Gaslamp Games is taking Early Access to the next level with an "Earliest Access" release of Clockwork Empires. It's pretty much exactly what it sounds like: Buy the game now, get upgraded to the Steam Early Access version when it's ready and then get yet another upgrade to the full version on launch day.
Yesterday we ran a world-exclusive first hands-on with Clockwork Empires, Gaslamp Games' steampunk settlement-builder. Today we're glad to reveal the first-ever, non-trailer gameplay footage of the game, accompanied by some commentary from yours truly.
You may recall our enthusiastic interview, preview, and video coverage of Clockwork Empires. The indie project is a Dwarf Fortress-like, Victorian colony sim that we’re anticipating with zeal, partly due to its Lovecraftian underpinnings.
After months of heavy development (punctuated by a few dev blogs), Clockwork’s Vancouver-based indie creators Gaslamp Games have published the first video of Clockwork Empires. Gaslamp also underlined that it plans to release the game in 2014.
With a wink and a nod to the colossus that is E3, Gaslamp Games have a new dev blog update concerning its in-progress steampunk city-builder Clockwork Empires. Gaslamp technical director Nicholas Vining describes some of the features the team has been busy working on, including character moods, sleeping patterns, and combat.
Gaslamp Games continues to enlighten us about how its steampunk city-builder will work. This week, the Vancouver-based indie is shedding light how it plans to integrate combat into its Dwarf Fortress-style game. The martial matters divulged in the today's dev diary include details on how the personalities of soldiers and officers will affect combat and the consequences we will endure in defeat.
Last August we revealed Clockwork Empires, a steampunk city-builder inspired by Dwarf Fortress (and Lovecraftian doom) from the creators of Dungeons of Dredmor, our favorite indie game of 2011. Since then we've followed Gaslamp's weekly blog updates with interest as the Vancouver-based indie assembles the systems that'll drive the game.
I caught up with Gaslamp's founders at GDC to get an update on the game's progress, its release date, and to ask Gaslamp to explain how features like combat, modding, and megaprojects will operate in Clockwork Empires.
The dark whimsy Gaslamp Games is piling into Clockwork Empires is delicious. Their dev blog continues to reveal pleasant surprises like creepy plant people and "BIRDS, terror of the open skies." The latest glimpse into the strange minds of Gaslamp came earlier this week in another update that breaks down how citizens' personality traits drive their Dwarf Fortress-like, emergent actions.
When we last checked in on Gaslamp Games' steampunk sandbox Clockwork Empires, Technical Director Nicholas Vining spoke of such wonders as carnivorous birds blending hapless humans into edible giblets and the soul-searching presence of useless machinery. In a new entry charting the rise of Empires' endearing quirkiness, Vining exposed more of the cog- and steam-work guts powering building construction and plumbing, and a small invasion of plant-like humanoids.
We've been keeping close tabs on Gaslamp's upcoming Dwarf Fortress-like steampunk colonization odyssey, Clockwork Empires, and are delighted to announce that it only seems to be growing more insane by the day. In a fresh off the assembly line blog post, the devs have revealed some tidbits on everything from a bird that will push you into a factory's machinery and eat what comes out, to the amazing clockwork wonders you'll be able to build that do... absolutely nothing.
Our Clockwork Empires preview unearthed some clues and concepts lurking in Gaslamp Games’ steampunk city sandbox. To illuminate more of the game’s insanity (Elder God-summoning; weaponized zeppelins) and intricacy (procedural building technology; emergent character interactions), I’ve cut an interview based on a two-hour conversation with the developer.
“Interview” might not be accurate, actually. It’s more of a 9,000-word lobotomy of Gaslamp Games’ three founders, and also one of the most lively and entertaining conversations I’ve had with a group of game makers.
Dungeons of Dredmor (our favorite indie game of 2011, if you'll recall) has fresh DLC. It's $3, and with the irreverence we'd expect, it adds a pile of absurd skill trees (Banksterism, Paranormal Investigator, Magical Law) and features (item storage in pocket dimensions, graffiti, Diggle Hell, equipment "Encrusting") into the game that domesticated the roguelike.
It's about time someone conquered those Wizardlands. Gaslamp Games are opening the gates on August 1 with the release of a new expansion pack for the cheeky indie roguelike, Dungeons of Dredmor. It's called Conquest of the Wizardlands. A well as the new realm, a box that contains its own storage dimension, the ability to improve items by "encrusting" them, enhanced stealth mechanics and new skills, the DLC pack will also add "Drunkenness!" and "Minibosses!" and more for $2.99.
Get the full featurelist from the Gaslight Games site, and check out some mysterious artwork for the expansion in the latest blog post, including this image of a squid-addled deer.
Gaslamp Games have announced a chunky update for their well-received roguelike Dungeons of Dredmor. It's called Conquest of the Wizardlands, it'll cost $2.99, and it's coming out 'pretty darned quick'.
The list of new features - detailed in full in the announcement blog post - is variously silly, exciting, and confusing. You'll use "an innovative retro-inspired magic password system" to reach "the fractured extra-dimensional domains of the Wizards" - smart money's on a code wheel, cardboard DRM fans. The chances of a matrix are also very high.
Indie roguelike Dungeons of Dredmor has released its lazily named, free expansion, You Have To Name The Expansion Pack. The add-on brings Steam Workshop integration along with a dungeon-load of new skills, areas, monster variants, and items. In addition, the base game needed to play is on sale for only $1.50 (97p), or bundled with the Realm of the Diggle Gods expansion for $2.25 (£1.46).
The creators of our favorite indie game of 2011 cooked up some beautiful art we'd like to share with you. You too can adorn your desktop with the form of a giant-eyebrowed adventurer seizing a Horadric Lutefisk Cube amid hordes of Dredmor's spiral-nosed mascot monster (and occasionally hypnotized ally, if you play with the Big Game Hunter skill), the Diggle. Click within for a 1920x1080 .PNG.
Dredmor and its expansion can be had for $7.49 on Steam, if you'd allow us to recommend it as a worthy way to spend your (long, if you're American) weekend.
Gaslamp Games has released a $2.99 expansion to Dungeons of Dredmor, a roguelike we've come to cherish through 2011. For the price of a small hamburger, you can inject new skill trees, items, monster types, and more ways of being killed by one of our favorite indie games of the year. Buy it on Steam here.
I've pasted a breakdown of the expansion's major content within. I think I'll roll a vegan, vampire Emomancer tonight when I get home. Finally, an RPG that lets me build a Twilight character.
Gaslamp Games, creators of recently released indie roguelike Dungeons of Dredmor, have detailed the expected contents of an upcoming update. It's a reassuringly long list of changes that deals with minor problems like blood spatter lag, and bigger problems with monsters that can't string two words together. Monsters will now have an "expanded vocabulary," and the evil Lord Dredmor himself will be made "nastier."
The complete list of what we can expect from the upcoming patch can be found below, and more information can be found on the official Gaslamp Games blog.