Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
Castle Story
Hotfix 1.0.0a
Hey everyone!
We just released a hotfix: http://www.castlestory.net/en/update/6252-100a-Hotfix-Multiplayer-Maps-And-Other-Fixes
Castle Story - 1.0 Launch Update is now LIVE!
Hey everyone!
The big day has arrived, with no lack of emotion, for us at Sauropod Studio and all the people who entrusted us with this massive project. Five years ago, almost to the week, 30,000 people fell in love with goofy, clumsy and unwittingly adorable creatures called Bricktrons. Set in a world of flying voxelized islands, bright colors and towering castles, we imagined a mix of gameplay never attempted before: a voxel-based real-time strategy game with dynamic physics and polished graphics.
Quite a daunting task, to be honest, and an uncomfortably high chance of failure. And yet, here we are. We’re announcing 1.0, with tons of pride because we were able to surpass all those challenges, and are finally able to remove the early access tag. We have so many more great ideas for Castle Story and really hope the game’s reception will allow us to keep adding content to it.
Our beginnings were humble and likely part of the appeal; Germain and Francois, our two founders, two college friends with a unique idea, joined by Benoit, the older and slightly wiser brother. Crammed into a spare bedroom of an apartment furiously coding away to prove this idea was doable, the contrast is striking. Sauropod Studio has since grown to a full-fledged studio of over twenty developers; Artists, Programmers, Communication folks and paperwork ninjas all helped make Castle Story a reality.
There is no denying that the road has been bumpy. Miscommunication, missed deadlines and crippling bugs were publicly known, but legal issues, funding problems and growing pains were kept private for various reasons. We overcame all of them, and came out much wiser, if a bit weary. We had some help, however. We happened to have 30,000 backers observing every step we took, eagerly waiting for a finished product – rightfully so! It helped us stay motivated and stay focused, but it also introduced the added challenge of community management from day 1, a task we completely underestimated.
For the most part, Castle Story’s development was filled with great moments and memories. Every single update we released improved the game drastically and was cause for a mini celebration! We saw the number of active players steadily climb as we added more and more content into the game. We met so many new faces both online and IRL during conventions and other occasions. An amazing community was built around the game and the fan art you’ve come up with always gives us a little tingly feeling.
From the very bottom of our hearts, thank you for sticking with us on this long journey, thank you for being part of this story and thank you for all your support. It means the world to us and we hope you’re eager to see what the future will bring for Castle Story and Sauropod Studio.
Alright that’s enough sappy stuff. Click on the image below to see what's new!
Or watch the new launch trailer here;
https://www.youtube.com/watch?v=wiyd3o0CXVY
Introducing: The Artificer!
Did that Corruptron Warlock video worry you for the well being and future of your castle?
Have no fear, The Artificer is here! In the coming 1.0 update, Bricktrons will have a new craftable kit allowing its wearer to cast magical missiles and heal nearby friendlies!
Check out the video below!
Castle Story - Hardware Survey :)
Hey everyone!
If you could help us by taking a few moments to fill this form with some information about your computer, it would help us a lot.
http://www.castlestory.net/HardwareSurvey
In exchange, here's a teaser picture of 1.0 :)
Much love. <3
1.0 & You - The Warlock
Bricktrons! To arms!
While you guys are busy gathering tons of resources, building awesome castles and crafting glorious weapons for your Bricktrons in the 0.9 update, we're busy upgrading the Corruptrons' team with a brand new unit to destroy it all in the coming 1.0 update! Mwuahaha.
Introducing ...
The Warlock
A new Corruptron will begin roaming the islands of Castle Story in the upcoming 1.0 update. This terrifying, magical enemy is fueled by the corrupted crystals it carries on its back.
Watch the video below for a glimpse of what The Warlock has in store for you!
0.9.2 - LAUNCHER IMPROVEMENTS & FIXES!
We've just released minor 0.9.2 - for more info, check our changelogs here: http://www.castlestory.net/en/update/6245-092-Launcher-Improvements-Fixes
Enjoy!
0.9.1 is out now - Fixes. Lots and lots of fixes.
Hello boys ‘n girls!
The reception for 0.9 has been outstanding. It’s been the biggest, most popular update we’ve ever released – ever. It’s pretty awesome.
Many thanks to those who took the time to report issues (special mention to our early playtesters <3) – we’ve worked on resolving these issues and this pretty hefty patch shows that well.
Keep it up, by the way! You can give us your feedback, bug reports and suggestions on the forums. Also, you should definitely come and hang out on our Discord. Lots of players and devs there.
- Added an “editor camera” toggle removing the existing constraint from the camera such as the auto-ground snap, zoom in/out padding, etc. You can toggle it in the settings menu when in a game.
- Made the move attack being in the same spot in the pie menu for both Knights and Archers/
- In the keybindings menu, added a hotkey for the landscape task button.
- Increased the damage Minitrons cause to voxels.
- Fixed an issue where big savefiles were taking a huge time loading.
- Fixed an issue that caused the scoreboard in Invasion not to be displayed on Linux.
- Fixed an issue where a blueprint would be on your cursor if you quickly opened and closed storage management while in edit mode.
- Removed tutorial markers from the world editor, those are development tools that weren’t meant to be in a public release for now.
- Fixed an issue where Bricktrons working on a furnace or a workbench would frequently stop working, thinking they “can’t find what I need” when the resources were available.
- Fixed an issue where saving and loading a Sandbox game would break the total-play timer.
- Added icon for “Call to arms”.
- Fixed an issue where a construction task’s blueprints would appear even outside of editor mode if one of that task’s structures were partially built.
- Fixed certain boulders on Troubled Heaps not being diggable.
- Fixed an issue in multiplayer where clients would have rubble floating around their Bricktrons.
- Fixed an issue where you could assign Bricktrons to several tasks / tools at the same time.
- Fixed an issue where blocking the path to the “idle beacon” (the one near your crystal at the start) would cause AI malfunctions.
- Fixed an issue where Bricktrons weren’t digging the quarry layer by layer.
- Fixed an issue where the repair task’s blueprints were not the correct color.
- Fixed the wards looking like they’re complete if the first ingredient placed is an iron ingot.
- Fixed an issue where you couldn’t remove anti-blueprints from furnaces. Anti-blueprints are the orange “to be destroyed” ones, by the way.
- Fixed an issue where the selection circles broke if you hovered a structure as it got destroyed.
- Fixed colliders being misaligned on certain items.
- Fixed an issue where opening the pie menu on a blueprint you can’t see (because you’re not in editor mode) caused the dig voxel option to be missing.
- Fixed an issue where the music would sometimes randomly stop.
- Fixed an issue where Corruptrons had no defensive radius, meaning you could kill them at long range with no reaction on their part.
- Fixed an issue where thought bubbles would block your clicks.
- Fixed the landscape lacking a hotkey.
- Fixed an issue where the text in drop down menus wasn’t visible.
- Fixed an issue where Bricktrons would jump from one plank to the other on a ropebridge if it was too steep.
- Fixed an issue with LOD being set to medium by default.
- Fixed an issue where Corruptrons could all jump off onto the same voxel.
- Fixed an issue where Corruptrons would teleport back a few voxels when chasing Bricktrons.
- Fixed an issue where the operator icon on the catapult would start jumping around when a Bricktron was operating it.
- Removed a Corruptrons spawn on Plateau Mont-Royal because it was way too close to the player’s spawn. Personal bubble, dude.
- Fixed an issue where weaponstands couldn’t be destroyed via the pie menu.
- Fixed an issue where Bricktrons would destroy a layer of “crust” when harvesting plants.
- Slightly improved the issue where having too many tasks means you can’t see all of them in the taskbar. We’re still investigating a better solution.
- Fixed an issue where resetting the keybindings to default would remove all the “Left Shift” keybinds.
- Fixed an issue where changing keybindings while in-game could cause some unwanted behavior.
- Fixed an issue where Corruptrons could sometimes spawn inside of surface boulders, iron and brimstone.
- Fixed an issue where Archers didn’t consider crystals when calculating whether or not they can hit their target.
- Fixed an issue where Bricktrons could spawn in the void if their spawn crystal was too close to the edge of an island. Talk about not being given a chance.
- Fixed an issue where the split construction tool didn’t properly separate the two groups of blueprints.
- Fixed an issue where the taskbar didn’t update properly under the storage management section if you had the taskbar open.
- Fixed an issue where the radius of tasks wasn’t being saved.
- Fixed Bougre’s behavioral problems.
Aaaaaaaaand that’s all. Hope you enjoyed and don’t stop sharing your suggestions, bug reports and comments on the update. :)
Castle Story 0.9 Update IS NOW LIVE!
Hey everyone! :D
Today, we’re happy to release 0.9 which is a huge milestone for us, not only because of the amount of features we’re introducing, but because the next step is – make sure you’re sitting down – the 1.0 release of Castle Story! Which is, sort of, like, a big deal for us, to say the least.
https://www.youtube.com/watch?v=stQKvaDgSLQ
This update contains far too much content to list here, so be sure to check out the full changelogs. It has juicy animated gifs! Totally worth.
Don't be shy! We'd love to know what you think about this update, drop by and say hello?
0.9 & You - Sentinel Wards
Good evening beautiful people!
The 0.9 update is very close to release. Like, really close. I know you can't wait and I don't blame you, it's going to be a pretty epic update. We just need a little bit more patience while we smooth a few bumps and polish a few boots.
Another very new, very neat mechanic we've developed for 0.9 are the Wards. Wards are dynamic structures that each serve a different purpose. Today, we're going to show you the Sentinel Ward.
Your Bricktrons can build those using raw iron and brimstone and they have to be placed on flat surfaces, not attached to walls unlike other wards. When they spot an enemy, Sentinel Wards will charge up while taking aim, then open fire at the nearby enemy. They will, however, overheat and need to cooldown for a few seconds before they can fire again.
The cooldown mechanic compounded with the fact they can only be built on flat surfaces means they won't be replacing archers.
Click the image below to see them in action!
What do you think the other wards will do? :D
0.9 & You - Rope Bridges
Hey, you! Yes, you, brave little Bricktron!
Have you ever wondered what lies beyond your home island? What if, behind the rows of trees and mountains, lies another island with even greater trees, mountains and precious stones?
Wonder no more!
The next update ( 0.9 ) will introduce a new dynamic structure; rope bridges!
Super easy to use and super convenient, it'll allow your Bricktrons to build a bridge between two ledges, without needing to have Bricktrons on the other side too! It's pretty great.
Click the image below to check out a video on how it works and looks!
You'll be able to bridge two structures too, not just natural ledges. It'll be a great addition to your castles!