TUG cover
TUG screenshot
Genre: Shooter, Role-playing (RPG), Adventure, Indie

TUG

TUG News 12/2/2014

Hey all, apologies for the silence over the past several weeks. We are still alive and well, and are chugging along smashing multiplayer into TUG and in the process of testing. Suffice it to say, all things are looking great with the game and we have made some huge strides. We cannot give a release date JUST yet, but know that it will be coming soon - the goal being before the holiday break. If it does not come as an official release it will come as indev, so watch for my spamming it on teh twitters @inoritewtf.

As for the state of our team and project as a whole, things are looking VERY bright. As mentioned in our infamous update where we announced our cutting down the team, we had been speaking to several outside groups to step in as financial partners to get us over some large upcoming milestones. We have since cut that discussion down to one group in particular, who is excited about our game, appreciates our drive to create, and our forward transparency with our community, for better or worse. While nothing is “officially” signed to close any deal, we have been through a lot diligence and dialog to make sure everything lines up with our mission.

And like anyone else we bring onto our team, we have taken a lot of time to research who they are, what they want, and what they are all about. With these partners, we still retain independent freedom and the ability to experiment and remain open & transparent with you, our community. We are fortunate that these investors see in us, what you all have, and we are anxious to bring this project to entirely new levels. But what is most important to us in getting this deal hashed out is that we get to bring back the team that we had to let go and now offer a bit more security to the team. However, from everything I have learned in the world of technology startups, it won't mean a thing until “the deal is signed and money is in the bank”, so save your party poppers for our announce on this (or your tissues if it goes south on us).

Another reminder - we will be increasing the price of TUG to $19.99 with the “official” update with multiplayer. This has very little to do with trying to capitalize to make more money on the project, as always its about us translating what we think the work we have done so far, is worth. We will do our best to give a reasonable heads up on this update, and will likely discount the game 50% for a few days at (off of the new price point $19.99), so last minute buyers can pick it up for the original $9.99 (did that make sense? idk…)

Some of us will be attending Pax South to hang about, possibly do our own table (in the parking lot) at the event (because moneys). So if any of you are gonna go, drop us a line and we can meet up for a jumping *high five* (80s style with freeze frame).

As usual, if you have any complaints about how TERRIBLE this game is, tweet our producer @brennanpriest42. If you think its fantastic and want to shower praise and cookie bouquets, you can get at me @inoritewtf.

What to expect with TUG In Development

Welcome to TUG In Development! A lot of things are happening here at Nerd Kingdom and we want to share them with you even if they aren’t quite ready for release. The biggest thing you’ll find here is our new terrain generation. With this version we have moved all of our existing game features as well as anything in development over to function on the new terrain, so expect the same game play you can find in the public release now supported here on our new terrain generation.

Let’s start with what all you will find In Development. First off you’ll notice that the world looks much different. We have improved our lighting which reflects across all textures and models already in the game. With the new terrain engine we have also adjusted our terrain. You will find biomes that occur in round shapes making it much easier to find your way through the world. In addition to this change in biome shape, large mountain ranges can be found in the world to really help create large landmarks that you can also use to navigate the world.

New terrain also means new block shapes. Soils and soft materials like snow can be placed in spherical shapes, forming mounds when stacked. Dirt, vegetation and natural textures are placed in beveled cubes and manufactured materials like cobblestone and wood planks are placed in the standard cube shape that all of our blocks previously adhered to. As the game progresses players will encounter more of this separation between materials that are smooth and natural as well as manufactured hard lined shapes.

In addition to these placement changes, tools now follow a different shape pattern. Picks dig out in beveled cube shapes while shovels dig with a large spherical pattern. Using a shovel underground can make wonderful Hobbit holes! Hammers and axes are set to dig in a cube pattern but currently blocks still adhere to their placement rules when dug, so currently the cube digging will still only perform beveled cube cuts.

As for actual game play elements, this In Development branch supports crafting, farming, apothecary, hunting, building and the crude & bronze tiers of tools & weapons. Ores for the bronze tools occur at a layer of rock found beneath any of the biomes and are randomly found in this rock layer below the surface. Caverns and a true ore system will be available in an upcoming release.

Finally you will also find some of our new features that managed to make it into this version of the game as well. You will find a new predator, the first few elements of our alchemy system as well as a trap that can be created to capture critters!

To get into our in development branch of TUG, follow the instructions here on Steam.

If you have any questions or comments on the topic, or are generally concerned, you can ask me on twitter @X_Nekochu_X, or on the following reddit post and I will do my best to reply to everyone with valid inquiries or thoughts.

TUG InDev Update 11/7/2014

11/7/2014

Fixes



  • Added optimizations to generation
  • Added Cats with Cubs
  • Cub flee and follow AI added to the game
  • Optimized existing AI scripts for multiplayer
  • Fixed alchemy conversion recipe for forked sticks
  • Clamped the size of the max stack of voxel clump objects


Work In Progress



  • Testing new AIs


10/29/2014

Fixes



  • Temporarily removed encumbrance calculations
  • Added alchemy recipe to convert leaves into vines
  • Adjusted stack sizes for all objects
  • Adjusted placement rules for tables and large decor items
  • Seeds are now edible as well as can be planted
  • Adjusted planting rules for seeds to ignore “Vegetation” category of items
  • Increased durability values for all tools
  • Mysterious changes to the Mushroom Man
  • Added crude tool rock drops from boulders


Work In Progress



  • Testing Cats & Cubs AI
  • Starting work for more AI creatures
  • Investigating saves corrupting if you create a new game while currently in a world


10/27/2014

Fixes



  • Fixed a rare crash when travelling across terrain
  • Fixed a crash with fully grown cabbage traps crashing games on load
  • Fixed an issue with fruit fruit trees over-producing fruit


Work In Progress



  • Looking into Encumbrance
  • Adjusting Day/Night Cycles
  • Rebalance of tool durability values



10/23/2014

Ahoy, all! Our last update was a bit drab, but thankfully this update brings progress and signs of some potentially amazing news for our team and this project at large.

We are FINALLY getting new terrain into the in-dev branch release, and its got hawt digging action… with NOT SHARP EDGED SQUARE BLOCKS… OMG WE DID IT, ITS DONE, IM OUT *drops mic*... also, there is other stuff!

Its a fairly exciting milestone, being that the world is now more unique, and its a big step towards getting networking done. Actually, its the next step in getting networking done, which means multiplayer is almost here! Now you can help your friends, or steal stuff from them when they aren’t looking. Good times…

When we sent out the message/update/reddit/forum post to you all, we had OVERWHELMING positive feedback and many of you offering to give us more money to help us along… some even recommending another kickstarter. All awesome thoughts and really powerful things were said to us that helped inspire us to keep pushing on this. So thank you…

What was NOT expected, however, was a fist full of outside investors and gaming entities that were interested in stepping in to help us continue this project and help us keep our independence. Something we did NOT see coming, but was and has been very exciting. We are currently working on the details of one or two things, and its POSSIBLE we may have some good news soon. We cannot say for sure what will happen, but it's looking fairly positive so far.

Of course, since we are all about sharing bad news, we sure as heck are going to be sharing good news, as soon as it comes in.

Keep on tuggin! *cough*

- Ino

Art



  • Lighting changes create more pronounced normal maps
  • Changes to shadows and light levels at night
  • Cabbage Trap can now be harvested to make an actual trap plant
  • Updated normal maps and texture fixes for trees and rocks
  • Updated several terrain textures
  • A new surprise!
  • Return stone


Design



  • Alchemy table
  • Crystals and Spires now generate in the world and can be harvested
  • Several transmutation recipes have been added
  • The mushroom man’s spawn frequency has been adjust down slightly
  • The mushroom man’s sound effects should play less frequently
  • The mushroom man shouldn’t place multiple mushrooms in the same place anymore.
  • Bronze tools can now break Crafting Stones and Stumps
  • Adjusted resource density and frequency
  • New placement shapes for blocks; soft soils place in a sphere shape, natural blocks place in a rounded cube shape and refined materials place in a cube shape
  • Tools now carve differently; picks carve in a rounded cube shape, Hammers & Axes carve in a cube shape, Shovels carve in a sphere shape


Code



  • Encumbrance
  • New Terrain engine
  • Increased visibility range


Known Issues


Letter to our community: The cost of staying independent

So we have good news and we have bad news… I suppose its best to format good, then bad then good, in this situation. I fully recommend reading this post at length, so there is no miscommunication on the topic and we see, clearly, everything that is going on.

Good news: We have had consistent stable growth in sales and play time over the past 4 months. With more and more people now noticing the game, and our attention to feedback and play behaviors, things are starting to REALLY look amazing. New terrain is coming online, we had a leak from Azzy (here), lots to do in order to improve it. But, finally, we are free from those blasted sharp angle blocks. Networking is also on its way shortly, and this will be the first time we actually have networking running with a “traditional survival”.

The modding API is looking fantastic, with more and more members from the Minecraft modding community coming over to support us, and more YouTubers now taking notice and sharing the project as well. To those of you that have been helping us push TUG, thank you so much; you know who you are. To those who will not cover TUG because we can’t pay you for coverage… well… something else.

We have been able to REALLY build a lot with the funds we raised from investors, and we have been able to make some RAD content in that process with all the support from our backers and new members of the community. It’s neat to be able to build stuff and share it with you guys and have a platform to talk and interact with one another.

The not so good news: A round of funding, that was to come in, to sustain us clear through the end of this year (January) was held back by an investor. The deal that would have gone through would have lost us all control and ownership and we are not huge fans of being owned by investors like this. Sadly, we need to cut off a few limbs to be able to ensure this does not happen.

With this, we are now on a path to growth to fully support a small team with no outside investor support. And this means we have to cut our team in half… its the hardest thing we have ever had to do, but it’s what we all collectively have agreed is the best move for us, and you, our community. We certainly have had people come and go from this project for many reasons, but this core group is all family… and its heartbreaking.

With these changes, it also means that we will be a few months late on delivering all our promises by January, as we stated we would with the kickstarter goals. I apologize for that on behalf of the team and I am holding myself accountable for NOT having done more diligence on our financial partners to know this was coming. Its a funny situation, whether you do well, or REALLY well, can make the difference of supportive or tyrannical investors. Another important note, to others out there who do raise funds for games and tech… never take money from people who don’t understand games and tech.

The other good news: There are a few large publishers (not scary ones), that may want to give us access to more resources. This would allow us to make the game and tech bigger and better than we could have imagined before. We cannot discuss who they are just yet, but ironically in this situation, it really would mean a chance at ACTUAL freedom and independence. And before we do accept whatever offer from any of them, we will reach out to you, our community, to share what is going on and get some feedback to create dialog around this topic. It could end up that what is put on the table simply is not in our, or your best interests. But we want to make this project everything it can be, so its worth reviewing everything we can.

Still, it is also quite possible that this push with multiplayer, in survival, and new terrain may be able to give us a large enough jump in growth, from revenue, that we can bring our team back fast, and possibly even staff up a bit more. Unlike other games that sell SUPER fast and drop down, our steady growth really has given us amazing opportunities to really understand what we do, and what others do, that impact how the game plays and is perceived.

In closing, please DO note, that this is not us going down… quite the opposite. Its us making the sacrifice needed, now, so that we DON’T go the path of other kickstarters before us. We are doing what it takes to press on, self sustain and do what we have been telling you all since we first started on this together, well over a year ago. This is what we have to do in order to stay independent and free to do what we want to do.

We will be implementing a price hike to $20 on the game when we have Multiplayer and new terrain online in survival, which will be SOMETIME by the end of next month. And with this continued growth and exposure, we will continue to build the game, engine and tools for the modding community. The game will run and look better and better with more time and we are excited to keep working on it.

If you have any questions or comments on the topic, or are generally concerned, you can ask me on twitter @inoritewtf, or on the following reddit post (here) or email me, personally ino@nerdkingdom.com and I will do my best to reply to everyone with valid inquiries or thoughts.

TUG News & Update 9/23

Good News, Everyone!

A day late, but better late than never right? The Bronze Age is now upon us but what about magic? We are excited to bring the first phase of magic with the introduction of alchemy in the world of TUG. Sacrifice your energy for the love of magic and bring forth some new surprises...didn’t you like our last one?

The Awesome News/Update:



Alchemy System

The early stages of alchemy is in the works and introducing a few new recipes to help you survive or...be eaten. You may see some new crystals spawning around in your world once we have it out.

  • Trap

    What more to say here? Just don’t get eaten alive! Be sure to check the in the works video tomorrow for more details.

  • Transmute!

    Craft the alchemy table or fully utilize the magic tree stumps to convert even more items at the cost of your energy.

Multiplayer [High priority]

A lot of progress have been made on the new network code. Unfortunately, still no confirmation date yet until we make a bit more progress and can provide a better estimate.

Terrain Generation v2 [High priority]

Progress have been made and we finally have some voxel manipulation and placement working. It still requires a lot more optimization. We have some work to do to get the caves in and also recreating existing biomes.

In The Works:


Here are the latest work in progress videos if you missed it.

Metallurgy
https://www.youtube.com/watch?v=xsTLdgGmjnw

Bronze Age Weapons
https://www.youtube.com/watch?v=spuJYg7I_ls

Terrain Gen v2 Sneak Peek from Azzy
https://www.youtube.com/watch?v=FuJOa0HKpkE


To follow our development go to our 2014 Dev Board on Trello
Tweet Tweet? @TheUntitledGame
Like TUG? Like TUG on Facebook!
Bloggity bloggity, Al~right~ The Nerd Kingdom Tumblr!
Forum Junkies Unite! The TUG Forums!
Join our circle in Google+ here

If you think we have not done a TERRIBLE job so far, please share our project and news with your friends. As usual, every penny earned in Alpha and Beta goes right back into development.

TUG Update Alpha 0.6.5

Good news, everybody!

Another day another update. Finally coming out of the stone age… maybe we will be less a caveman simulation now *cough*. It’s our first step to advancing an age in TUG with crafting and a few additional bits, along with an adorable, and also very annoying little surprise.

As usual, don’t forget to share any bugs you run into, on the forums here, follow us here, and follow our progress on our trello here.

*high five*

https://www.youtube.com/watch?v=ImNac0IKmAo

Patch Notes:

Art

  • Bronze weapons and tools
  • Surprise!
  • Metallurgy set with a Furnace, Bellows, Sandcast Mold, and Stone Anvil
  • New Ores that can be combined to make bronze
  • Updated textures to the predator


Design

  • Ores set up to generate from certain rock materials
  • Material drops from terrain and trees adjusted to match new block digging sizes
  • Updates to the predator behavior, it now fears campfires and hunts other critters
  • New recipes added for all bronze tools and new tables (Bellows, Sandcast Mold & Stone Anvil)
  • Existing tables also received new recipes in line with the new age of tools
  • Repair and deconstructing recipes added for bronze tools
  • Rock heads for crude tools have a chance of dropping from terrain materials


Code

  • You can now dig/place voxel blocks in two different size. You can now place/dig a 2x2x2 cube. The 1 voxel cube size can still be used. Holding down the Shift key + scrolling with the mouse scroll wheel will shift between the sizes.


Eternus API

  • Modders now have the ability to register and create their own slash commands. RegisterSlashCommand(“command”, “functionToCall”). Arguments are passed over as a table. See Survival:TargetInfoCommand function for an example!
  • New function on game objects NKIsInWorld(), a simple query to find out if a given object is in the world or not.


Known Issues

  • Proving Grounds has been temporarily disabled.
  • Multiplayer has been temporarily disabled while we revamp that whole system.
  • Fruits have durability bars
  • When a fruit is held in your hand, the voxel ube outline for a tool appears.
  • Thrown (not dropped) spears stuck in the world aren’t saving properly
  • Critters don’t save their positions between game sessions
  • Critters love to get stuck on the terrain and other objects.
  • The location to harvest Critter bodies tend to be slightly lower near their feet. When looking at the correct spot, the menu pop up will appear.
  • Can place items (right click or Q) through voxels if you are too close to the voxel.
  • When (right-click) placing a Vine Fence, it places inside of the player.
  • The game can crash on exit.
  • Sometimes when resuming the game, the same sounds will play
  • Weapon/Tools placed in the environment return to full durability between game sessions
  • The shovel’s animation is not playing correctly. The shovel can still be used to dig.
  • When digging voxels, sometimes their collision will remain there.
  • Curved (partial-voxel) surfaces cannot be destroyed at certain angles.
  • Sometimes grass billboards can pop out of seemingly fully tilled dirt. This is due to an error with the blending; tilling each area around that billboard should remove the grass.
  • 3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed.
  • The sprint key (Left Shift) cannot be rebound.
  • Can’t bind the Mouse 4 and Mouse 5 buttons

TUG News & Update 9/8

Greetings!

We promised to keep everyone updated every 2 weeks and it’s about that time again. There are so many things going down in the Kingdom that we need a dedicated person, @Cambo, running around collecting the goods to keep you informed. These updates will be smaller since we are splitting them bi-weekly instead of monthly but you get news faster, deal?

Importantly, we are working really hard to make sure we bring updates out faster. They will be smaller content updates, but we want to ensure you that we are not holding any goodies away from our community. Your feedback early on, is important and the sooner we can get it out, the better it is for future iterations of that feature!

The Awesome News/Update:





  • Our first pass on Metallurgy is in the works and you will be able to craft a furnace in the next update. In addition, early iterations of mining will be introduced to fuel your hole digging addiction. More details rolling out this week!


  • The introduction of Metallurgy and mining brings forth a new age as well. We are moving from the crude age towards bronze age with stronger tools and weapons. Higher durability and strength to keep you going. One pick axe to rule them all! I kid, but that would be pretty OP wouldn’t it?


  • The multiplayer support is currently high priority and we have 2 dedicated code wizards jamming away at it. Lots of technical stuff, I cannot understand, since I would need to be a wizard to decode that information for you all. Personally, I’m a dwarf, so I only care about mining and hoarding all the gold deposits in the mountain biomes. More details will be released in a blog post once it’s ready.


  • Terrain Generation v2 is also a high priority and we will continue to update the Indev build as we make more progress. The biggest hurdle for us is to ensure we have terrain manipulation working and is stable.


In The Works:


Here are the latest work in progress videos if you missed it.


  • https://www.youtube.com/watch?v=AHQ5xrreBGE

  • https://www.youtube.com/watch?v=nMcEYDh7ySo

That is it for now but do keep an eye on our social media channels for more specific details on the updates. Huzzah!

Shoot us an email at support@nerdkingdom.com if you still haven’t claimed your TUG early access key on Steam. They have been sent out since April :-p

To follow our development go to our 2014 Dev Board on Trello
Tweet Tweet? @TheUntitledGame
Like TUG? Like TUG on Facebook!
Bloggity bloggity, Al~right~ The Nerd Kingdom Tumblr!
Forum Junkies Unite! The TUG Forums!
Join our circle in Google+ here

If you think we have not done a TERRIBLE job so far, please share our project and news with your friends. As usual, every penny earned in Alpha and Beta goes right back into development.


TUG Update Alpha 0.6.4

Greetings!

Patch Alpha 0.6.4 is here, and now you finally have something to run and hide from, in game. Something that isn't so bright, but it’s a start. We have a few really neat systems that have come online and its another step towards this big tech demo, actually becoming a game. As per usual, lots of borked stuff, so your feedback is ALWAYS needed to help us squash dem bugs.

New terrain gen is just trailing behind and will make it into an update VERY soon. As mentioned in a previous post, we are going to open up a second branch of ALL the things we work on, as we work on them, so content will be more frequently shown on that “InDev” branch. Play this branch at your own risk, its possible to splode… but its at the risk of seeing all the pretty new terrain and content on almost a weekly basis before it gets pushed to the main branch.

As usual, send all complaints to @BrennanPriest42 , Why No multiplayer, bro, harass @camfergusondfw and all compliments and virtual high fives to me, @inoritewtf and follow all our stuffs, in general @nerdkingdom

*high five*

http://youtu.be/P2uVelH8EBM

Patch Notes:

Art

  • Powdered apothecary reagents
  • Saber Cat predator
  • Hollowed Pumpkin Shell
  • Pumpkin Cauldron
  • Gourd Shell
  • Gourd Flask
  • Multiple potions can be created using the Gourd Flask
  • General animation tweaks


Design

<*>Added labels to all objects
<*>Objects now have a durability and deliver differing durability damages per tool
<*>The flat rock at the campfire can be used to grind ingredients into powders and used in potion recipes
<*>Apothecary system now available with 5 different potion recipes
<*>Tools can be broken down to reclaim resources
<*>Wild alchemy tables allow for basic conversion of some resources
<*>Eating fruit produces seeds; seeds can also still be created at the workbench
<*>Adjusted the drop rates for trees and rocks
<*>Drops from harvesting objects stack and report back the number of items in a stack


Code

  • Enabled tool tips for inventory items, can be toggled on/off from the options menu
  • Integrated CEGUI; Reimplemented the main menu using CEGUI
  • Implemented fall damage for controllers
  • Crafting and recipe system has been revamped for more control
  • More game data and logic has been moved into Lua
  • Restructured game data directories for easier mod support
  • Added basic mod support and selection through a text file under /configs
  • Minor Optimizations
  • Increased stability significantly
  • Improved jump sequence
  • Tweaked the logic behind spear throwing
  • Integrate Lua Debugger
  • Implement Debug Console for Mod Development
  • Fixed and expanded the Input menu
  • Disabled particle-based clouds by default. They were causing too many rendering issues.


Known Issues

  • Proving Grounds has been temporarily disabled.
  • Multiplayer has been temporarily disabled while we revamp that whole system.
  • Fruits have durability bars
  • Some fruit bearing plants are over-producing fruit and not properly despawning “old” fruit
  • Spears stuck (and not dropped) in the world aren’t saving properly
  • Cats and Goats love to get stuck on the terrain and other objects.
  • The location to harvest Cat and Goat bodies tend to be slightly lower near their feet
  • Can place items (right click or Q) through voxels if you are too close to the voxel.
  • When (right-click) placing a Vine Fence, it places inside of the player.
  • The game can crash on exit.
  • Weapon/Tools placed in the environment return to full durability between game sessions
  • When digging voxels, sometimes their collision will remain there.
  • Curved (partial-voxel) surfaces cannot be destroyed at certain angles.
  • Sometimes grass billboards can pop out of seemingly fully tilled dirt. This is due to an error with the blending; tilling each area around that billboard should remove the grass.
  • 3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed.
  • The sprint key (Left Shift) cannot be rebound.
  • Can’t bind the Mouse 4 and Mouse 5 buttons
  • The main menu has some placeholder text
  • Sometimes when resuming the game, the death sound will play
  • Cats and Goats don’t save

TUG News & Update 8/25

Greetings!

It’s just about that time again, and we are preparing to launch some major content and engine updates... New terrain system, performance enhancements, predators, apothecary, alchemy, and more in development.

The Awesome News/Update:

We are in the final testing phases for the next update, which should be ready to go really soon. But we have a way to get you guys access to even MORE broken things, much faster than the traditional update schedule. These “Indev Builds” will go up quite a bit more frequently and will be all kinds of not working sometimes, but it will let you all see what we are working on, as we are working on it. This way, we can take what we have from these “Indev Branches”, and push to the main game, as it becomes more stable.

So, what’s coming in the next update?

  • Crafting refinement
    Item and objects durability now take effect. What does this mean? You can hit trees with a rock but you’ll have to use a whole bunch of rocks, or you can craft a crude axe and chop it down in a few swings. The choice is yours.

  • Tool Tips & Name Plates
    Tool tips are back and refined so you can see durability/health status of objects now. Oh yea! Name plates!

  • Predator
    We showed you the art concepts about 6 weeks ago. Now they are in the world of TUG. We cannot guarantee your safety any more as we accumulated over 1000s of deaths just testing it. Good luck!

  • Apothecary
    Early stages of apothecary are in the next update. The Pumpkin cauldron and everything needed to make the potions are in. With an important one, you’ll need to consume to sprint your way out of danger. There are 5 potions being added, but we will leave it up to you to figure out what they do.

  • Mod Support
    We have exposed more of our API engine and it is now easier than ever to mod. Mods can now be installed by simply copying it to your mod directory. More information will be posted on our forums soon. Be sure to check out the Eternus API here.

In The Works:
Here are the latest work in progress videos if you missed it.

Apothecary and more
https://www.youtube.com/watch?v=cGvH2JrqK_8
Hostile Predator
https://www.youtube.com/watch?v=_zueAxk1dXY
Potions and Predator
https://www.youtube.com/watch?v=3aR6aszfPeE
Alchemy & Terrain Gen v2
https://www.youtube.com/watch?v=7mkPOuca214

The Not-So-Awesome News, but added typical PR spin to negate potential rage!

The new terrain is NOT going into the main build with this update, HOWEVER since we are going to be pushing “Indev Builds” out, as well as this major update, you guys will be able to explore the new terrain and see what is going on. And as usual, you guys are free to stream and post videos on this branch as well, we just ask that you make it VERY clear that you are working off an exceptionally unstable build we use to work from, internally.

Importantly, you guys rock (OMG did we just say that?) and thank you for supporting TUG and Nerd Kingdom. We will try to make sure these news and updates are out more frequently (bi-weekly).

Shoot us an email at support@nerdkingdom.com if you still haven’t claimed your TUG early access key on Steam. They have been sent out since April :-p

To follow our development go to our 2014 Dev Board on Trello
Tweet Tweet? @TheUntitledGame
Like TUG? Like TUG on Facebook!
Bloggity bloggity, Al~right~ The Nerd Kingdom Tumblr!
Forum Junkies Unite! The TUG Forums!
Join our circle in Google+ here

If you think we have not done a TERRIBLE job so far, please share our project and news with your friends. As usual, every penny earned in Alpha and Beta goes right back into development.

Special Announcement: FTB + Nerd Kingdom

A message from Ino:

As many, or very few, of you may know, this project is all about modding. Even the start of this project was much less to do with Minecraft, and more to do with the amazing things people created, and giving them the power, and support needed to take things further. Our own game is built on the API that sits on the engine, utilizing this same tools that you all have access to (or at least will by this next update)… idk how much more modder friendly than that you can get… well, yea, actually I have a pretty solid idea how you can do that, you put the founder of Feed The Beast as the director of mods, on the project - *high five*

The value in community and integrity that FTB holds is astounding. Their very existence came from a desire to give recognition to modders in the community, while others did not even ask permission for things like map packs. This consideration of modders, as developers, has lead to a deep connection between player, developer and content creator; and everything learned from this is invaluable to us and this project as a whole.

While the founder of FTB, Slowpoke (@slowpoke101), will be a formal member of Nerd Kingdom, FTB will of COURSE remain independent and Nerd Kingdom will give no directive to how they do things. As a matter of fact, we will find ways to support and expand on their work, even for the Minecraft community. And the first major steps in doing this, is open dialog and discussion to get to the bottom of what people actually need to get things done on their own projects. We will be actively looking for ways to help support modders and their projects. We will share more details on the “how” in a later update.

On the game and tech side of things, we are in the bug squashing process, getting ready for another big update that will hit early next month. We will post some more videos on things to come on our youtube channel. And as always, if you are interested in keeping up with development, we post progress reports to our trello here

And you can see FTB official announce here

If you guys have any questions about stuff n things, hit me up @inoritewtf, or mod stuffs @Slowpoke101 or someone to yell at for things being late @BrennanPriest42 or general game updates @nerdkingdom @TheUntitledGame