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Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie

Castle Story

Update 1.1.2 - Feedback improvements, caps & fixes.



Heylo!

We're still on our epic quest to make Castle Story easier to play for new players and seasoned veterans alike. Today's update is yet another step in that direction.

Added a new icon that displays how many dead Bricktrons are preparing to respawn soon. It's at the bottom left, in your taskbar. It looks like a spoopy Bricktron skull.

Added a tooltip for the idle task.

Optimized the picking of buttons in the sidebar. The difference is minor, but along with other upcoming improvements, it'll add up into a noticeable difference.

Set a Bricktrons population cap to 15 and displayed it prominently in the taskbar. This helps us establish a preset on which we can further balance the game and improve performance. If you reeeeeeeaaaaaaally want to, you can change that cap in the gamemode's config.lua - but we do advise against it if you're worried about performance.

Limited tasks to 15 to resolve issues where the taskbar would get full and some tasks would break. Remember, you can remove unused tasks by opening the task and clicking on the red trashcan.

Bricktrons that have been "micromanaged" will now find their next task automatically considerably quicker. That means that if you manually tell a Bricktron to drop something, go somewhere or perform an action, once they're done, they'll go back into automated mode much faster. Those of you who tend to helicopter-parent your 'trons will see this as a considerable improvement. Oh also, remember you can tell your Bricktrons to stay put and not automate themselves by selecting them and hitting H. Hit it again to automate them. Super useful in Grab the Gems.



We've updated the icons for crafting stations to make it easier to know which does what. The chopping block shows planks, the furnace shows ingots, the loom shows a roll of fabric, the workbench shows an archer kit, the forge shows a knight's kit, you get the idea.

Improved the alert when the player is out of empty stockpiles. It's a lot more HEY, LISTEN! now.

Upgraded to Unity 5.6.5f1 which we believe will resolve a multiplayer stability issue.

Fixed an issue where it was possible to place blueprints outside of construction tasks by pressing B while paused.

Fixed an issue where the game would require several requests to unpause the game with the P key when entering then exiting the main menu while the game was paused.

As always, be sure to give this update a whirl and let us know what you think about the changes!

Update 1.1.1 - Quality of Life & Fixes!



Hey everyone,

We hope you spent a wonderful Valentine's day with your loved ones, yesterday!

As we've said before, we're focusing on Quality of Life improvements for Castle Story in the short term; making building easier, adjusting certain mechanics that may be less fun for newer players, etc.

Today's update is a good window into that endeavor. Here are all the changes:

Bricktrons can now build three layers of height without needing stairs. This should make building considerably easier and eliminates the need for some more complex maneuvers previously needed to get around certain building restrictions.


Rubble and loose resources on the ground no longer merge back into little mounds. They now just disappear into the ground, without creating bumps. While this was originally a cool sounding idea, we've come to realise with time that it wasn't ideal when it came to building cool looking castles - constantly having to clean up and flatten terrain to keep it looking tidy, or even keep walls or dynamic structures usable, wasn't fun.

Corruptrons will no longer attack quarries or tunnels' stairs and player-made stairs are now considerably lower in the list of priorities of things Corruptrons want to murder with their little gravelly hands!

Fixed an issue where Bricktrons would seemingly randomly jump off to their death. We hired a psychiatrist and they talked their problems through. We're good now.

Fixed an issue where "quit to menu" wouldn't work for clients in a multiplayer game (and it would break the scoreboard).

Enjoy this little update and keep the suggestions coming. :)

Castle Story OST - Includes .FLAC files now!

Hey everyone!

The Castle Story OST now includes the .flac files, for high quality listenin'! 🎧

http://store.steampowered.com/app/758720/Castle_Story_OST/

Enjoy :)

Only one day left to the building challenge!



Hey everyone!

The deadline for the building challenge is tomorrow at 1PM EST.

Flex your architect muscles and get your Bricktrons building!

To participate in the event: http://www.castlestory.net/en/event/6272-Building-Challenge-The-Sturdy-Keep

P.S: If you need a lil' extra time, let us know and if enough of you are participating and want a bit more time, we might extend it!

Castle Story Soundtrack is now available (And we just released a patch :))



Hey everybody :)

We have three announcements for you today!


First: Official Castle Story Soundtrack!


We’ve had so many people compliment the track of Castle Story over the years, we had to do this. The Castle Story Official Soundtrack is now available for purchase on Steam! :D

http://store.steampowered.com/app/758720/Castle_Story_OST/

You can get it cheaper if you already own Castle Story!

http://store.steampowered.com/bundle/5761/Castle_Story__OST_Bundle/

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Second: Patch 1.1.0d is now live!


We’ve been back from the holidays for a couple of weeks now and are focusing on weeding out the bugs that were reported for 1.1 – as usual, keep ‘em coming. :) We’re aware of the issues with performance and are actively working on it right now.

  • Calling Bricktrons Back to Work will no longer pause existing workers.
  • Calling Bricktrons To Arms will no longer affect existing fighters.
  • Fixed an issue where the wrong victory/defeat message would be displayed in Grab the Gems if your ally was the the one to trigger the victory.
  • Fixed an issue where Bricktrons would sometimes destroy with their hands and other times with a hammer, causing more damage.
  • Loose logs, bricks and other items laying on the ground will no longer block blueprints.
  • Fixed an issue where other Bricktrons didn’t have scarves if you were the client.
  • Fixed an issue where Pylon wards’ blueprints wouldn’t turn red even if impossible to build, in certain places.
  • Fixed an issue where sometimes, Bricktrons wouldn’t be able to operate on an anti-blueprint even if it was within reach.
  • Fixed an issue where Bricktrons would back-and-forth between a landscape task and stockpiles without filling their bag entirely.
  • Fixed an issue where fighters would be stuck in a loop trying to drop their kit in a weapon rack if it had three full kits and only one piece of the fourth.
  • Fixed an issue where selecting a Bricktron from the taskbar wouldn’t take the player out of Edit Mode.
  • Fixed an issue where Bricktrons force-assigned to a task, then to the idle group, would appear to be in both groups.
  • Fixed the “take from” action in the pie menu not working anymore.
  • Fixed an issue where the tunnel task’s handles and blueprints were casting shadows.

    Have fun!


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Third: ??!


You'll find out on today's livestream, at 3PM EST on Twitch or Youtube. ;)

http://www.twitch.tv/SauropodStudio

or

http://www.youtube.com/SauropodStudio

Castle Story's Official OST is coming soon!



Hey everyone!

In case you haven't been following our Youtube channel, we've been posting individual tracks from the upcoming Castle Story OST on the youtubes and the reception has been great.

Listen to some of the OST tracks here:


https://www.youtube.com/watch?v=LD5tDKSayi0&list=PL6ME9wXNKdDGCsbqC1tU7dOplExid0bsu

Now if you're listening to these and freaking out about how good the music is, don't take your wallet out just yet - the OST isn't on sale yet, BUT it will be very soon, so feel free to add it to your wishlist and our lord Gaben will be sure to alert you when the it's buyable. :)

http://store.steampowered.com/app/758720/Castle_Story_OST/

Enjoy! :D

1.1.0c Hotfix

Hi!

Thank you for all your feedback on 1.1 – notably (and very loudly) the feedback on ranged units – we’re experimenting different things for these units, so don’t hesitate to let us know if you feel it’s working (or not).


  • Considerably increased the Arbalist’s range.
  • Added a conclusion panel to the tutorial so it doesn’t end as abruptly.
  • Improved automated Bricktrons’ pathfinding – they’ll be quicker now to get to their goal.
  • Improved Bricktrons’ pathfindings on certain types of stairs.
  • Fixed the chopping block not working when manually queuing planks.
  • Fixed multiplayer save files when in unofficial languages.
  • Fixed an issue where starting a Conquest Co-Op game on a map that only had 2 Home Crystals (such as Apex) had funky, undesired results.
  • Fixed rebinding keys not working anymore.


Enjoy and thank you for all the feedback.

P.S: The studio is going to be on Holidays break between the 22nd of December and 8th of January – so this is likely to be the last patch we do for the next three weeks. Don’t let that stop you from sending us bug reports and comments though, we’ll be back soon. :)

The 1.1 update is out! :D (And 40% SALE!)



I know P.S: usually goes at the end of the message, but I don't abide by such draconian dictatures, thus, P.S: Castle Story is on sale for 40% off ONLY for the next 24 hours! You snooze, you lose!

http://store.steampowered.com/app/227860/

Hello you handsome thing you!

We just released the 1.1 update, dubbed the Quality of Life Update – it has a tooooon of great improvements. Check out the video below for the whole shebang and scroll a lil’ further down to dive into the detailed changelogs!


https://www.youtube.com/watch?v=BePw5e0Y11A


NEW STUFF



  • Complete rework of the UI; more intuitive buttons positioning, new icons, new crafting queue system, helpful tooltips on almost every hoverable UI and a lot more.
  • Resources list below the mini map.
  • 6 new stairs type bricks.
  • Added a brand new 1v1/Grab the Gems oriented map: Apex.
  • Double Merlon and Concave Merlon bricks.
  • Back to Work: will order military units to deposit their arms at the nearest weapon rack and turn into workers.
  • New tutorial docked in the right panel, with new content and more intuitive first steps.
  • New localization system: translate the game and share your translation on the workshop – or download someone’s translation from the workshop! Clicky for tutorial.
  • Trading Cards, Badges, Emojis & Backgrounds for Steam! Unlock them by playing. Click here for more info.
  • Audio feedback when recalling workers or calling to arms.
  • Audio feedback when dragging blueprints.
  • New sound when multi-selecting Bricktrons.


IMPROVEMENTS



  • We’ve taken the time to have a look at each Bricktron class in the game, and tweak them to clarify their intended role. Here are the sweet deets:
  • Archer : The archer is a scout and a harasser. You will notice he has shorter range than before, does less damage, but fires a little faster and moves faster than some other Bricktron classes.
  • Halberdier : The halberdier is a fast moving melee fighter. He now moves significantly faster and will be able to catch up to any other unit. He also does quite a bit more damage.
  • Knight : The knight is now even tankier than before, with a bit more health and increased projectile resistance when he still has armor. He can now block projectiles from any angle in defense mode. Armor will now go down faster against melee and explosion damage though, but will start to regenerate faster when out of combat. He’s also a tad slower.
  • Arbalist : The arbalist is a though, close range damage dealer. He has shorter range, he’s a bit slower and his damage has been significantly reduced, as he was decidedly too powerful. His melee damage has been increased as it is more likely he’ll end up brawling
  • Artificer : The artificer is a supporting healer. He now has less range to fit with other ranged unit changes, and a little less movement speed.
  • Alchemist : The alchemist is a demolition unit. Bombs are now cheaper to craft, and his explosions now deal extra damage to a knight’s armor. He has a little less range.

  • Redesigned two of Plateau Mont-Royal’s spawn points to balance them out.
  • Corruptrons in Conquest will now spawn on only two crystals, instead of half the map, and spread form there. They will defend the starting two crystals with a larger force, and will leave less Corruptrons on the others, making it easier to gain territory for the player, but harder to quickly wipe the map.
  • The delay before all Bricktrons start to regenerate health has been decreased, and they regenerate faster.
  • Line of sight no longer depends on map size, instead it is set at a fixed 50 voxels.
  • Removed projectile inaccuracy for units and increased projectile speed to minimize misses.
  • Projectile range no longer depends on the height difference between shooter and target.
  • Wards are now more resistant to ranged attacks, excluding explosions.
  • Bear traps now do more damage.
  • Workers do slightly more damage.
  • Biftron will now knockback units with every hit instead of having a 30% chance. It’s attack speed is now slower.
  • Warlock’s ranged attack does more damage.
  • Toolrack costs 3 planks instead of 6.
  • Stockpile costs 1 plank instead of 2.
  • Each plant voxel now contains 2 plant ressources instead of 1.
  • Blueprints are much easier to see on snow now.
  • Improved readability of the mini-map by adding some drop shadow under mountain lines.
  • You can now see planks on top of chopping blocks.
  • Added several new music tracks.
  • Several enhancements to the environmental sounds.



FIXES



  • Fixed broken character animations in bear trap.
  • Fixed Warlock getting stuck in bear trap, now behaves like Biftrons.
  • Fixed rope and fabric colliders so they don’t roll off the map when dropped.
  • Fixed Bricktrons holding more rope and fabric than shown.
  • Fixed corruptrons getting more agressive after saving and loading a conquest game.
  • Fixed Biftrons attack speed being faster, and inconsistent, against knights.
  • Nova and Quasar are only playable in Sandbox now.
  • Fixed the spawning algorithm when playing 2v2 in Grab the Gems.
  • Fixed an AI issue where Bricktrons assigned to harvest iron or brimstone would often stop in front of the crystal patch and not mine it.
  • Fixed the number of waves survived and number of total kills missing on the scoreboard.
  • Fixed Light’s Out not being dark enough for clientside players.
  • Fixed an issue where passive workers weren’t displayed.
  • Fixed the door’s blueprint not being detailed.
  • Fixed severe performance drop when lots of glass ingots were on screen.
  • Fixed shards’ mesh being too high above the ground.
  • Fixed an issue where Bricktrons in the clean up task could teleport resources to the stockpile if the voxel under them changed.
  • Fixed the explosive barrel being visually too small on the laboratory.
  • Removed the legacy repair project.
  • Fixed an issue where clicking on the score button would cause the sidebar to disappear.
  • Fixed an issue where clicking outside of the game while in windowed mode would create selection boxes in game.
  • Fixed the mute button not having visual feedback.
  • Fixed flickering in the splash screen.
  • Fixed an issue where deleting a save file didn’t refresh the menu.
  • Fixed typo in delete confirmation window.
  • Fixed an issue where the UI Compass didn’t group similar units together anymore.
  • Fixed an issue where enemy names were missing from the scoreboard in PvP games.
  • Fixed an issue where the current wave was offset by 1 after wave 30.
  • Fixed an issue where certain tasks’ goals didn’t refresh when in edit mode.
  • Fixed an issue where pressing enter didn’t close the chat in multiplayer.
  • Fixed an issue where pressing “H” while typing in chat would toggle selected units’ state.


We hope you enjoy and on behalf of the entire Sauropod Studio team, Happy Holidays!

Spectacular Castle Story Maps!



Since we released the World Editor, we've added lots of great features to let your creative side shine via Castle Story mapmaking and boy did it shine!

We're going to hand-curate a collection of the nicest player made maps we find on the Steam Workshop for you to easily access and enjoy. :)

http://steamcommunity.com/sharedfiles/filedetails/?id=1201775408

Here are some examples of the first iteration of maps that have been added to the collection.


Central BattleGround by MagicShrooms


Garrison 5 (V2) by HQDefault


Hyrule Castle - Link to the Past by swemyss


Cathedral Story by baileyboy3012


Magic Maze by Nik

And remember, even custom maps can be played in multiplayer! When the host clicks "ready", the other players in the lobby will begin downloading the custom map automatically. :)

Check out the rest of this sweet collection by visiting the item below;

http://steamcommunity.com/sharedfiles/filedetails/?id=1201775408

Update 1.0.5 is now LIVE! New official gamemode: Grab the Gems!

Heeello folks!

Halloween is unfortunately over buuuuut there’s always next year! From what we’ve gathered on social media, the forums and Discord, you peeps had a blast playing Capture the Pumpkin (and honestly, we did too). So we’ve decided to keep it, but re-skin it to match the universe of Castle Story!

Hence, Capture the Pumpkin is now known as Grab The Gems!



Pumpkins have been replaced by gems and pumpkin patches have been replaced by gem patches. Everything else is back to normal – the moon is no longer a spoopy pumpkin and your home crystal has returned to its former, crystally glory. :)

For those who haven’t had a chance to play it during Halloween, GTG for short is a multiplayer only gamemode that where the shards on the map have been replaced by gem patches! Over time, gems will appear in the gem patches and the first faction to collect 10 gems will win the game! Naturally, you’re encouraged to slice and dice enemy workers trying to collect the gems back to their home crystal and steal their gems!

The first 5 gems will appear after 12 minutes in random patches. After that, 5 more gems will appear every 8 minutes. Keep in mind that only workers can pick up gems by selecting the worker and right-clicking the gem. Right-click your home crystal with a worker carrying a gem selected to make them drop it in your home crystal!

Pro-tip: Make your workers “hold position” by pressing H or via the pie-menu to stop them from dropping the gem and going back to work if you forget about them after sending them to pick up a gem. :) Don’t forget to set them back to automated mode (H again) after they’ve dropped the gem in your home crystal though.

Keep an eye on the counter below the minimap to prepare for when the next gems will appear!


FULL CHANGELOGS


  • Renamed “Capture the Pumpkin” to “Grab the Gems”.
  • Added new gem mesh to replace the pumpkin thematic one.
  • Added new gem patches mesh to replace the pumpkin patch thematic one.
  • Made the sound of shards and crystals being captured or neutralized play across the map, alerting players it’s happening. Remember to check the minimap to see which shards are being captured.
  • Added new footsteps sounds for snow, plants, different kinds of grass, etc.
  • Added new sound variations for doors.
  • Returned the moon to its original mesh.
  • Returned the home crystal to its original mesh.
  • Removed Halloween disguises from Bricktrons.


Have fun and let us know what you think! :D