nice weekend!
Hello fellow CEOs! After quite some time we finally are able to present Build EA9. It contains a lot of preparation work for the Multiplayer mode, among it the Freegame start position modification which will be used to start multiplayer games as well. Here's the details:
Hello everybody! We finally made it to compile another stable build of Oil Enterprise, with a lot of new stuff for you to enjoy and check out. Here it goes
Greetings esteemed CEOs! We have put a great deal of work in listening to your concerns and updating our game "big time", so try it and enjoy it!
Hello again fellow CEOs! We have worked hard and long hours to get you something sweet, and here it is! Highlights of this build are highly improved balancing, headquarter bonus buildings and the ingame help. In details:
We seem to be slowing down a bit, as the "easy + quickly done" stuff gets less and less, and the more comprehensive features, like the Headquarters, ingame help and special events, take up more time. Anyways, enjoy your weekend with Oil Enterprise and the following improvements
for tonights Oil Enterprise update. We finally got around to adding more scenarios, and more stuff:
Good evening CEOs! Welcome to the Update summary of EA3. Without further ado:
Greetings fellow CEOs! As promised, we'll continue to issue Builds in rather quick succession, so stay tuned, Oil Enterprise is bound to improve with huge paces :). Here's the changes for today:
Hello folks! As promised, we are releasing our latest build as of right now. We plan on having a rather high update frequency (about every other day, next build is planned for Monday) until the game is stabilized in a way that it is enjoyable for you folks, this will mean adding more scenarios for you to enjoy, ironing out some rough edges we have been made aware of and so on. Anyways, as for the release today, here is the summary:
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