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Genre: Puzzle, Simulator, Strategy, Indie

Besiege

Free Update & Supporter Edition - Coming May 24th

Hello Everyone!

There’s just one week to go until The Splintered Sea is released!
Today we’re going to talk about the “Sound Update” and the Besiege: Supporter Edition, which will both be coming alongside the expansion on May 24th.

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

Over 40,000 of you have wishlisted The Splintered Sea expansion now, which is absolutely amazing!!! This will massively help boost our exposure on Steam at launch!
If you haven’t already, please consider wishlisting the expansion, it makes a HUGE difference to us and every person counts!

The Sound Update



If you’ve been hanging out in our community Discord lately, you may have heard whispers of a free update to Besiege that’s coming alongside the expansion’s release.
The main feature of this update is a new sound system we’ve implemented for Besiege, one which has enabled us to add more sounds to Besiege’s blocks & physics interactions!

At the core of this new system is audio mixing. Each type of sound (blocks, physics, etc) now has it’s own independent track, giving us & you greater control over output and consistency.



In the old system, multiple sounds playing at the same time would stack, ever increasing in volume to deafening levels that could drown out all other sounds. The new system has soft limiters in place to ensure any one track doesn’t drown out another, as well as a kind of hierarchy that ensures important sounds are prioritized over less important ones. For example, a sheep cannot drown out the sound of your flamethrower. It also means that Besiege’s music will always be audible, regardless of how many sound effects are playing.

The new system has made us far more comfortable with the idea of adding additional sound effects to the game, whereas before we were concerned with large numbers of sounds becoming deafening.

VIDEO SHOWING OFF NEW SOUNDS (Dinosaur?)
With this update, we’ve added more than a dozen new sound effects to existing blocks and physics interactions. Among the highlights are: Wheels, Steering blocks, Steering Hinges, Spinning block, Flamethrower, Propellers, Springs, Pistons, Metal Jaw, Automation Blocks, Powered Cog, Water cannon and more.

Collision sounds are now proportional in magnitude to the velocity of an impact and all metal blocks now have a collision sound effect. Wooden blocks now have a breaking sound effect, including surface blocks. Glass surface blocks also have their own breaking sound effect and each piece that breaks off the surface block becomes its own entity, capable of triggering sounds, which creates a very satisfying shattering effect.

VIDEO OF CAR CRASH
The new system has also enabled us to have tracks that overlay & modify other tracks like blocks, physics, etc. A practical use of this is demonstrated in The Splintered Sea’s water environments, where positioning the camera underwater changes the game’s audio to make it sound as though you’re actually underwater.
This system will also ensure that any sound effects replaced through mods will have the same effects applied to them as Besiege’s original sounds, making them consistent with the base game. Modders will also be able to use audio mixing to add new blocks and ensure they have the same style applied to them.

We’ve also given a bit of love to the old sandboxes with this update, adding new ambient sound which makes them feel less sterile, and for the expansion launch we felt compelled to replace the existing cannon sound with something more… substantial. ;)

The update will also bring a large number of improvements & bug fixes (some of which have been suggested through our community Discord) and we’ll do our best to publish a complete changelog with the launch post!

The Besiege: Supporter Edition (Bundle)



As we’ve discussed with the community, player support is what enables us to keep developing Besiege, adding new content, features, improvements & bug fixes for all to enjoy. We hope to continue working on Besiege for many years to come, but in order to do that we need your support.

With that in mind, we’ve created the Besiege Supporter Edition which will launch on May 24th alongside The Splintered Sea expansion. This bundle is for those of you who would like to contribute extra support toward Spideling and our development of Besiege.



As a thank you, purchasers of the Supporter Edition will receive a mastered album of Besiege’s soundtracks and a special animated skin for the Source Cube, giving it the appearance of a motorized engine. The Supporter Edition will be a “complete the set” bundle, meaning if you already own Besiege (or The Splintered Sea) the bundle will be discounted to reflect that.


Given that DLC is such a controversial subject these days, we’d like to put forward a disclaimer.
We have no intention of flooding Besiege with micro-sized or overpriced DLC. The Supporter Edition is not a product, but rather a way for fans of Besiege to contribute extra support for the game they love. Its content is a small token of thanks from us, for that support, and it will not be available to purchase separately.

If the Supporter Edition sounds like something you'd be interested in, we'd be grateful if you could wishlist the packs at the bottom of this post. It really helps boost Besiege's exposure on the Steam store. Thank you.

That’s all for this week folks! Less than 7 days to go for The Splintered Sea!!!!!!
We’re crazy hyped and we hope you are too!

Cheers everyone,
Von

https://store.steampowered.com/app/2959970/Besiege_Supporter_Pack
https://store.steampowered.com/app/2959930/Besiege_Original_Soundtrack/

The Splintered Sea - Water Levels | Feature Overview #4

Hello Everyone!

Today we’re going to talk about The Splintered Sea’s upcoming ocean themed campaign and sandbox.

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

The new campaign takes place in The Seas of Autilis, a territory occupied by seafaring people known as the Offlanders. Highly adept in the art of ship building, the Offlanders sail the sea around their islands in a variety of ships, some built for transport & trade, while others are built for war.


The Offlanders don’t just rely on floating defenses either, they also have a habit of mining their coastal waters and have built formidable defensive structures on their rocky island homes.


When it came to creating ocean environments, both for the campaign and sandbox, we wanted to make the areas beneath the surface just as interesting and interactive as those above it.
Beneath the waves you’ll find scenes featuring beautiful aquatic flora, marine life and the last remains of ancient beasts.


In addition to the campaign, The Splintered Sea also brings an ocean Sandbox level featuring several points of interest, including: A calm zone & circuit for racing high-speed craft, a powerful Galleon to fight and various ruins to explore & people to terrorize!



That's all for today, but we have also just posted an FAQ for the expansion on our Discord.

Just two more weeks until you'll be raiding settlements, drowning armies and burning fleets in The Splintered Sea! We hope you're as hyped as we are, can't wait to see what you guys get up to in this new water world!

Cheers,
Von



If you haven't already, please consider wishlisting the expansion and check out The Splintered Sea’s steam page for more information! :)

The Splintered Sea - Building for Water | Feature Overview #3

Hello Everyone!

In this week’s post we’re going to talk about building for The Splintered Sea’s water environments, explaining new mechanics you’ll need to consider and showing you some new tools to help with machine building.

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

Building for water presents a more complex challenge than building machines for land or maybe even those that fly. We have worked to make aquatic machine building as accessible as possible, while maintaining the complexity of physics simulation you’ve all come to expect from Besiege.
With that said, we advise you to start simple and build your understanding of The Splintered Sea’s water mechanics as you go, before attempting large & complex creations.



With the introduction of water to Besiege, every physics object in the game (including blocks) now has a “buoyancy” value attached to it. The more buoyant a block is, the more mass or other external forces are needed to sink it.

Some blocks are more buoyant than others, like wooden blocks, but we’ve also added Barrel blocks whose buoyancy can be customized to much higher values than any other block. Conversely, the Ballast block can be used to increase a machine’s overall mass, or density of mass in a specific area to help balance it. This can be particularly useful when constructing large ships.



If you want to build a machine that floats, you need to ensure it's overall buoyancy exceeds it's overall mass. To make a submarine, something designed to be underwater by default, you'll need to balance it's mass & buoyancy, making it "neutrally buoyant". This will mean you're not constantly fighting against a rising or sinking force.


Just as each machine in Besiege has a “center of mass”, the same is true of buoyancy. Balancing your “center of buoyancy” is essential to ensuring your machine doesn’t become lopsided or even capsize.

Besiege already has a handy tool that displays a machine’s “center of mass” and to aid you with building for water we’ve added a “center of buoyancy” visualization to the same tool. The closer together your centers of mass & buoyancy are, the more stable and controllable your machine is likely to be. A machine’s “center of buoyancy” is only calculated using blocks that are submerged in water, so you’ll need to lower the hull of a ship beneath the surface in order to get useful information from it, for example.



A machine’s “center of mass” is indicated by the red orb and “center of buoyancy” by the blue orb, as shown above.

We’ve also added an orange arrow to the tool that shows the machine's “center of density”. This arrow shows the part of your ship that is most likely to sink first. In the image above for example: the machine’s rear has a significantly higher density than the front, therefore the orange arrow indicates this part of the machine will dip lower in the water. To remedy this, you'd either need to reduce the density of mass at the stern or increase buoyancy there.

Generally, keeping the “center of density” near the center of your machine will ensure it performs optimally, but when making ships you may wish to center it toward the vessel’s stern. This will make the machine’s front more buoyant (relatively) and naturally cause it to rise slightly, enabling the vessel to more easily crest large waves.



Although the aforementioned tools were created to help you build machines for water, they’re only part of the picture and it’s important not to hyper-focus on them. The practices discussed in this post are not applicable to every type of machine and the tool visualizations are not always perfectly accurate. We’re dealing with incredibly complex calculations here and we hope to continue refining these tools as we get more feedback from the community.


Another feature of The Splintered Sea’s water simulation system is “Shape Dependent Drag”, which is applied to blocks that are passing through water. This creates a realistic feel to your machines by causing resistance, as it attempts to push itself through the water.


The image above was taken in our debug mode and shows areas of a machine that are causing the most drag when it moves forward. The colours show the amount of relative drag each block is causing, with red blocks creating the most drag.
Considering the shape of your machine design will be important to ensure it’s able to move through the water easily and in a controllable manner.


In this post we’ve covered the basics of building in water and some best practices that will help when designing aquatic machines. If you’re an avid machine builder and looking to broaden your engineering knowledge with concepts of greater complexity, we’d encourage further reading.
Metacentres and Center of Floatation are topics which could be of interest, there’s also this article by Subhodeep Ghosh which does a good job illustrating these concepts.



That’s all for this week’s post, but we hope it’s given you a glimpse into the exciting new machine-building frontier that is The Splintered Sea! Next week we’ll be taking a look at the expansion’s campaign levels, environments & occupants…

See you next week!
Von

If you haven't already, please consider wishlisting the expansion and check out The Splintered Sea’s steam page for more information! :)

The Splintered Sea - Aquatic Blocks | Feature Overview #2

Hello Everyone,

We’re continuing our deep dive into The Splintered Sea expansion today, with a look at the new aquatic blocks and how they work!

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

The Splintered Sea introduces 8 new blocks to the game, all designed to help you construct machines that can traverse water and navigate the challenges of an ocean themed campaign.




To help you move your machines through water, we’ve created three new blocks that each employ a different method of propulsion; the Sail Panel, Aquatic Screw and Paddle.



The Sail Panel provides you with a retractable sail that harnesses wind in order to propel your machine across the ocean’s surface. Retracting the sail while in simulation will slowly bring your machine to a stop.

When the sail block comes in contact with water it becomes wet and ceases to provide propulsion, but regains normal behavior shortly after exiting the water. While underwater, sails also create significantly more drag which can negatively affect the controllability of your machine.



The Aquatic Screw works the same way as a ship’s propeller, providing either forward or reverse propulsion. Aquatic Screws can be stacked together, forming one continuous unit that spins in unison. Modifying one Aquatic Screw with the Keymapper Tool, modifies any other screw that’s stacked together with it.



Due to their shape, Aquatic Screws also function as worm gears that interact with the grooves on Small & Large Cogs, causing them to rotate.



The Paddle block can be used to create oars for rowing or attached to wheels, turning them into “Paddle Wheels” (a method of propulsion used by early Steam Ships). The Paddle can also be placed on the sides of your machine, acting as a lateral dampener to help keep your machine moving in a straight line.




While many blocks in Besiege provide some degree of buoyancy, the Small & Large Barrel block’s buoyancy is customizable and has an upper limit that’s much higher than any other block. Placing and customizing their values allows you to finetune your machine’s overall buoyancy, whether it’s to support heavy cannons or balance a submarine.



While in simulation, you can use hotkeys to apply a “rise” or “sink” force to the Barrels that’ll help you control submersible machines like submarines. The amount of force applied can also be customized using the Keymapper tool.


To help you steer your aquatic machines we’ve created a Rudder block, which simulates a lateral force and provides more effective steering in water. You can of course create your own steering methods and even rudders out of existing blocks, but we wanted to ensure there was a block specifically designed for use in water as well.




The Harpoon Launcher has been a long requested addition for Besiege and what better place for it than as part of an ocean themed expansion! The block fires a devastating spear bolt attached to a rope, which can be detached or reeled back in at the press of a button. You can use it to pull enemy vessels along, winch your machine toward a target or maybe even do some fishing…



That’s it for today’s post, but fear not, there’s plenty more to talk about in the lead up to launch! In next week’s post we’ll take a deeper dive into building for water, discussing some engineering principles to consider, and demonstrating some tools we’ve created to help you build ocean faring machines.

See you next week!
Von

If you haven't already, please consider wishlisting the expansion and check out The Splintered Sea’s steam page for more information! :)

The Splintered Sea - Simulating Water | Feature Overview #1

Hello Everyone!

We hope you’re as excited as we are about the upcoming Splintered Sea expansion! Today we’re going to talk about the expansion’s water simulation & some of its features.

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

It’s always been important to us that if we ever added water to Besiege, it would need to be a more interactive & impactful experience for the player than simply a flat plane to sail a ship across. With that in mind, throughout the development of the Splintered Sea expansion we have tweaked and refined the water simulation to make it as fun, challenging and immersive as possible.

The Splintered Sea’s ocean features large waves that physically batter your ship about, making navigation challenging and causing ill-balanced machines to capsize. Constructing an aquatic machine presents different challenges to those faced on land and we’ll talk more about Building for Water in an upcoming post.



Ensuring immersive and satisfying interaction between player creations and the ocean was also very important to us. We wanted the water to react to your presence, creating a rippling wake-like effect as your machine moves and splashing when parts of your ship impact the surface. Splashes and spray are proportional to the magnitude of an impact, so striking the water with a large heavy object at high speed creates a much larger effect than something smaller and lighter at a slower speed.



Now, Besiege wouldn’t be Besiege without awesome explosions, so we wanted to give special attention to them in water as well!

  • Bombs & Mines are powerful enough to physically impact water both above and below the surface. Above the ocean large explosions force the water downward, creating a temporary depression in its surface.
  • Large explosions underwater create a big bubble that forces water (and anything caught in it’s wake) away from the explosion’s epicenter and then sucks anything nearby back in as the bubble collapses. This makes submarine warfare especially satisfying and immersive!
  • Underwater explosions also thrust water upward, creating huge bulges on the ocean’s surface that cause damage to vessels caught in them.



That's all for today, but next week we'll be taking a deeper dive into The Splintered Sea's aquatic blocks and how they'll help you take on Besiege's formidable ocean!

Cheers everyone,
Von

If you haven't already, please consider wishlisting the expansion and check out the expansion's steam page for more information! :)

Besiege: The Splintered Sea - Coming May 24th

Today we’re excited to announce The Splintered Sea expansion for Besiege, coming to Steam May 24th this year! The expansion adds water to Besiege for the first time, a 10-level ocean themed campaign, 8 new aquatic blocks and an ocean themed sandbox environment.


Adding water to Besiege has been a huge technical challenge, one that’s been years in the making, with countless hours of experimenting and tweaking to get things just right.

The Splintered Sea’s water system employs elements of hydrodynamics to produce an interactive, immersive and challenging new machine-building experience, for both new players and veterans alike.

Water will also be available in both Multiplayer and the Level Editor, if you own the expansion. Everything you can do in Besiege, you can now do in water as well!

In the run up to The Splintered Sea’s release we’ll be dropping weekly community posts, providing a deeper dive into the expansion, its contents & features.

Wishlist The Splintered Sea Now!


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

Update V1.26: Improvements, Tons of Bug Fixes and Regional Pricing

Hello Everyone!

We hope you all had a good holiday season.
Today we’ve got a new update for you, featuring a host of bug fixes and quality-of-life improvements for the game, including a huge decrease in simulation start times for surface blocks!
A full list can be found in the changelog below.



Thank you to everyone from the Discord community who’s pitched in and playtested this update over the holiday period! Your help has enabled us to cram in more bug fixes and get the update released quicker than expected.

We’d also like to thank everyone who’s contributed to the new suggestions section on Discord. There’ve been some great discussions surrounding people’s ideas and it’s given us lots of inspiration for the future. Click below to join the Discord and add your suggestions too!



Regional Pricing:

Valve recommends that developers update their regional prices regularly, which we have not done since the 1.0 release. We wanted to give some advanced warning before we do, as pricing in most regions (Asia, Canada, Europe, Mexico & South America) is likely to increase.

To give everyone a chance to get the game at a discounted price before this happens, Besiege will be going on sale from the 29th of January to the 5th of February, after which the pricing update will take place.


That’s all for now and we hope you enjoy this latest installment of Besiege!

Cheers everyone,
Von

Changelog V1.26 - 20554

Changes:
- Edge detector logic gate
- Automation blocks now don't have a broken framerate bound escape that would make automation respond differently depending on framerate.
- Wheels now use a single slightly more round collider, resulting in better performance and roll
- old saves will use the original configuration of wheels
- Wheels now have a new implementation of acceleration that also affects deacceleration and doesn't jump suddenly to infinite power
- Grabber now has a button for attach and detach when not auto grabbing, if the button is the same on both it works like before
- Grabber now uses a more reliable grab phase
- Steering hinges and steering blocks now have a tension slider making it possible for them to be more or less wobbly than default
- Surface block texture tiling by world size
- Surface block flip texture on F
- Surface block rotate texture on R (with no ghost visible)
- Vacuum block now using a much more reliable and performant cone of effect
- Vacuum radius now increases with distance, and reference cone point offsetting slightly
- updated camera targeting (lerp update)
- Save menu now returns back to the last folder you accessed a file in
- Added xml options to skin packs (only 1 implemented atm)
- Minor cleanup of brace code
- Added Spinning block free spin toggle
- Added ability for certain blockmapper values to be copy pasted to and from Windows clipboard
- Added preview models to dragged blocks in skin template
- Tweaked sim camera lerping
- Added new secondary joint connection window extension
- Made Jaw selection easier
- Cannon and crossbow projectile now sync velocity before applying the shot force
- Enabled the scroll dependent WASD move to work not just when shift was held
- Optimized flat surfaces collider further
- Added version number to surfaces controlling the use of new flat collider
- Added rudimentary pan by zoom for camera
- Added zoom dependent WASD move for camera
- Added soft reset camera to grab reference position in certain cases
- Client inputs are now trimmed and fragmented if they exceed packet size
- One-sized cluster surfaces now included in center calculation
- Stopped trying to emulate inputs on clients
- New experimental simulation start improvements for surface block joining
- Made surfaces connect based on latest target in hierarchy consistently

Fixes:
- Fixed Decoupler not working with automation
- Fixed Ropes chopping trigger lagging behind actual ropes
- Fixed backward compatibility for springs scaled to 0 in 1 axis providing stabilisation restored
- Drills now don't create sparks if they are spinning a block but themselves are not spinning
- Surface edges and nodes stay active for client making them render in front of 3d hud
- Fixed logs being inconsistent in terms of collision with what they attach to
- Fixed Steam cannons
- Fixed vacuums affecting blocks in reverse
- Fixing new wheels not grounding properly
- Fixed a bug with bombs in mv
- Fixed errors from opening mv because of new camera stuff
- Fixed trying to delete a brace while placing it
- Fixed secondary joint preprocessing
- Fixed an issue with certain level editor events where a child body to the target was null
- Fixed some range stuff for vacuum
- Fixed selecting icon id for skins above double wooden block, returning wooden block if it was present
- Fixed some miscalculations in the cone angle on the vacuum
- Fixed water hitting valve in tolbrynd
- Fixed issue where some cogs had weird settings some being less likely to rotate, made them more consistent (though one has a bugged setting to 1000 radians per second, but don't wanna revert it to be slower just yet)
- Fixed jaw center of mass alignmentMade
- Fixed desync between projectiles and their source
- Fixed continuous collision on crossbow bolts
- Fixed some targeting issues on level objects with new camera changes
- Fixed some breaking level objects missing body references
- Fixed f4 hotkey issues with MV chat, rebound default to enter
- Fixed an issue when focusing on a new object with the camera while the old one was destroyed
- Fixed issue with pre-extended sliders not blocking secondary joints
- Fixed a duplication issue where a networking merge would cross reference the wrong blocks and cause a significant error
- Fixed an issue when focusing on a new object with the camera while the old one was destroyed
- Fixed tiling for surfaces entering sim
- Fixed water cannon emulation issue
- Fixed water cannon client issue
- Fixed outline not working immediately on level objects
- Fixed some breaking level objects missing body references
- Fixed f4 hotkey issues with MV chat, rebound default to enter
- Bombs exploded on server should no longer cause errors for joining clients
- Fixed new wheel implementation breaking in multiplayer at times
- Fixed Playfab connections after playfab broke their own network requests
- Fixed a missing port of fov consistency for 3d hud cam and main cam
- Fixed an error in virtual folder
- Fixed an error on axle on client
- Fixed being able to use both shifts in value fields
- Fixed an issue with MachineMiddle in simulation that caused rockets being launched to result in wrong machine center and camera following, as well as the rocket not being properly marked destroyed
- Fixed scaled braces cylinder
- Fixed rocket values at 0 resulting in game break
- Dragged block ghosts now properly transparent
- Fixed an issue with multiplayer client inputs over steam connection
- Fixed an issue where ropes snapped on client

Modding:
- When loading meshes for mods they are set readable per default
- Generate colliders on surface block now has a callback

New blocks, Block Features & Bug Fixes - Update V1.25

Hey everyone!

We're excited to bring you the latest update for Besiege. This update introduces three new blocks, a Length Detector, Axle, and Metal Jaw block.

The Metal Jaw is a bear trap type weapon block that uses tension in a spring to release an impactful swipe or bite.



The Axle is a universal joint like block that is similar to a ball joint, except it isn't allowed to swivel freely, which means you can use them to transfer rotational energy from one part of the machine to another, like an axle on a car.

The Length Detector is much like a rope, but instead of shortening and lengthening itself physically, it just follows the two points it is between always, and dependent on length it can output a button like the other automation blocks.



In addition to the new blocks, we've added a couple extra features to existing blocks including; a damper setting for suspension, a target pressure/height for regular balloons, and an often requested pre-extension of sliders.

This update also includes important bug fixes, primarily focused on the Build Surface. We've addressed issues where clients couldn't connect to the host's surface blocks, when the host selected the move tool. We've also fixed a bug where surfaces would lose their paint colour when skins were toggled in simulation, and a problem where moving surfaces outside of the bounding box would cause fire spread to cover too big and inconsistent areas.
For a full list of fixes, see the changelog below.

We've also optimized surface interactions to reduce their performance impact, like spread out their mesh generation in multiplayer when loading machines. Explosions are now less intensive, which means you'll experience fewer FPS drops when many overlapping explosions occur.

We hope you enjoy the new update and look forward to seeing the amazing creations you come up with using the new blocks and features!

Cheers everyone!

Von

Follow us on Steam, Twitter, Facebook & Youtube to keep up to date with what we’re working on!
Steam: https://store.steampowered.com/developer/Spiderling
Twitter: https://twitter.com/spiderlinggames
Facebook: https://www.facebook.com/spiderlinggames/
Youtube: https://www.youtube.com/user/SpiderlingGames

Changelog V1.25:

New blocks:
- Length detector - (Automation block that measures the span between two points and emulates at a certain length)
- Axle - (A universal joint that allow rotation around 2 axes but not to spin around itself, perfect for axles and drive shafts.)
- Metal Jaw - (A new weapon block that uses a wind up spring to release an intense chomp to snap enemies and structures in half.)

New features:
- Damper setting for suspension
- Flexible setting for grabber
- Regular balloon can be pre-set to a target pressure/height
- Sliders can now be pre-extended

Bug fixes:
- Fixed a bug where selecting the move tool as host in multiplayer would make surfaces not connect for clients
- Fixed sometimes undoing and redoing with symmetry enabled would go weird
- Fixed surfaces sometimes losing their paint color if skins were toggled in simulation
- Fixed an issue with camera tracking the machine sometimes would not follow
- Fixed focusing camera on rope like blocks would center wrong
- Fixed spring misaligning with the machine after moving the machine for a while or far away from where it started simulation.
- Fixed sometimes scaling blocks selecting a hinge skin instead of the skin they were assigned
- Fixed surfaces briefly extended outside of their bounds keeping their fire mask outside the machines bounds.
- Fixed selection tool blocking surface placement after undoing back into placement state.
- Fixed hot air balloons displaying a white line on enter sim sometimes
- Fixed glitching banding shown across camera when using SSAO
- Fixed explosions not applying forces and damage to ai realistically
- Fixed merging edges and nodes after deselecting a block selection providing an incorrect merge.

Improvements:
- Spread out surface mesh generation in multiplayer so loading in machines with lots of surfaces doesn't strain the server
- Surface skin colors should now match better with other blocks
- Ipsilon ai instantiation improvements
- Turning off bloom now doesn't change the colors of the game
- Place braces by clicking optionally
- Smaller more readable surface block nodes
- Made using move/rotate/mirror tool on partial surface selection should now only update the mesh when it needs to
- Reduced interblock connection broken checks every frame
- Flipping steering hinges display their arrow more visibly
- Camera centers on block centers and not pivots
- Explosions now spend less time evaluating propagation of their effects

Changes:
- Moved block search to bottom right
- Subtle normal map added to skin using surface blocks
- Rocket pivot is now in the actual block's center of mass

Modding features:
- Glass tinting slider
- Block 55 can get skins from block 52
- Wheel inflation slider

Hotfix 19238

- Fixed MP error caused by missing networkblock
- Fixed large cog, small cog, etc, where placing prevents entering Sim
- Fixed issue with collisions
- Fixed Blood transfer issue
- Maybe other stuff

Update V1.20 - New block & quality of life improvements + Besiege Merch!

Hey everyone!

Today we’ve got another update for you V1.20, bringing a new block, a bunch of quality of life changes with a refreshed UI and a host of bugfixes. We've also launched some Besiege merch!



The new block can be used to raise your machine into the air, giving novice builders their first taste of creating a flying machine. The block works in a similar way to a hot air balloon, where its buoyancy can be increased or decreased on the fly, causing it to float gently at a desired height, and its colour can be customized.

Also for this update we've done an extensive rework of the game’s UI giving it a fresh, cleaner look, to go alongside the updates various quality of life improvements.



We’re also excited to announce that Besiege now has merch! Working with a number of talented artists we’ve come up with some cool stylistic designs for T-shirts & pin badges that are available right now on our new merch store!

We’ve also been working with Makeship to produce a Besiege Knight Plushy! Check him out, he’s so cool!!!! This is a limited time campaign and we need your help to make it happen, so make your pledge today if you’re interested!

That’s all for today, we hope you enjoy the update and we’re excited to continue Besieges development going forward. :)

Cheers everyone!

Von



Changelog V1.20

Patch notes:
- Added a new Block, THE HOT AIR BALLOON.
- Added new level for Ipsilon (Zone 3).
- Reworked old tutorials.
- Added new tutorials.

- Reworked direction arrows on rotating blocks to make it more clear which way they will turn.
- Fixed problem with balloon ai in Sandbox.
- Braces now show a ghost when dragging.
- Fixed problem with SSAO settings not updating correctly in Multiplayer.
- Fixed missing HUD lighting which caused the UI to be darker than intended.
- Reworked UI on the Top Bar.
- Steering Block is now properly grid aligned.
- Fixed a lot of different translation errors.
- Sliders related to height values now use logarithmic scaling.
- Moved Server Health and Server Buttons in Multiplayer.
- Updated model and texture on Balloons.
- Changed the Version check for connecting in MP to be less strict.
- It is now possible to undo a machine deletion.
- Rope default mass has been lowered from 1 mass total to 0.4 (will not affect saved machines).
- Added new option for disabling deformation of meshes.
- Fixed miss aligned Flying Block Collider.
- Adjusted AI melee attack range to be less when hitting upwards.
- Undoing now also changes tools to match the action that was undone.
- Added a secret.
- Resetting machine rotation now resets around the gizmo instead of around the transform position.
- Lenses rain has been disabled on multiple levels.
- Optimized all Cog Colliders.

Known Bugs:
- There are a few bugs related to the way our Symmetry Tool and the undo/redo system interact. We have fixed a few of them in this patch but it will unfortunately take some time to get it completely bug free.
- Re-Hosting a Playfab Server may get you stuck waiting on "Hosting Server". Restarting the game will fix the problem.

64bit Hotfixes & Besiege Console Out Now!

Hey everyone!

There’s a couple of things we want to talk about today.

Firstly, as you’ve probably already noticed we’ve pushed out a few hotfixes over the past couple of weeks (since the 64bit update), which should have fixed any issues you’ve encountered.

If you come across any other bugs while playing please let us know in the Bug Reports section of the Steam forum or you can contact us directly through our support email!



The other news we have today is that Besiege Console is out now on play on Xbox One & Series X|S!
Those of you with Game Pass can download and play the game right now but if you don’t then the game is available for purchase here!

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Besiege Console includes:


  • Singleplayer Campaign with 54 Levels

  • 3 Sandbox Environments

  • 68 Weapons, Blocks, Devices & Mechanisms to build machines

  • A suite of Advanced Building Tools

  • Workshop to download other player’s machines or upload your own to share

Unfortunately Besiege Console will not include Multiplayer or a Level Editor. We’ve worked really hard to bring all of Besieges features to Console but sadly it just wasn’t possible with Multiplayer & the Level Editor



Cheers everyone,
Von