A Message from Ino

Hey guys… its finally here… we did it… kinda? Our first phase of the persistent, “traditional” survival is FINALLY in place. I am gonna go ahead and put a HUGE emphasis on first phase. We still have some bugs to work out, lots of recipes to add, some animations to tune and generally speaking, lots of stuff that needs to be refined. But the great news is, now that its here and you guys can mess about with it, we can iterate on it. Disclaimer, though, while Survival is active, multiplayer for Survival is not. We have a lot of work to do restructuring the networking stuff and follow up with a few system, but its on its way.

Our arena type ish game, Proving Grounds, is still active if you wanna jump on a server with a few buddies and womp some faces, but for now refining the proving grounds will sit on a back burner a short while longer while we clean up networking and give some sweet sweet love… attention *cough* to Survival Mode in TUG.

We still have some pretty big stuff on the way, like more modding functionality and new sparkly terrain gen and manipulation tools. So be sure to keep up to date and follow us on the twitters @Nerdkingdom. And if you are into what we are doing, or like what we are about, or want to help feed starving indies; tell your friends, share our work and maybe share some love, because why not? And also, ANY bugs you run across, PLEASE share them with us here (TUG Support Forums), its nearly the entire reason we are on early access, to get your help to make this game all kinds of not suck. And make no mistake, there will be bugs.

If you have any general nerdrage or need some inspirational words or bits of life changing advice, feel free to follow me @inoritewtf.

Disclaimer: advice… not so great.

xoxo

ino

Please be sure to keep up with us on our development on our Trello Dev Board. You can read up on different aspects of development and other topics of interest on our blog.

Old save games will no longer work!

Art

Red Root, Paddlesnip, Pakroot & Iceroot added to generation and set up with resources

Resources set up for the small and large mushrooms

Small sapling version of the fruit tree added to generation

Small bud and shoot version of the gourd vine and the berry bushes added to generation

New texture resources for building materials

Ponsai tree added to generation

Model representation for voxel blocks added for each terrain type

Models for fruit seed resources added

Crystal shard models added to represent each of the crystal resources

Design

New refined voxel blocks for cobblestone, thatch & leaf patches

Survival Mode now active in the main menu; it is currently only a single player mode

New biome generation added specifically for Survival Mode

Jungle biome added

Swamplands biome added

Resource spawn rates and objects adjusted for the rock pebbles, the flint spear head and the knapped rock blade

The amount of time for a seed to become hungry has been extended to 3 in-game days for Survival Mode

The duration of stamina has been extended in Survival Mode

Crafting stumps and boulders added back into generation

Code

Renewable fruit added to fruit producing trees, including the apple, orange, cherry, coconut & apple.

[Physics] Fixed an issue that would prevent the physical world from following the player.

[Physics] Fixed a stability issue with rapid terrain manipulation.

Fixed shadow alpha-transparency.

Fixed in-view culling issues.

Fixed additive particle “black-hole” issue.

Fixed bug where water existed.

Known Issues