Showing posts with label Tidalis. Show all posts
Showing posts with label Tidalis. Show all posts

Monday, November 14, 2011

Show Me The Games Indie Sale

Our friend Cliff Harris has launched an awesome sale over on Show Me The Games. Aptly titled Show Me The Sales, you'll find Tidalis, AI War, and over a dozen other excellent indie games for a fraction of their standard price tag.



The cool thing about the sale, other than the nice discounts, is that 100% of all sales go directly to the developers. SMTG doesn't take a dime.



The sale only last 14 days, so if you're interested in supporting indie developers to the fullest and picking up some awesome titles (Frozen Synapse, Gratuitous Space Battles, VVVVVV, and many more), best take advantage of the offers soon.

Sunday, August 28, 2011

Track Us/DIYGamer Down At PAX Prime, Get A Free Game Or Expansion!

With the last day of PAX Prime several hours away, it may seem a bit late to mention that Arcen Games is in fact represented at the expo! While, unfortunately, we're boothless as the timing didn't work out for us to present a build of A Valley Without Wind; we still want to be a part of the festivities in some way.






So we racked our brains over the past two days; and when that didn't help, we decided to throw this idea together late tonight instead:






If you are attending PAX and would like a free game key for AI War or Tidalis, all you have to do is stop by the 6th floor lobby--just outside the indie/PAX 10 focused area--and say hi to us (you can say more if you like.) We'll be hanging out with the folks from indie games blog DIYGamer, who will be there to take down your game request and email to send you over a game/expansion of your choosing.






Just look for the guy with the "Ask Me About A Valley Without Wind" sign taped to the back of his laptop. We'll be up there from 1:30-3:30 PM, but if you can't make it up during that time frame no worries. We'll be around most of the day so throw a tweet to @GameConnoisseur letting us know you're around and where we can meet up so you can get a key.






Sound good? Great! A preemptive thanks for tracking us down, we look forward to chatting with some of you in attendance.

Tuesday, August 23, 2011

Tidalis 85% Off On Steam




Arcen Games' addicting puzzle game Tidalis is on sale for 85% off as Steam's Daily Deal for today, and today only. That means until 10 AM PDT tomorrow--Wednesday, August 24--anyone can grab a copy (or copies) of Tidalis for just $1.50/€1.20/£1.05.





For those new to the game, Tidalis is a block-based puzzler with casual appeal, hardcore depth, and an addictive mechanic that utilities "streams" to clear blocks. Simple to learn, and difficult to master as it takes a bit of brainpower to set up combos of multiple chains, and the many brainteaser-style puzzles include some real challenges.





Tidalis also brings co-op and competitive multiplayer modes (both online and offline); action-oriented modes and timer-less brainteasers. On top of that, there's a lengthy, casual-friendly adventure mode; twenty unique game modes providing innumerable twists to the basic gameplay; dozens of special blocks and items; and over fifty minutes of beautiful music to go with the painterly art. All that for just a tiny fraction of the typical price!





It's the biggest individual discount the game has received to date, and of course extends to both PC and Mac versions--in fact players get both through SteamPlay. If there's any hesitance still hanging around, check out the Steam demo available for anyone to play. Or try Tidalis Lite, a free browser-based version of the game that runs on the Unity Web Player.






About Arcen Games





Arcen Games entered the PC indie scene in 2009 with their cult classic AI War: Fleet Command, which was named the 40th best-reviewed PC game of the year by MetaCritic. Their second year was a busy one, seeing the release of The Zenith Remnant, the first full expansion for AI War; Tidalis, an innovative block-based puzzle with casual appeal and hardcore depth; and Children of Neinzul, a micro-expansion for AI War with all profits benefiting the Child's Play charity, of which Arcen is a platinum sponsor.





AI War's third and largest expansion Light of the Spire marked Arcen's first release of 2011, and now the company has shifted its focus and excitement to the development of A Valley Without Wind. Originally a one-man shop, Arcen Games has grown to have half a dozen part-time or fulltime contributors to its various titles. For all the latest news, media coverage, and some of our other musings, follow us on our developer and individual game pages on Facebook or on Twitter: @ArcenGames.


Digital Hippos and DarkstarMatryx Review Tidalis

It's been so busy around here prepping for the A Valley Without Wind beta that we've slipped a bit in keeping up with sharing reviews of our games. Let's remedy the situation right now!





Two favorable reviews for Tidalis have hit relatively recently via Digital Hippos and DarkstarMatryx. Here's a bit from each (both are very enjoyable reads):




"I am not a puzzle gamer. But for those of you who are; for those of you undaunted by the likes of Bejeweled, Puzzle Quest or Clash of Heroes; for those who find no sport in World of Goo or Plants Vs. Zombies, there’s Tidalis: a game that never ceases to build upon itself, exponentially, until the ethereal mind-space between your brain implodes into a singularity that devours reality as we know it."


- Christian Higley, Digital Hippos



"Tidalis is another game in the family of falling block puzzle games, but with some entertaining differences...If you’re a casual puzzle player or a serious one, chances are you should be interested in this game."

- Raymond Matthews, DarkstarMatryx



Each review concludes by rewarding Tidalis with a 4/5 score. Thanks to both sites for taking a look!

Thursday, July 21, 2011

Arcen Games on The Grey Area Podcast

Chris Park and I sat down with Jenesee of The Grey Area Podcast for an in-depth chat on A Valley Without Wind, gaming in general, indie development, and of course all things Arcen Games as well. You should definitely set aside the 90 minutes for a listen; it was a wonderfully casual conversation with such a prepared and professional host guiding the ship!





The show's 26th episode "An Interview Without Wind" is available to listen to right now. Follow The Grey Area Podcast on Twitter and Facebook as well.

Friday, July 8, 2011

Tidalis Beta 1.017: Improvements To Combo Scoring At Game Over

This release fixes a single logic issue which some players had been running into
thanks to the Steam Summer Camp achievement for Tidalis. Essentially,
if you won a game board with a combo, then it would not score that combo
or give you achievements, because by definition it was waiting around
half a second to score combos to make sure that they were really done.
That logic makes perfect sense during actual gameplay, but when a game
over (victory or loss) is reached it can easily be assumed that the
combo is definitely done! So that's what the game now does. Enjoy!




This is a standard update that you can download through the
in-game updater itself, if you already have 1.000 or later. When you
launch the game, you'll see the notice of the update having been found
if you're connected to the Internet at the time. If you don't have 1.000 or later, you can download that here.

Tuesday, May 17, 2011

Announcing The AI War Alien Bundle And AI War Two Year Anniversary Sale!

Has It Really Been Two Years!?

It seems like just yesterday that AI War 1.0 made it's public debut, but it's actually been two years.  And what a busy two years!  In that time we've released three new expansions, changed the game to the Unity 3D engine, added Mac OSX support, created our puzzle game Tidalis, and released version 5.0 of the base game free to anyone who bought 1.0 of the game or higher.



In celebration, of the two-year anniversary of AI War's public debut, we're running a big sale on the entire Arcen Store from today through May 24th.  All of the individual titles are 50% off, and the bundle (see below) is 30% off its regular reduced price.



Two years later and AI War is more popular than ever, with more
expansions planned, and with us still making the games we always wanted to make.  We couldn't be more grateful for the support of our
players!



Alien Bundle: The AI Isn't Your Only Adversary...

Right from the start, the universe of AI War has always included a
few alien craft.  However, it wasn't until each of the first three
expansions were released that the three alien races from AI War were
fully explored: from the ancient, venerable Zenith; to the short-lived,
vicious Neinzul; to the massive Spire.



These first expansions represent something of a watershed for AI War,
because these are the only expansions that will be focused on
individual alien races.  Future expansions to the game will focus on
other aspects of the AI War universe, as well as pulling in a few ships
here and there from all three of the races.



That makes these three something of a matched set; and for the first
time ever, we're bundling them all together with the base game at more
than a 30% discount off their combined total price (and during the two-year anniversary sale, there's another 30% off applied on top of that regular 30% discount).




What's Included In The Alien Bundle?


* AI War: Fleet Command (standalone base game)

* AI War: The Zenith Remnant (expansion 1)

* AI War: Children of Neinzul (expansion 2)

* AI War: Light of the Spire (expansion 3)




Child's Play


When you purchase the AI War Alien Bundle, you're not only getting a
great game and three huge expansions, you're also supporting an
important cause. Arcen Games is a platinum sponsor of the Child's Play charity, pledging 100% of the profits from sale of Children of Neinzul
(excepting any taxes and distributor fees) to helping sick kids in
need.  That works out to 9% of the purchase price of the AI War Alien
Bundle.

Monday, May 16, 2011

Brutal Gamer Interviews Arcen Games

Brutal Gamer's Amy Nelson followed up her Tidalis review by interviewing us on all things Arcen and indie games. We discuss several topics including potential consoles/handheld devices we've considered for our games, as well as our selling points for A Valley Without Wind.



Here's one of the questions and responses from the piece:

"AI War: Fleet Command is a RTS, Tidalis is a puzzle game, and A Valley Without Wind is an action adventure. You seem to be hitting on all the popular genres. What do you have in store for us next?

Chris: Well, these are the genres that I have a lot of personal interest in — my goal was to never be thought of us “just a strategy game developer.” Not that there’s anything wrong with that, but I have broader interests than just strategy games, and part of the freedom of being an indie is getting to pursue your interests. I think we’re going to be busy with AVWW, and expansions and free DLC for both it and AI War for another year or two — ideally, anyway. Beyond that it’s hard to say with any clarity, but we’ve got a lot of game designs floating around the team. If there’s one thing we never have a shortage of, it’s ideas! I think perhaps the most popular next project idea at the moment is a very streamlined turn-based tactics game built partly on the AVWW engine."

Read the full interview over on Brutal Gamer.

Wednesday, May 11, 2011

Tidalis (Mac) Reviewed on Brutal Gamer

Amy Nelson of Brutal Gamer has taken the time to have a look at the Mac version of our puzzler Tidalis. In it she touches on the amount of variety in the game, as well as discussing both the more intense and zen-like modes she came across and how they compliment one another.



She concludes her review by rewarding the game a score of 8.5 out of 10, with a strong recommendation to puzzle fans looking for something new and different, describing it as such:


"Tidalis is engaging, challenging, unique, and just plain a whole lotta fun. With such a great variety in levels and items, the game just never gets old. The ability to create custom levels adds even more variety. The characters and music fit perfectly with the colorful style of the game. Tidalis is just a well-rounded and well-executed game that really gives you bang for your buck."
Read the full review over on Brutal Gamer.

Wednesday, January 19, 2011

Tidalis Official 1.016 Released, Along With Official Release Of Tidalis Lite!

Tidalis Official 1.016

This release doesn't include any new content, but it really improves
the game in general. The biggest change here is an upgrade of the Unity
3D engine (which powers Tidalis) from version 2.6 to version 3.1. The
number of improvements in the Unity engine between those two versions is
nothing short of staggering, and that alone fixes the
unable-to-set-screen-resolution issues on OSX, as well as making
performance better in general. It also resolved some annoying font
wrapping issues that were caused by the Unity 2.6 engine.





Going along with that, for AI War 4.0 we had to develop out a
new, higher-performance rendering pipeline to go on top of the Unity
engine; the rendering pipeline we'd been using in Tidalis just wasn't
nearly fast enough to handle AI War. Tidalis is a much lighter-weight
game visually compared to AI War, but even so we've backported the new
pipeline from AI War to Tidalis, and the result is a puzzle game that
runs even smoother, and which will run well on even slower hardware.
Great news for netbooks and older laptops.



Another huge mechanics addition is the addition of a second
keyboard player. Previously, Tidalis supported one mouse player and one
keyboard player. Now it supports one mouse player and up to two
keyboard players, all on one computer. This is particularly useful for
those players who are mapping gamepads to the keyboard keys. It also
increases the game from being up to 2 player local (6 player online) to
being 3 payer local (6 player online), although it's still a maximum of
two actual game boards in local or online play.




Aside from all of the above, there are also a small number of
general polish bugfixes.



Tidalis Lite

The other big news is that we've introduced Tidalis Lite,
a scaled-down web version of the game that players can enjoy for free. Tidalis Lite is an interesting experiment for us.  It's not a demo
-- we already have one of those -- and yet it's not quite a full game, either.





We took the idea from the iPhone space, where paid full versions and
free lite versions are the norm.  People are free to enjoy the lite
version of a game as basically a bite-sized experience that stands on
its own, or if they like it enough and want more, they can move up to
the full version.



Heck, if you aren't sure after trying the lite version, you can try out
the full demo.  The lite version and the demo version have a lot of
overlap in what they give away for free, but there's quite a bit that is
only in one version or the other.  The lite version is the
quickest, easiest way to dip your toes into the game: it's only a 6.7mb
download, assuming you already have the unity web player (which is tiny, too).



Tidalis 1.016 Full Installer Links

Don't yet have Tidalis, or haven't yet tried the demo?  You can now get
the full 1.005 installer from our Download Tidalis
page, rather than starting with 1.000 and upgrading after the fact.



Tidalis 1.016 Manual Patch Links

The in-game updater should work just fine for anyone with an Internet
connection, but if you'd like a patch that you can manually apply, here
are the links for that. Bear in mind that you must already have
version 1.005 or later of the game for these patches to work -- they are
not cumulative for versions older than 1.005.


Wednesday, January 12, 2011

Tidalis Lite -- First Beta WebPlayer!



Big news!  We've been talking about doing a web-player version of Tidalis for a long time, but it's always been "sometime in the future."  Well... the future is now!



Tidalis Lite is an interesting experiment for us.  It's completely free, and basically a scaled-down version of the full game.  It's not a demo -- we already have one of those -- and yet it's not quite a full game, either. 



We took the idea from the iPhone space, where paid full versions and free lite versions are the norm.  People are free to enjoy the lite version of a game as basically a bite-sized experience that stands on its own, or if they like it enough and want more, they can move up to the full version. 



Heck, if you aren't sure after trying the lite version, you can try out the full demo.  The lite version and the demo version have a lot of overlap in what they give away for free, but there's quite a bit that is only in one version or the other.  But the lite version is the quickest, easiest way to dip your toes into the game: it's only a 6.7mb download, assuming you already have the unity web player (which is tiny, anyway).



Do note that the current version of Tidalis Lite is still a beta.  We won't be fully announcing this via press release until early next week, and in the meantime there might be some bugs.  We'd love any help and feedback folks can give us in the bug-hunting department for this.  As always, enjoy!



Click here to play Tidalis Lite in your browser.

Wednesday, December 22, 2010

Upcoming Development Schedule, Alden Ridge Renamed!

More AI War updates coming tomorrow, and then that's going to be the last batch of
stuff for a while.  We're going to only be having spotty hours here and
there between December 24th and January 2nd, so don't expect much in the
way of releases there (though I imagine there will be a couple of
smallish ones).  We'll mainly be recharging and spending time with
family.  When we return, we'll have another week or two of AI War stuff,
I suspect, for then having a LotS / AI War 4.4 release in mid-January. 
The official Tidalis update will also be around that point, too.



Then
we'll be off to work on Alden Ridge -- although, that's actually not
the name of that game anymore.  We're really combining the projects of
Alden Ridge and A Valley Without Wind (though mostly keeping to the
gameplay of Alden Ridge and combining that with the themes and story --
and some gameplay -- of AVWW).  In any case, I felt the stronger of the
two titles was A Valley Without Wind, so that's what the combined
project will wind up being called.



It's going to use an
art style that is all-new and not what is shown in the screenshots from
either Alden Ridge 2008 or the old AVWW mockup images.  It's going to be
prerendered 3D, with some pretty cool visuals in HD.  I look forward to
sharing it with you in January, but if you're curious as to my general
3D art style, you can see a lot of examples of that here
A lot of that is older, and of course it's largely side-views whereas
AVWW will be all top-down, but that's the general idea of what the
various components like grass, trees, etc, will generally look like. 
Minus fancy effects like global ambient occlusion and anisotropic
filtering and similar, which really don't work in a game like what we'll
be doing.  In other words, look at the models, not the Vue-based
atmospheric blending.



Anyhow, A Valley Without Wind is
really an exciting project for us, and it's going to combine the best of
the ideas from Alden Ridge 2008, the old AVWW design, and some new
stuff we've come up with more recently.  I'd rather not get into
specifics now because it's early days yet on that project and a lot is likely to change as we get down to the actual implementation (as should happen with our development style),
but we're really feeling good about the direction is taking, and we
think people will be really excited to see the alpha version when we
make that public in March or April. 



In the meantime, once we're really
getting full into development on that, we'll post periodic development
diary updates for both what we're doing with the design of the game, as
well as with screenshots and probably occasional videos so that you can
see what the early versions look like.



Most of our changes are to play to our existing strengths: our knowledge of procedural content and dynamic systems; our past experience with creating wide-ranging player choice with sandbox-style environments with overarching goals; the sort of art, as pictured here, that I've been working on as a hobby since 1998, rather than the sort that requires staff that we can't presently afford; the sort of content that doesn't require a level designer, but instead which relies on programming to create emergent effects.  That sort of thing.  We think it's going to be our most exciting title to date.



Stay tuned!  And: happy holidays, as well!

Tuesday, December 21, 2010

Tidalis Beta 1.012 (Bugfixes, Release Candidate 2)

This release brings us closer to the next official release, which will
hopefully be tomorrow if all continues to look well with this new
version. The manual has had some minor tweaks, and more importantly a
fairly major (but also somewhat rare) graphics issue from the
post-engine-upgrade betas has been fixed



This is a standard update that you can download through the
in-game updater itself, if you already have 1.000 or later. When you
launch the game, you'll see the notice of the update having been found
if you're connected to the Internet at the time. If you don't have 1.000 or later, you can download that here.

Monday, December 20, 2010

Tidalis Beta 1.011 (Bugfixes, Release Candidate 1)

This version fixes a few minor graphic glitches that have crept into
the recent betas since the engine upgrade. It also fixes a
longer-standing bug with the fullscreen/not-fullscreen button not
changing the resolution properly.




With these fixes now in place, this is all of the known bugs of
any seriousness now fixed. Thus this is basically "release candidate 1"
for the next official update, and we'd love to have feedback from folks
on how it's looking for them. Assuming that all still seems well in a
day or two, we'll do our next official release of Tidalis, so that all
players get the benefits of all these bugfixes and engine upgrades!




This is a standard update that you can download through the
in-game updater itself, if you already have 1.000 or later. When you
launch the game, you'll see the notice of the update having been found
if you're connected to the Internet at the time. If you don't have 1.000 or later, you can download that here.

Thursday, December 16, 2010

Tidalis #2 On Tom Chick's Games You Should Have Played This Year

Tom Chick, taste-maker PC games reviewer also to be found on SyFy channel's blog Fidgit, has recently been posting his 2010-in-retrospective posts.  The most recent, Ten games you should have played in 2010, held an excellent surprise for us: Tidalis in the #2 spot.  "The thinking man's Bejeweled 3," indeed.  His original review of the game was here, at Gameshark.



For that matter, yesterday Chick had a list called The ten most overrated games of 2010.  Starcraft II took the #1 spot on that list, which we won't comment on either way (it's really a different sort of RTS from AI War, anyhow), but in his notes about other games that should have gotten more attention that were instead overshadowed by Starcraft were both AI War and Gratuitous Space Battles (another big friend of Arcen) having had "great expansions."  Awesome -- as you'll recall, Chick was a big fan of the original AI War all the way back circa version 1.013 or so.

Tuesday, December 14, 2010

Tidalis Beta 1.010 (Bugfixes, And Fanfare-Disable Option)

This release has a number of bugfixes in it, for stuff that has been working suboptimally since all the recent upgrades of the Unity engine, our drawing mechanics, etc.  This should take care of nearly all the issues we're aware of at the moment (with a question mark on one issue, further testing needed), which is a great feeling.



This one also includes a new settings option which allows for the chain and combo fanfares to be disabled. This is useful for those players who want to hear the regular sound effects, but who don't want the fanfares overlaying the background music. The much-rarer fanfares, such as the line/board clear fanfares, are still played when this option is on.



Also, just as an aside, I'd like to note that the 1.009/1.008 versions had one of the funniest bugs associate with them that I've ever seen.  It seems that if you would play for a while, then go back out to the main menu, sometimes the seafaring ship on the title screen would be... flipped upside down, like it had capsized.  The technicalities were that some internal pooled texture objects weren't correctly remembering that they had been flipped, so it was entirely a huge coincidence that this could happen, but the end effect was something that looked hilariously intentional.  This definitely goes in the annals as one of my favorite bug reports ever.





This is a standard update that you can download through the
in-game updater itself, if you already have 1.000 or later. When you
launch the game, you'll see the notice of the update having been found
if you're connected to the Internet at the time. If you don't have 1.000 or later, you can download that here.

Saturday, December 11, 2010

Tidalis Beta 1.009 (Bugfix)

This one is a bugfix version intended to fix a crash bug present in the prior version




This is a standard update that you can download through the
in-game updater itself, if you already have 1.000 or later. When you
launch the game, you'll see the notice of the update having been found
if you're connected to the Internet at the time. If you don't have 1.000 or later, you can download that here.

Thursday, December 9, 2010

Tidalis Beta 1.008 (Unity 3.1, Second Keyboard Player, Bugfixes)

Has it really been three months since our last Tidalis update? Sure
looks like it. The last update for Tidalis was uploaded two days before
my son was born, so that fits. To say that a lot has happened in the
intervening time, both for me personally and for Arcen as well, would be
a massive understatement.



One of the big things that's happened for Arcen since the last
Tidalis release is that we ported AI War over to the Unity 3D engine.
Specifically, a newer version of the Unity 3D engine than Tidalis has
been using. That engine upgrade is faster, less buggy, and all around
better -- but it was also a huge undertaking just to get AI War upgraded
to it and fully stable. We wrestled with an intermittent sound-related
crash issue for OSX for a couple of months in the newer version of
Unity, and that was a big part of the reason for the delay of upgrading
Tidalis.



Now that we've got our engine level code for Unity 3.1 to a
rock-solid place with AI War, we've backported it all to Tidalis. This
includes an enormous number of under-the-hood changes to our sound,
music, and graphics pipelines. The game will access data off the hard
drive much less frequently, the graphics rendering is amazingly faster,
and parsing of things like savegames and level files is 10x or more
faster (though that's not super important, given those already parsed in
less than a second, anyway).



Of course, with any major upgrade such as this, there is the risk
of introducing new bugs -- hence why this is a beta update rather than
the next official. If things go well with people who test the beta,
then we'll update the official version in the next few weeks. This
version includes a small number of bugfixes from reports of issues on
1.007, too, so that's another incentive to try the beta if you had one
of those few problems with the prior version.



Also in this version: support for a second keyboard controller.
This also means that you can map two gamepads to keyboard controls and
thus control the game comfortably with two gamepads for two players
(using external gamepad mapping software that ships with most modern
gamepads -- not the game directly, to be clear). It also means that, technically,
you can have three players per computer during network play: two on
keyboard/gamepads, and one on the mouse. We're still calling it a 1-4
player game, but technically you can now squeeze in up to 6 players if
you are so inclined.



That new extra-keyboard-player feature is our free DLC for the
next official update, and it's some rather heavy-lifting code-wise, so
there's a possibility that might have introduced some new issues, too.
But in our internal testing, we're not aware of any issues from this or
the engine upgrade, at this stage.





If you do run into any bugs, please let us know in the Tidalis section of our new Idea Tracker. But, good or ill, we'd like to hear how the new version is doing for you.
If there are issues, we can correct them, and if it's doing great for
you we'd also like to know that, so that we can gauge how comfortable we
are with the new release in terms of readiness for an official update
that would go out to all customers, not just those interested in helping
us beta test.



As always, thank you for your support and help!  Here are the full release notes.



This is a standard update that you can download through the
in-game updater itself, if you already have 1.000 or later. When you
launch the game, you'll see the notice of the update having been found
if you're connected to the Internet at the time. If you don't have 1.000 or later, you can download that here.

Wednesday, December 1, 2010

Arcen Games has THREE titles in the Top 100 Indie Games Of The Year!



Great News!



AI War: Fleet Command, AI War: The Zenith Remnant, and Tidalis have all been voted into the Top 100 Indie Games Of The Year! Thank you so much for all your support and votes.



Now, in order to get to the next round (TOP 10) we need people to get back on and vote some more. Luckily, you get up to THREE votes in the Top 100, so that works well for us. Here's what to do:



1) Follow this link:

http://www.indiedb.com/events/2010-indie-of-the-year-awards/top100



2) Scroll down the page some until you get to "Top 100 Release Indies

of 2010". Click on "Real Time Strategy", and a list of games should

come down.



3) The first TWO games you should see are "AI War: Fleet Command" and

"AI War: The Zenith Remnant". On the left of each game, there is a

button that says "VOTE". Click on those for each of these games.



4) Next, click on another category that says "Family". There you will

see "Tidalis" is the only game in that category. Click on "VOTE" on

the left of this game.



And that's it! The voting polls will be up for the next 15 days, so be sure to vote soon, and spread the word!



Thank you so much for all your support, we couldn't have done it without you!






~ The Arcen Games Team

Tuesday, November 30, 2010

AI War Beta 4.042, Light of the Spire Coming In January, Tidalis Update Coming, Alden Ridge News

This release includes a lot of highly anticipated fixes to the way waves have been working recently.  The core higher-difficulty-than-in-the-post-2.0-versions new style of waves are still there, but there were a number of glitches in recent versions that were causing occasional tiny waves, occasional monstrous waves, and in general counterattacks that were absolutely brutal.  My favorite was the wave of nearly 700 thousand beam frigates incoming.  That's like casually unleashing a fleet of Death Stars, good grief.  At any rate, this release brings the salve.



A cool new pair of features included are new Garrison-related control nodes that are part of the base game and which add some interesting new guard-style functionality for the human players.  The general idea is pretty powerful, and allows you to set up certain concentrations of ships on planets, with reinforcements being continuously re-added as the garrison numbers drop.  Automation, as usual, rocks -- you have Keith to thank for this one.



Another important thing is that the game now makes it clear when waves (or Cross Planet Attacks) are triggered by a ship -- guard post, raid engine, scrap wave, or otherwise.  This should substantially help reduce confusion about the deep raids into player territory when players accidentally set off a counterattack guard post, for example



And, of course, there are a myriad other bugfixes and tweaks in this one.



This is a standard update that you can download through the
in-game updater itself, if you already have 4.000 or later. When you
launch the game, you'll see the notice of the update having been found
if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.



Light of the Spire: Officially Launching In January

Now to the other news: the Light of the Spire expansion, which is currently in beta, is being pushed back until January.  As anyone who has toured the idea tracker can attest, this will be a good thing.  The expansion is (nearly) functionally done, minus a few last small features, but it's still in need of a lot more polish than we can do on short notice.  More to the point, it's in need of a lot more player-testing than can occur even if we did solve all the immediate balance/bug items right immediately.



With the recent (and ongoing) discount promotions, sales are up and we're not in a position anymore where we have to get this out this month, which is a good thing.  We're known for our commitment to quality, and honestly it's a relief not to have to rush this one out the door.  This is our best expansion yet by far, and it would be a shame to have the official release marred by some temporary issues that we can just as easily spend this month polishing out instead.



Of course, it's already available in beta format, and you can expect the frequency of bugfix/balance/small-content releases to keep coming hard and fast until it does officially release.



Other Upcoming Stuff

There's also a Tidalis update in the works that will bring it up to Unity 3.1 from Unity 2.6, along with various other improvements.  That will be out sometime in December.  And development on the new and improved Alden Ridge is also likely to start during December. 



We're expecting to hit public alpha on Alden Ridge sometime in March, if all goes well.  Man oh man am I excited about a lot of the stuff with that -- we'll be doing development diaries about it even before alpha so that players know what's coming.  The expectation is for that game to turn into as sprawling and as frequently-updated a game as AI War has been, but that all depends on player reception to it.



I've long said we wouldn't be able to maintain more than one game with the frequency of AI War updates, but by using a back-and-forth approach I think we actually will be able to do so.  If the period during which we were focused on Tidalis is any indication, that won't harm AI War at all, and it should work pretty smoothly from our end if we handle things sensibly.



Exciting times!

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