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Genre: Puzzle, Simulator, Strategy, Indie

Besiege

Major Level Editor & Quality of Life Update (V1.60-22044)

Hello Everyone!

Today we’ve released another major update, focussed around Besiege’s level editor, coupled with some quality of life features/changes. The update adds 120+ new objects (including complex objects for the first time, like the Galleon ship), a new camera mode for better machine tracking in tight spaces, improvements to multiplayer and other improvements & fixes!

Besiege is also 75% off and the Splintered Sea expansion will be 20% off, for the next week!

https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/

Level Editor



The core focus of this update was adding additional objects to the level editor and bringing some of the more complex, heavily requested items to it as well! During this process we felt the object categories could benefit from some reorganisation and we also spent time improving thumbnails to make objects easier to find & understand.

Wherever possible we’ve tried to give everyone access to Splintered Sea objects, to avoid situations where players accidentally create maps that require the Expansion without realising it. This means that we’ve only locked off objects that are very obviously from the Expansion (such as the Squid, Sharks, Ships, etc).

Let's start with the most exciting category; Weaponry & Vehicles!
This section now features the Splintered Sea Galleon and the Airships from the base game, which have been long requested by the community. We've also added all the NPC cannons from Besiege, which can be placed on the Galleon or Airships and will automatically attach. These objects also have a proper ai system, enabling them to chase and attack your machines!



In the Buildings and Structure’s category we’ve added 24 new objects/variants, most of which come from the Splintered Sea expansion but are available to all Besiege players.



The Props category has gained 45 new objects/variants, most of which again come from the Splintered Sea expansion but many coming from the base game campaign as well, including some interesting objects like the Dragon Skull from Valfross, the Golden Egg from Autilis and the Ancient Tome from Tolbrynd.
It’s our hope that adding some of the more unique campaign objects will enable you to create levels with more varied objectives and aesthetic features.



The Tiling Brick section now includes all the destructible wall pieces used in Besiege’s campaign, which should allow for the creation of more interesting and varied fortresses in your levels! This section now also contains the various banners from across Besiege’s campaign islands.



The Foliage & Environment category has benefitted from a significant reorganisation and much clearer thumbnail images. Although most of Besiege’s foliage was already present in the editor, much of it was hidden away as variants and was difficult to browse through, so in this update we’ve given many objects their own thumbnail in the panel to make it easier to choose which one you want.



The Animals and NPCs categories have also received some love, with more Splintered Sea creatures added (including the Giant Squid, Shark Egg and Giant Shark) and the missing Krolmar Javelin Thrower, the Frozen Knight’s from Valfross and.. Something else as well..



The Primitives section has seen some love as well, with the addition of new objects useful for building roads/ramps/circuits and even loops! We’ve also added a ton more materials/textures which can be applied to primitive shapes and some other objects like the sand dune. All the campaign environment materials are present, as well as some extra ones we felt could be useful.



The Virtual category now contains the “finish line” used in Splintered Sea’s race/gate level, a Zero Gravity zone and a “Joint” object. The Joint object can be placed to intersect between two other objects, creating a joint between them and connecting them together.



For Water levels we've added options for setting the water's altitude and also how rough the surface is. You can switch between several "Types", each with it's own degree of roughness.

The Build Zone now automatically adjusts size depending on whether you’re playing in a water environment, giving you more space to build seafaring vessels.



We also spent some time revisiting existing objects in the level editor, in order to make them more usable, like the “Sharp” and “Smooth” ramps. These ramps now have a softer incline and a reworked collider to make them easier to drive on. Many objects have also recieved fixes for issues like not being breakable or being able to catch fire.

Additional Features



To start with, we’ve got a new option for Besiege’s camera that prevents it from passing through large objects and terrain. This means you can now more easily control your machine near large terrain features, in tight spaces, or even in structures created in the level editor.



Those of you who participate in large multiplayer games will be pleased to hear that (thanks to some clever maths) we’ve been able to double the playable area in Multiverse sessions, giving you much more space to manoeuvre your fighter jets and other crazy creations!
We've also made some improvements to machine loading in multiplayer sessions, to make it more performant.

Another setting we’ve added to the game’s options is “UI Accent”, which allows you to colour shift Besiege’s UI and we’ve also added a “Saturation” slider that controls the colour intensity of the game overall. Additionally we’ve created an option for defining which “Display” (screen) you want Besiege to output to.

That’s all for this update, but we’ve got the Block & 10 Year Anniversary updates coming in the next few months so stay tuned! We hope you enjoy our revamp of the level editor and we look forward to seeing the new exciting levels you create with it.

Cheers,
Von

If you'd like to support our continued development of Besiege, please consider picking up the "Supporter Edition" on Steam. It includes Besiege's Soundtrack and an animated Source Cube engine skin as a thank you for your generosity.

https://store.steampowered.com/bundle/41069/Besiege_Supporter_Edition/

1.6 changelog:

Level Editor & Multiplayer related
- 125 New Level Editor objects*
- changing the size of multiplayer world from 2,000 x 1,750 x 2,000 to 4,000 x 1,500 x 4,000
-- (the slight lowering of the height by 250m was necessary on a technical level to ensure a smooth experience after expanding the floor area by 4 times as much)
- added water altitude setting to level settings
- added water type selection to level settings
- fixed objects that were unable to break (or didn't display correctly for clients) and/or move in Level Editor, even though they had settings for it
-- Desert House, Cart, Lyre, Coliseum Column, Arena Column, Gate, Arch, Scaffold, Scaffold Tall, Fence Low, Basket, and more
- fixed fire on several objects, including wooden ramp objects and certain foliage in level editor
- fixed newly placed colliseum pieces in level editor to aligning and not be squished
- fixed density and mass sliders in Level Editor for some objects not assigning values
- fixed some objects that would not sync correctly for clients becuase they were marked as never moving network side
- polished all thumbnails in the level editor
fixed NPC cannons aiming being framerate and timescale dependent
- fixed NPCs sometimes spawning weird blood coulds only intended for water maps
- fixed order of operations of bombs exploding and calling Level Editor events, so that if they respawn themselves on explode they do not stack overflow.
- Level Editor NPCs can now join to specific objects, i.e. vehicles
- fixed an issue with respawning machine in Multiplayer where the machines would get stuck mid air
- fixed being able to scale unscalable objects during placement in level editor
- changed the layout of the level editor categories
- fixed when placing certain objects in Level Editor pressing T or holding T didn't scale the object visibly
- fixed an issue in the level editor where after a transform event we always reassign their physics to default moving, even if they shouldn't have been
- now displaying in level editor which objects are DLC specific
- fixing multiplayer spectator not working after TSS was introduced
- level editor walls' destroy threshold now also modify how easily the break off of adjecent pieces
- updated level editor scale tool so that when you scale an object multiple times in a row, the numbers actually try and stay on the grid you defined (instead of going from 1.0 -> 0.9 -> 0.72 -> 0.682, it'd go 1.0 -> 0.9 -> 0.8 -> 0.7)
- added ambience to sandboxes and level editor environments
- fixed NAT punchthrough fascilitator server trying to connect over and over in a steam environment, as well as outside if it fails it keeps trying forever even if it can never reach the server. This caused lagspikes every 10 seconds when it failed.
- Limiting Level Editor selection tool selection range from infinity to 1000 to get a better selection of objects, also improving the performance and delay to select or open mapper for said objects.
- spread out and improved the multiplayer machine loading to avoid as high potential for bad frames, note if you have great framerate and want faster spawning set fps cap to unlimited
- added selection inverting to level editor
- fixed using center for selections in level editor aligning with the center of a single object as well
- fixed intro animation in multiplayer, and attached event on end of animation now plays properly
- fixed camera focusing on level editor objects staying locked on when switching from simulation to build mode and vice versa.
- fixed updating center and orientation of level editor tools when switching between the tools
- fixed keeping level editor on screen on resolution changes
- fixed not being able to load levels into multiverse that are inside entire uploaded folders of levels (although it's still jank likely)
- fixed fog in multiplayer not applying correctly to certain objects in barren environment, e.g. explosions and foliage
- fixed virtual objects in level editor having selection outlines

Block fixes
- fixed water cannons throwing errors on client side
- fixed water cannons creating particles on water correctly
- fixed a problem with water cannons not displaying steam or water particles as accurately to what the server sees
- improved water cannon performance when they spawn into simulation
- fixed a centering issue on the source cube
- fixed a problem with the Machine Mesh Exporter where certain blocks would stop it from exporting correctly
- fixed error happening from spamming respawning that would result in multiple simulation machines for 1 player and ofc breaking the simulation
- fixed TSS blocks showing up in searches for people who don't have the expansion installed or active
- fixing sensor blocks seeing insignias in level editor
- a very slight optimisation for build surface meshes
- tried to fix cannons with NaN power crashing the game
- fixed some rope alignment issues on the harpoon launcher and its harpoon
- fixed some centering issues on newly placed bombs and grenades
- fixed errors thrown if a rocket with NaN explosion force explodes upon certain blocks and objects
- fixed wheels and steering hinges continuing to play audio sometimes after they break
- fixed a bug with aquatic screw as clients where it would throw errors
- fixed an issue where having loads of machine inputs would generate garbage and use more RAM than necessary
- fixed a symmetry tool issue where if you move the block on which the pivot is on while symmetry options are enabled it causes errors, lags and potentially freezes

Splintered Sea
- added a new island to the seafarers' haven sandbox
- tried to improve graphics performance on seafarers' haven by limiting geometry on screen
- fixed an issue where ballasts exiting water would have changed their drag from 0 to 0.2 as their base drag
- fixed aerodynamic water drag routine not running at all, it accidentally published in a broken state (we'll balance the amount of drag if things have become too aerodynamic)
- fixed a glitch where for 1 frame camera entering or exiting water would see incorrect visuals
- improved vram use of water shaders by compressing data slightly for calming
- in the ocean environment in level editor the spawn zones now match the size of the TSS campaign
- tried to improve water physics performance by not processing objects that are processable but not currently assigned to.
- fixed density sliders appearing only for the level editor objects they should

UI and generic
- added monitor selection to options menu (requires restart after switch)
- added saturation slider to options menu
- added UI highlight intensity slider to options menu
- if no thumbnail exists for a save/load folder it'll try and find a suitable recent thumbnail from one of the machines inside of the folder.
- added toggle option specifically for water cannon particles spawning ripples and foam on water
- added the ability to multiply values in values fields by writing * between 2 inputted numbers
- added toggle for using new camera distance limiting feature
- now able to limit camera distance to large geometry obscuring the view
- tried to improve main menu performance a little
- added more mouse button compatibility (from m1 to m6)
- updated debug console canvas to scale correctly with height

Modding:
- added efficient cubemap loading
- when loading assetbundles to stop mods reusing the same one throwing errors, we attempt to check their content hash against eachother before loading
- Added ModEntryPoint.Path so modders can find their own resource folders and such
- added a way to assign cubemaps and related colours to the water planes
- exposed cannon ammo to mods with a property

*New Level Editor Objects:
- Desert Windmill
- Hexagonal Hut
- Costal Shack
- Geteld Tent
- Large Geteld Tent
- Wooden Stilt Tower
- Wooden Stilt Platform
- Wooden Jetty
- Wood Beam Tower
- Stone Floor
- Stone Road
- Stone Wall
- Stone Wall Windowed
- Stone Wall Arch
- Stone Column
- Stone Column Arch
- Stone Column Structure
- Stone Cube
- Brick Stairs
- Brick Ramp
- Hinged Iron Gate
- Farm Fence
- Wooden Table
- Fish Rack
- Barrels
- Wooden Crate
- Wooden Chest
- Stone Boulder
- Gold Nugget
- Gold Ingot
- Jewelled Egg
- Coin Pile
- Anchor
- Tentacle Brazier
- Chained Chest
- Large Tome
- Stone Bollard
- Shipwreck
- Shipwreck Mast
- Beacon Post
- Wooden Crane
- Knight Statue
- Railway Track
- Railway Track Curve
- Wooden Path
- Stone Beacon
- Chain
- Giant Tuna Skull
- Anglerfish Skull
- Sea Beast Skull
- White Ribcage
- Giant White Vertibrae
- Dragon Wing
- Dragon Skull Bottom
- Dragon Skull Top
- Dragon Ribcage (2)
- Yak Skeleton
- Mossy Wall
- Mossy Wall Walkway
- Mossy Wall Window
- Mossy Wall Gate
- Brick Wall Door
- Underwater Wall
- Underwater Wall Window
- Un-plastered Wall (TSS DLC)
- Plastered Wall (TSS DLC)
- Plastered Wall Window (TSS DLC)
- Plastered Wall Doorway (TSS DLC)
- Cobblestone Wall
- Cobblestone Wall Supports
- Cobblestone Wall Window
- Cobblestone Wall Doorway
- Desert Wall Window (2,3)
- Desert Wall Door
- Stone Pillar
- Sandstone Pillar
- Desert Tower Top
- Beam Banner
- Hanging Banner
- Carved Stone Steps
- Brush Patch
- Berry Bush
- Coral
- Long leafed Seaweed
- Stalagmite
- Frigid Rock
- Scorchmark
- Basalt Mountains
- Shark Egg (TSS DLC)
- Tuna (TSS DLC)
- White Razortooth (TSS DLC)
- Squid (TSS DLC)
- Fisherman
- Besiege Developer
- Krolmar Javelin Thrower
- Frozen Knight
- Offlander Harpoon Thrower (TSS DLC)
- Offlander Diver (TSS DLC)
- Cannon
- Mortar Cannon
- Ship Cannon
- Bronze Cannon
- Scout Balloon
- Airship
- Cannon Airship
- Desert Airship
- Fishing Boat (TSS DLC)
- Sail Boat (TSS DLC)
- Raiding Boat (TSS DLC)
- Galleon (TSS DLC)
- Caravan
- Spinning Chain
- Quarter Pipe
- Textured Quarter Pipe
- Cylindrical Segment
- Textured Cylindrical Segment
- Sloped Quarter Turn
- Textured Sloped Quarter Turn
- Sloped Eight Turn
- Textured Sloped Eight Turn
- Large Sloped Eight Turn
- Textured Large Sloped Eight Turn
- Finish Line Insignia
- Zero Gravity Zone
- Joint


Community Highlights #3 + Machine Contest Winners

Hey all,

Welcome to the third chapter of our Community Highlights series! It’s that time again where we celebrate the sheer creativity and brilliance of our community. This month’s highlights are nothing short of spectacular, featuring everything from stunning replicas to mind-bending mods. With that said, we're excited to announce the winners of our Pop Culture Reference Machine Contest!

🥇 1st Place: Fnom3 - Xenomorph from Alien franchise



🥈 2nd Place: モルもっちー - Anakin's Podracer from Star Wars: Episode I



🥉 3rd Place: Laraki - Angry Birds



The contest was a blast, and the sheer level of creativity from the community was off the charts! A huge congratulations to our winners, and a big shoutout to everyone who participated. Don't forget that contests are held every month so keep an eye out on our Discord.

Now, time to get into this month's highlights!



Stunning Artistry



Besiegeian Night by UNITGX48



Valfross by go la king



3D Model by Guilherme Tonini





Marvelous Spectacles



Nyan Cat by 氷室ゆうき (Contest honorable mention)



Genshin Impact Wanderer by Remilia (Contest honorable mention)



Engine-power Moped by kummajainen



Crabio Minicrane by Koalakatto





Crafty Contrivances



https://steamcommunity.com/sharedfiles/filedetails/?id=3334360992
https://steamcommunity.com/sharedfiles/filedetails/?id=3332619889
https://steamcommunity.com/sharedfiles/filedetails/?id=3330014994
https://steamcommunity.com/sharedfiles/filedetails/?id=3328648366
https://steamcommunity.com/sharedfiles/filedetails/?id=3321503647



Moving Tapestries



The Mako Swordfish by Daikosiege



Air vs Ground Combat by Big Mathis



Seven Nation Royale by DESTROPOCALAYPSE





Upcoming Stream





September's community developer stream will be this Friday, September 27th at 5 PM BST! We’ll be hanging out and showcasing your creations over on Twitch so make sure to share your builds with us over on our Discord!

That's all for September, we hope you enjoyed this month's Community Highlights and look forward to seeing you all during our stream on Friday!

Cheers everyone,
Sam




If you'd like to be featured in our next Community Highlights, make sure to use our special hashtag #BuiltWithBesiege on Twitter or use the Submissions channel over on our Discord. Alternatively, you can reach out to Sam (Discord) who will be vetting submissions.

Besiege PC Roadmap + Besiege Now On Switch!

Hello Everyone!

Today we'd like to share our roadmap for the next 6 months of Besiege PC development and announce that Besiege is out now on the Nintendo Switch (Asia coming Dec 12th)!

Switch & Playstation Launch Schedule:

NA/EU/AUNZ
Nintendo Switch - OUT NOW!
Playstation 4 & 5 - October/November (Undetermined date)


Asia
Nintendo Switch - 12th of December
Playstation 4 & 5 - 12th of December

Physical Copies (Japan Only) - 12th of December

Besiege PC Roadmap


This year's been an exciting one for us so far, but it's not over yet! As you can see in the graphic below, we have 2 more free PC updates planned for this year and a special 10 year anniversary update planned for early 2025!


We also have plans for further development throughout 2025, but we'll talk more about that next year.

Level Editor Update


After the Splintered Sea's campaign update, we wanted to take some time to revist the level editor.
We're not going to get too deep into specifics in this post but in the next update you can expect to see a lot more objects added to the editor (including some of the cooler more complicated ones.. stay tuned), better support for making water levels and some general quality of life improvements for the game.

Our goal with this update is to give our awesome community (you guys) more content and options to create exciting levels/environments for everyone to enjoy!

Block Update


This update will contain several new blocks for you to explore, each offering new utility to your machine designs.

10 Year Anniversary Update


We can't believe it's been almost 10 years already! So much has happened in that time and to celebrate we'll be releasing an update that's focussed around that history; revisiting & revitalizing some of Besiege's historical content and adding new challenges to the game!

Besiege on Nintendo Switch



Besiege on Nintendo Switch offers a new way of playing the classic game, with the portability of the Switch allowing you to enjoy the creative sandbox anywhere, anytime. The intuitive controls and touch-screen capabilities of the Switch have been seamlessly integrated, offering new ways to interact with and build your machines. Place blocks with a tap of your finger or use the drag god tool to smash enemies and fling your machine about.

Touch screen controls work with the entire user interface and also allow you to control the camera. You can even touch a cannon to make it fire!

Please note, that due to technical limitations, the console versions of Besiege do not include Multiplayer or the Level Editor.

That's everything for today, but there's an exciting year ahead for Besiege and we can't wait to show you more of what we have planned!

Cheers everyone!
Von

Besiege is coming to Nintendo Switch 12th of September! (NA/EU/AUNZ)

Hello Everyone!

Today we’re excited to announce that Besiege is coming to Nintendo Switch and Playstation 4 & 5!

The release dates are a little complicated, but here goes:

NA/EU/AUNZ
Nintendo Switch - 12th of September
Playstation 4 & 5 - October/November (Undetermined date)


Asia
Nintendo Switch - 12th of December
Playstation 4 & 5 - 12th of December

Physical Copies (Japan Only) - 12th of December

(Asia Only)

Playism will be offering physical versions of the game in Japan (and possibly other Asian regions later on), you can pre-order right now!
We did try to secure a physical release for other regions as well, but we had a lot of trouble finding a partner who’d be willing to publish physical copies for a game that’s already released.


Besiege on Switch



Besiege on Nintendo Switch offers a new way of playing the classic game, with the portability of the Switch allowing you to enjoy the creative sandbox anywhere, anytime. The intuitive controls and touch-screen capabilities of the Switch have been seamlessly integrated, offering new ways to interact with and build your machines. Place blocks with a tap of your finger or use the drag god tool to smash enemies and fling your machine about.


Touch screen controls work with the entire user interface and also allow you to control the camera. You can even touch a cannon to make it fire!

Please note, that due to technical limitations, the console versions of Besiege do not include Multiplayer or the Level Editor.

We’re excited to see what you all make of this latest installment of Besiege!
We’re also doing a giveaway in our community Discord, for instructions please see the announcements channel!

Cheers everyone!

Von

Community Highlights #2 + Contest Winners

Hey Everyone!

Welcome to the second edition of our monthly Community Highlights! Before we showcase some of the best of what our community had to offer in the month of July, we'd like say a thank you to everyone who participated in the Besiege Screenshot Contest! Submissions have been incredible, and we were blown away by the sheer talent and creativity displayed. After careful consideration, we’re thrilled to announce the winners of the contest!

🥇 1st Place: ちゃーな


🥈 2nd Place: Brammer001


🥉 3rd Place: pukku131


Congratulations to our winners, and a big round of applause to everyone who entered. Your passion and creativity make this community truly special.

Additionally, we're thrilled to share that Besiege was recently showcased at Japan's biggest speedrun event, RTA in Japan! Two of our incredible community members, Himuro Yuki and Madoka, represented Besiege in a thrilling 100% speedrun. Himuro Yuki completed all the levels in 29 minutes and 46 seconds, while Madoka provided insightful and entertaining commentary throughout the run. Their performance was a fantastic display of skill and passion, and we're incredibly proud to have such talented players in our community. Congrats!

Now, onto our second Community Highlights!



Stunning Artistry



The Devouring Pit by GeReapeters


Besiege Racing by MisterNarwhal1


Besiege Unofficial Manga (WIP) by Daichi and others




Marvelous Spectacles



The Persistence of Memory by laraki


TinyWorld by mudmanfighter


You and what army by aviationgamerx


Invigorate by Daichi


Super Mario Galaxy by Ylikangas




Crafty Contrivances



https://steamcommunity.com/sharedfiles/filedetails/?id=3305289127

https://steamcommunity.com/sharedfiles/filedetails/?id=2956861597

https://steamcommunity.com/sharedfiles/filedetails/?id=3302634559

https://steamcommunity.com/sharedfiles/filedetails/?id=3301069100

https://steamcommunity.com/sharedfiles/filedetails/?id=3298829589&searchtext=starcraft



Moving Tapestries













Upcoming Stream



Our next community developer stream is August 23rd at 5 PM BST! We’ll be diving into your creations and showcasing them live over at Twitch. Share your builds and come hang out with us!

That's all this week, hope you enjoyed this month's Community Highlights! We look forward to seeing you all during our stream next week.

Cheers everyone,
Sam




If you'd like to be featured in our next Community Highlights, make sure to use our special hashtag #BuiltWithBesiege on Twitter or use the Submissions channel over on our Discord. Alternatively, you can reach out to Sam (Discord) who will be vetting submissions.

Splintered Sea Campaign Update (V1.56) - 5 New Levels, Improvements & Fixes!

Hello everyone!

Today we’ve released our first big update since the launch of The Splintered Sea expansion.
In this update we’ve added 5 additional levels to the Splintered Sea’s campaign, rebalanced some of the existing levels and implemented general improvements & fixes based on your feedback!

https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/

The campaign’s levels have been rearranged to incorporate the new levels and account for adjustments made to existing ones. We did this to ensure a steady ramping up of difficulty and an understandable narrative for your progression through it.
Please note that if you've edited your completed_levels.txt file in the past, the new levels may show as completed already.


The Sunken Stronghold

First in the lineup of new campaign levels is The Sunken Stronghold, a dilapidated underwater fortress, used by the Offlanders to protect a strange new mineral they’ve been trying to extract from the nearby rockface.


Stormrunner’s Grave

The Stormrunner, once the pride of the Offlander fleet, now lays at the bottom of the sea, along with its precious cargo. With such a prize carried in her hull, you can be sure someone will come to recover it sooner or later. Perhaps something can be done about that…



Ironweave Passage

The Ironweave Passage is a defensive fortification, designed to prevent uninvited guests from traveling deeper into the Offlander’s territory. A sequence of huge, powerful metal gates can be closed to keep their enemies out, but maybe you can squeeze through in time.


Razortooth Cave (Updated)

A mysterious and shiny golden egg has found its way into Razortooth Cave. Rather an odd place for such an object, surely there’s somewhere better for it... The Razortooths won’t mind if you move it, right?


Feeding Frenzy

Razortooths are among the most common predators in the seas of Autilis, tending to live & hunt in small groups (or “shivers), with their innate pack-like behavior & hierarchy generally preventing the formation of larger groups. In rare cases however, much greater quantities of Razortooths can join together, if their pack leader is strong enough to keep them all in check.



The Devouring Pit

At the bottom of the sea there is a pit filled with darkness, caged off with giant iron bars, and there resides an ancient horror none are known to have survived. Turn back now, or join the countless souls it has devoured…


Our goal with this update was not only to increase the amount of levels for the Splintered Sea Campaign, but also to offer greater challenges for you to overcome and new gameplay experiences that water makes possible. We hope you feel we’ve accomplished this goal and, as always, we look forward to hearing about your experiences and seeing the new content you produce! 🙂

Cheers everyone,
Von

Besiege & The Splintered Sea will be joining a host of other great simulation games in the Steam Simfest sale, starting later today and running through to the 29th of July!

Changelog Version 1.56:

Block changes
Aquatic Screw:
- now has a top speed dictated by the angular velocity to emulate the ideal rotation speed for the pitch of the blades
- speed slider max value has increased from 2 to 3
- "Mirrored" toggle added to select the chirality of the screw
Harpoon Launcher:
- Fixed unproportional forces between launcher and harpoon
- Reel in behaviour has been slightly tweaked
- Harpoons now don't break non physics objects in the user made levels and level editor
- Fixed Harpoon sometimes being able to be stuck when trying to retract
Rudder:
- Now works as a control surface or aileron in air
- Rudder now has proper health
Paddle:
- paddle push force now is proportional to how intact it is
Sail:
- fixed a collision issue on the sail
- Sail now has proper health
Source Cube:
- newly spawned source cubes (i.e. not loaded from old saves) will be solved as accurately as wheels, to stop the behaviour where placing a wheel on a machine will feel different than without it
Spring:
- fixed a modded interaction issue when the dimensions were scaled down to near zero in certain axes
Sensors:
- fixed immense lag when tall terrain and water could be seen
- fixed sensor's detecting floor when ignoring static
Flying Block:
- The flying screw now is less effective under water
Water Cannon:
- Now updates force particles during the physics ticks as well, so the forces applied from water cannons should be more consistent at all time scales and framerates
Misc:
- slightly updating how blood and damage looks on blocks

UI & Controls
Camera:
- Added option for follow machine orientation camera (similar to our console implementation)
- Fixed an issue with centering camera on the machine
- Various small camera fixes
Options Menu:
- Default controls for blocks now is in the controls section to be rebound. (The tooltips won't reflect this change atm)
Main UI:
- Fixed bottom bar on the UI looking weird when people do not own The Splintered Sea

Levels
The Sunken Stronghold: NEW
Stormrunner's Grave: NEW
Ironweave Passage: NEW
Feeding Frenzy: NEW
The Devouring Pit: NEW
Razortooth Cave:
- Made sharks harder to kill
- Replaced chest with faberge egg treasure
- Increased distance to goal
- Added shark eggs as obstacles
- Added more sharks
Seafarer's Haven:
- Added Rock Ball
- Added Ship wreck
- Fixed rendering order of the large fire and smoke on the beacons
Saltrock Fortress:
- Using the correct ambience and music

AI
Sharks:
- Sharks now take reduced damage from blunt impacts
- Sharks can now break free from being grabbed
- Sharks now make decision based on head position rather than center position
- Sharks now have swimming sfx

Misc
- made attacks properly evaluate certain armor blocks in the way, that would otherwise have been ignored
- Sharp vs blunt damage differences now properly interact with the AI
- Harpoons now deal reduced damage on impact with AI

Bug Fixes
Drasckar's Bastille now no longer has a motor force on the cog wheel
Drasckar's Bastille now has gravity applied to the metal grate
Fixed an NRE happening on middle mouse click
Fixing scaling on some zoom dependent objects
Fixed various blocks not responding correctly with their water interactions if zero-g was toggled
Fixed an issue with water zones in the level editor when multiple were loaded directly on top of eachother
Fixing length detector drawing out rope correctly
Multithreaded our water aerodynamic drag comparisons to improve fps a little bit for large machines
Fixed wrongly being able to use the block searching hotkeys even in simulation or as a spectator
Made it so only the machine entering sim is in zero gravity during the sim change
Fixed when loading level editor levels with water the rendering on the water surface would mess up if shadows were disabled
Fixed an issue in zone 12 where something was automatically breaking
Fixed structures like the airships not being able to be weakened by burning
Fixed an issue with DLC enabling and disabling that would cause errors in multiplayer e.g.
Attempted a fix for NREs caused by mods being processed like having unique controls, but returning null controls
Attempted a fix for achievement syncing during startup and shutdown of Besiege where it'd fail to compare the proper progress between local and online
Attempted a fix for macos when underwater explosions are triggered because the metal renderer can't handle either rendering them correctly nor throwing a normal error
Fixing ripples on water sometimes rendering weird because they weren't spawning within the correct water height.

Community Highlights #1 + Upcoming Dev Stream

Hey Everyone!

We're thrilled to present the very first edition of our Community Highlights.

This series is dedicated to celebrating the incredible talent, creativity, and passion within our amazing community. From breathtaking builds to stunning artwork and ingenious mods, we're here to showcase the best of what our players have to offer every month.

Share your creations with us on Twitter with #BuiltWithBesiege or the Submissions channel via our Discord server.

Lets get into it!



Stunning Artistry



Ipsilon Fire Mage by Glowingpi


Ipsilon Knight and double wooden block to scale by VacuousCanyon


Besiege Unofficial Fanbook by Daichi




Marvelous Spectacles



Corvette Funkopop by Poss


Megalodon Attack by Koalakatto


After Hours by Hito


Plain Corn by Aquaregen



Crafty Contrivances



https://steamcommunity.com/sharedfiles/filedetails/?id=3283821256&searchtext=roovie+xl
https://steamcommunity.com/sharedfiles/filedetails/?id=3282555066
https://steamcommunity.com/sharedfiles/filedetails/?id=3277672579
https://steamcommunity.com/sharedfiles/filedetails/?id=3275592006
https://steamcommunity.com/sharedfiles/filedetails/?id=3255790508&searchtext=



Moving Tapestries



Supersonic bomb trickshots from a ship by rdsz


Interwar Grand Prix Contest Submissions by DESTROPOCALYPSE


Shenanigans with code by Gloop




Upcoming Stream





With our next major update around the corner, we're hosting a special community dev stream next Friday, July 19th over on Twitch! Join us at 3 PM BST for an exclusive preview of the extended campaign for The Splintered Sea, launching on July 22nd. Additionally, we'll also be checking out and showcasing your amazing creations, so don't forget to share your best builds with us.

That's all this week from Spiderling, hope you enjoyed our very first Community Highlights and we look forward to seeing you next week during our steam!

Cheers everyone,
Sam




If you'd like to be featured in our next Community Highlights, make sure to use our special hashtag #BuiltWithBesiege on Twitter or use the Submissions channel over on our Discord. Alternatively, you can reach out to Sam (Discord) who will be vetting submissions.

Splintered Sea Campaign Upgrade - Coming July 22nd

Hello Everyone!

A few weeks ago we talked about our plans to increase the length and difficulty of The Splintered Sea campaign, based on your feedback. Today we want to update you on our progress and let you know that we plan to release the updated campaign on the 22nd of July!

The update will include 5 new levels for The Splintered Sea, along with improvements and fixes for issues reported since the expansion’s launch.

Please note that everything in this post is a work in progress and may change before release.


As I’m sure many of you will have seen already, this update will be adding the tentacle beast which featured in The Splintered Sea’s trailer. This titan poses a deadly threat to your machine, with its powerful tentacles capable of grappling, crushing or smashing anything within reach. It’s challenging to avoid and very tough to take down!



This next level will test your building and piloting skills in other ways, requiring you to construct vessels that can move quickly and maneuver well in tight spaces, as you attempt to pass through the enemy defenses before they can stop you.



We’ve also been experimenting with the idea of adding additional challenges to levels that, while not required for completion, can offer a much greater test of your ability. An example of this can be seen in the gif above, where you can challenge yourself to smash through a series of crates, while still completing the level in time.



In another of the new levels you’ll have to do battle with a swarm of gnashing sharks, including a formidable giant shark capable of damaging multiple blocks at once and who’s extra tough to take down. You’re gonna need a bigger boat for this one, trust me…

With this update we’re also hoping to revisit some of the existing levels, with the intention of improving how they play and making them more challenging. The new levels themselves will be slotted into the existing campaign structure, rather than being added onto the end, in order to ensure the campaign flows properly and the difficulty ramps up as you progress through it.

I want to finish off this post by saying a big thank you to everyone. Your support has been tremendous and your feedback invaluable.

You asked us for a longer campaign, with new levels that offer unique challenges & greater difficulty, and we heard you. This update will increase the campaign length by 50%, adding some of the toughest, most fun and interesting levels of the expansion! :)

Cheers everyone,
Von

Hotfix Patch & Upcoming Improvements | Update 1.50-21281

Hey everyone!

It's been exactly 1 week since we officially released The Splintered Sea expansion for Besiege, and we want to say thank you to everyone for continuing to support us!

If you already haven't picked it up, the launch discount will run until June 2nd.

https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/

We have been monitoring everyone’s feedback on the expansion and have pushed out a hotfix to the live branch addressing the most serious issues players have been reporting since launch with Version 1.50-21281 (Changelog can be found at the end of the post.)

Overall, the reception has been very positive for The Splintered Sea, however some of you have voiced frustrations about the length and difficulty of the campaign. We hear you, and we are working on improving this with a future update.

Here's a sneak peek of a new level we've been working on! You might remember it from the announcement trailer.



Additionally, with coming patches we're also expanding the feature set for some of the water blocks.



E.g. by enabling rudders to work as control surfaces in the air and adding the option to mirror the Aquatic Screw chirality.



That's all this week from the Spiderling crew, stay tuned for more updates on improvements!

We hope you've all been enjoying The Splintered Sea and look forward to seeing your amazing creations and continued feedback!




Join our Discord to report bugs, talk to us and hang out with the community!
https://discord.gg/besiege


Keep updated with developments, memes and streams!

If you'd like to further support us, please consider picking up the Supporter Edition:
https://store.steampowered.com/bundle/41069/Besiege_Supporter_Edition/

The Supporter Edition comes with a mastered version of Besiege’s soundtrack and a special animated skin for the Source Cube as small token of thanks from us.

Cheers everyone,
Sam

Changelog


V1.50-21281:
- Scaled bombs now properly cause the water to change height instead of going out of water
- Fixed localisation problem causing half the text to disappear on some system languages
- Fixed wrong localisation in English causing all "Destroy" entries to say "Destroy 2 Carts"
- Adjusted the selections that is locked behind DLC in the level editor
- Fixed level 28 being unbeatable
- Temp fix for Mac OS crash from underwater bombs
- Removed Harpoon troll forces
- Fixed a bug in level 61 where the water plane would not follow the player camera correctly
- Fixed Terrain issue in level 57
- Fixed ignition bug causing Steam Cannons to be inconsistent
- Fixed Thumbnail generation issue
- Fixed Flying block spin speed
- Modded water cannon SFX changed
- Cannons and springs now have muffled sounds underwater
- Fixed 2 Harpoon NRE's
- Fixed case where the same block would appear twice in the selection list causing an error
- Fixed case where using the God Drag Tool would cause problem with the targets drag values
- Harpoons now ignore their speed value when resetting
- Prevented Fish from spamming the log file
- Fixed Braces so they can connect to pinned blocks properly
- Fixed problem preventing updating of existing workshop items
- Fixed problem caused from other experimental fix that prevented saving of some machines
- Fixed problems with uploading mods and levels
- Fixed Camera Block NRE
- Changed Barrel physics material
- Rebalanced Nautical Screws
- Fixed Multiverse Harpoon related errors
- Prevented scaled Harpoons moving the rope collider
- Fixed length detector rope being drawn wrong
- Fixed case where changing into spectator would cause errors preventing changing properly back to non-spectator
- Fixed NRE from Nautical Screws
- Fixed rope cut trigger position
- Fixed case where Springs and roped snapped on sim start, creating odd connections.
- Fixed rendering issue when placing surface blocks
- Fixed Barrel tooltip showing the wrong order of buttons
- Fixed NRE from another player connecting to a host while the host is in sim and have killed sharks or exploded bombs.
- Fixed Harpoon Audio mixer
- Fixed problem with Ship Wreck Cay not setting its completed state correctly
- Fixed explosion decal being places at infinite distance
- Fixed case where updating tag an existing levels would mark them as machines
- Fixed underwater explosion from cannonballs not looking correct
- Fixed problem in multiverse where ripples would be off per default no matter the options setting unless toggled on and off again
- fixed case where harpoons shot from a scaled harpoon block would cause the projectile to keep scaling every time it was fired.

Besiege: The Splintered Sea is out now!

Besiege: The Splintered Sea is out now!



https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/

We’re celebrating The Splintered Sea’s launch with a biggest ever sale on Besiege, 75% off!


The Sound Update



Besiege’s free Sound Update is now live! This update brings a new sound system to Besiege, adds a bunch of new sound effects and brings a host of improvements & bug fixes. You can learn more about the Sound changes here and there’s a full changelog at the bottom of this post.

Besiege Supporter Edition


https://store.steampowered.com/bundle/41069/Besiege_Supporter_Edition/

The Besiege supporter edition is now available to purchase, as a way to offer additional support to Spiderling & our development of Besiege! The bundle includes a mastered album of Besiege’s soundtrack and a unique animated skin for the Source Cube, giving it the appearance of a motorized engine.

Share your creations



We’re really excited to see all the wacky & wonderful creations you build for The Splintered Sea! Post them on Twitter with the hashtag #BuiltWithBesiege to share with us and the rest of the community. :)

Live Stream



Our new community manager, Sam, will be doing a livestream on Twitch this evening at 18:00 BST (17:00 UTC) where you can watch him play through the new campaign levels and ask questions about the game & expansion!
Sam is relatively new to Besiege, so please be kind :)

More Information about The Splintered Sea



If you’d like to learn more about The Splintered Sea, you can check out a series of posts we made, where we take a deeper dive into its features and some advice on building machines for water:

Feature Overview #1



Feature Overview #2



Feature Overview #3


Feature Overview #4





V1.5 - (21214) Changelog

- Fixed some performance issues with the glass build surfaces
- Ballasts now have a maximum mass of 3 instead of 2
- Fixed grabbers not being able to grab things if what they held was destroyed
- Fixed center of mass display tool being somewhat offset to what actually happens in simulation
- Replaced audio management system
- Added soft limiting audio mastering so many loud sfx don't get overly loud
- In world audio sources now respond to pitch stretching at different time scales
- New audio sliders in options menu for physics, blocks, ui, sfx
- New breaking and collision sfx on various blocks
- Collision sounds are now proportional to impact
- New cannon fire sfx
- New wheel motor sfx
- New steering hinge and block sfx
- New flamethrower sfx
- New piston sfx
- New propeller sounds
- Center of mass display orb now is red rather than blue
- Flying block actually spins as fast as the speed is set to
- Fireball model updated
- Fireball now creates a burst of firespread on collision
- Updated fire spread system a little to get a more natural spreading and to fix a couple of issues
- Better use of space and centering on thumbnails
- Fixed damage and fire consistently affecting eachother and joint health
- Changed FPS display to be a rolling average, and added optional new performance graph
- Center of mass now updates when changing block parameters like mass, and when using undo and redo of blockmapper values
- Newly placed shortening blocks now receive mass appropriate to their length
- Added ability to mirror half pipes and wood panels
- Made spikes and blades less likely to break off so they aren't weaker than a machine of wood
- Small update to the appearance of the wooden panel block
- New wooden panels will now join correctly centered
- Colliders on the halfpipe block are now properly symmetrical
- Fixed and updated how dragged blocks calculate their cylinders to avoid them looking to flip on sim start and other times
- Fixed an issue where loading certain NaN values on machines would crash the game
- Polished boulder texture a little bit
- Bomb explosion now spawn in the center of the bomb as it should
- Fixed some issues with burning visuals some parts becoming more or less darkened than they should have
- Moved torch from weapons to armor
- Optimised AI unit structure for better performance
- Grounding machine tool now tries to snap to terrain and objects underneath the machine
- Changed fog in sandbox and multiverse to make it not get denser around the immediate vicinity when looking towards the horizon to the sky
- Fixed using a camera block following a machine down beneath certain heights would make the camera not follow the machine properly,
- Fixed surface fragments looking weirdly crumbled and glitched (thought this was live but it was not)
- Fixed a bug with logic enabled camera blocks not showing the correct camera sometimes.
- AI's in multiplayer will no longer try and jump onto too tall things and kill themselfs in the attempt
- Fixed problem with grabbers and Vacuum block's not being able to grab onto new things after their currently grabbed object exploded
- Fixed a case where modify tool selection would not save an undo state correctly while not in advanced building mode
- Fixed issue with not being able to pin sharp blocks