What’s New

Besiege

Games

Besiege is a physics building game about constructing medieval machines to annihilate armies, obliterate castles and overcome…

Latest · by Spiderling StudiosWebsite

Changelog

Besiege: The Broken Beyond is out now!

Added
  • New space campaign with 11 levels
  • Blaster block
  • Booster block
  • Parachute block
  • Metal Wheel block
  • Control Thruster block
  • Inertial Steering block
  • Rocket Fin block
  • Grid Fin block
  • Small Fuel Barrel block
  • Large Fuel Barrel block
  • Fuel Hose block
  • Fuel Coupler block
  • Fuel Gauge block
  • Multiplayer space environment
  • Players can now load workshop machines with DLC blocks without owning the DLC, though they cannot modify those blocks without ownership
  • 51 new objects to the level editor
  • New god tool Infinite fuel
  • New god tool Disable firespread
  • New god tool Click to explode
Besiege: The Broken Beyond is out now!

Alongside The Broken Beyond’s release, we’ve also pushed an update containing a bunch of improvements & bug fixes, as well as more level editor objects for you to use!

Master Engineer Edition

For those of you who’ve already purchased the supporter edition of Besiege, you can upgrade to the Master Engineer Edition to get The Broken Beyond at a discounted price. The Supporter Edition is being discontinued in favour of The Master Engineer Edition which includes all of Besiege’s content.

Share Your Creations

We’re really excited to see all the wacky & wonderful creations you build for The Broken Beyond! Post them on Twitter with the hashtag #BuiltWithBesiege to share with us and the rest of the community. :)

More Information on The Broken Beyond

Post 1 - Simulating Planets & Gravity

Post 2 - Simulating Atmospheres and Trajectory Prediction

Post 3 - Space Blocks

Post 4 - Fuel System & Blocks

Post 5 - Building for Space

Post 6 - Space Levels

Changelog V1.9

DLC changelog:

  • Added new space campaign with 11 levels
  • Added Blaster block
  • Added Booster block
  • Added Parachute block
  • Added Metal Wheel block
  • Added Control Thruster block
  • Added Inertial Steering block
  • Added Rocket Fin block
  • Added Grid Fin block
  • Added Small Fuel Barrel block
  • Added Large Fuel Barrel block
  • Added Fuel Hose block
  • Added Fuel Coupler block
  • Added Fuel Gauge block
  • Added Multiplayer space environment

UPDATE changelog:

Additions:

  • Players can now load workshop machines with DLC blocks, even if they don't own the DLC the blocks are from. However, they will not be able to modify those blocks without owning the DLC.
  • Added 51 new objects to the level editor
  • Added new god tool Infinite fuel (similar to infinite ammo)
  • Added new god tool Disable firespread
  • Added new god tool Click to explode
  • Added more keygroups for block in settings->control

Changes:

  • Flamethrower flame is now blocked by armor blocks
  • Flamethrower now uses the new fuel system
  • Flamethrower now has a texture to reflect it uses fuel
  • For new players, default block keys have a more unified control scheme avoiding unique keybinds for single blocks and overlaps where dissimilar blocks were using the same key

Fixes:

  • Improved center calculation for machine
  • Tried improving anglometers
  • Made blocks with direction arrows place with a default direction that makes more sense with how players typically build
  • Fixed issue where leaderboards would cause crash on Linux

Better Tools Update V1.77 - Multi-key Mapping, Water Tutorials and more...

Hello everyone!

Today we’ve got another quality of life update bringing a host of new features and changes for players both new and existing! But before we delve into the details we’d just like to say a big thank you for all the interest and support that’s been shown for Besiege’s upcoming space expansion: The Broken Beyond.

If you haven’t already, please wishlist the expansion as it really helps us out!

For this update, community modder dagriefaa has been working tirelessly on implementing some of the community’s most popular mod features and requests into the base game, so a huge thank you to him from all the team at Spiderling!

To start with, you can now remap hotkeys for multiple blocks at the same time, improving your ability to quickly customise your machine controls. The “Paint Bucket” has also received some attention, with changes that should make it much quicker and easier to apply & change the block skins you commonly use on your machines.

For less experienced players we’ve added a host of tutorials to The Splintered Sea expansion, that will teach you the fundamentals of building aquatic machines, from ships to submarines! We’ve also updated a bunch of the game’s block tooltips to make them more consistent and offer you more details of their stats.

Both the Cannon & Water Cannon now have a higher maximum power of 3x, instead of the original 2, and new graphics options for higher FPS and Vsync have been added. These features and many more are all detailed down in the changelog below, so do take a look and don’t forget to wishlist The Broken Beyond, coming Q2 2026!

Cheers everyone, Von

Changelog V1.77 - 24433

ADDITIONAL CONTENT

  • multiple blocks can now be selected and edited with the keymapper

--- the keymapper will show the settings of the last selected block, and conflicting values will be displayed as ●●● - changes will be propagated to all other blocks with the same setting

-- fixed a glitch where out-of-bounds values copied to other blocks did not properly clamp, as this new functionality exacerbated issues

  • added new block tooltips with unified design and extra stats

  • added new water tutorials

  • added anglometer modes - 'initial' (default), 'gravity' (down), and 'velocity' (direction of travel)

  • added pick block keybind (ctrl + mmb)

  • keymapper option selectors ([<] \ [>]) now allow directly picking options via dropdown (with search)

  • added 'only show machine skins' button to paint bucket - filters skins to only those on the current machine

  • added 'last used' sort mode to paint bucket

  • added more fps options (up to 240hz)

  • added vsync option

IMPROVEMENTS

  • steering blocks now have same 1x speed as steering hinges

  • water cannon max power is now 3x

  • cannon max power is now 3x

  • fixed camera block height can now actually be set to ±90d

  • speedometer min speed lowered to 0

  • graphics options moved to own tab in options menu

  • keymapper color options now have a moveable cursor and selection, and support nobounds

  • screenshot name format is now yyyy_MM_ddd instead of MM_dd_yyyy

  • improve performance of levels with many of the same object

FIXES

  • fix a whole bunch of cases where the keymapper would break undo history

  • fix logic blocks (e.g. length detector) not updating visually on client if their output is unused

  • fix multiverse join/host ui not disabling in some cases when selecting playlist levels

  • fix small wheel visual slewing really slowly on client

  • fix pasting/typing hex code into build surface hue setting not also updating saturation and luminosity

  • fix switching advanced building tools via hotkey displaying incorrect global/linked/pivot state

  • fix block values being mangled if block mapper closed or selection changed while text field focused

  • fix another bug with camera default target moving between build and sim mode

  • fix win screen secondary objectives appearing in multiverse

  • fix NaN springs, pistons, steering blocks throwing errors

  • fix duplicating level entities clamping out-of-bounds colors

  • fix pyramid corner level entity being slightly misaligned

  • fix scoreboard throwing errors on non-steam versions

  • fix ctrl+backspace not being handled in text mappers in some cases (should delete previous word)

  • fix naming of roller wheel and flywheel folders in template skinpack

MODDING

  • 'minChangeset' and 'maxChangeset' can now be specified on assemblies to control which versions of the game they run on (changeset is the number after the version number, e.g. for 1.77-23458, 23458 is the changeset)

  • 'useMipMaps' can now be specified on resources to control whether mipmaps are created

  • custom mappers will only work with one object selected - see documentation to enable for multiple

Quality of Life Update V1.75 - Additive Loading, Machine Autosave and more...

Hello everyone!

Today we’re excited to bring you a quality of life update for Besiege. We’ve been working with community modder dagriefaa to bring some of Besiege’s most popular mods into the base game, along with a host of other improvements!

Additive Loading Additive loading allows you to load multiple save or workshop machines into Besiege, without deleting your previous one. You might use this to load in two different vehicles or a saved section of machine which you then connect to whatever you’re building to save time.

Paint Bucket Search This one’s pretty self explanatory but, the Paint Bucket feature (used for applying skins to blocks) now has a search function and can be sorted.

Machine autosave An autosave system has been added, which automatically saves iterations of your machine that are stored in their own folder, to avoid cluttering up your save/load menu. You can customize how the maximum number of saves and how long saved files are stored, in the settings menu. Overwriting a machine will also save the previous version using the autosave system.

Directional Mode for Speedometer The Speedometer now allows you to select which directions you’d like it to measure. You can select all directions, one axis or forward/backward only.

Camera Snapping & Orthographic view If you hold “Alt” while moving the camera and align it precisely with one side of the bounding box, the camera will shift to an orthographic mode, allowing you to view your machine design side on.

We’ve also made a bunch of other improvements which are outlined in the changelog below, including blockmapper usability, easier management of variables for block control and a rework of the small wheel to make it more useful.

We hope you find these additions and improvements helpful! The team is hard at work on Besiege’s next expansion, which is shaping up to be very exciting, and we’ll likely be bringing you another quality of life update towards the end of the summer.

Cheers everyone, Von

Changelog Version 1.75

ADDITIONAL CONTENT

  • additive loading and selection saving added for machines and levels
    • workshop items can be additive loaded via the top-right icon
    • if a saved selection doesn't include a starting block/build zone, it will add one so the file is still usable, but if additive loaded it will remember to remove it
  • machines now have autosaving
    • click ↻ icon on machine to open its autosave folder
    • autosave files are named in format aut yy.MM.dd HH-mm-ss
    • files are cleaned up after 28 days or 100 autosaves - these are configurable in settings
  • overwriting a machine will copy the previous version to its autosave folder
    • version files are named in format ver yy.MM.dd HH-mm-ss
    • versioning also has auto-cleanup and associated settings
  • paint bucket now has searching and sorting
  • variables can now be changed and removed independently
    • typing ; or , will add a new variable
    • backspace in an empty variable (or submitting it empty) will remove it
    • up to 100 variables can be added (if you need that many for some reason)
  • speedometer now has directional mode
    • can specify all directions, one axis, or forward/backward only
  • add button for mv clients to match all mods to host (and then automatically join if possible)
  • add camera snapping + orthographic view
    • hold Alt while moving the camera to align with one of the sides of the build box
    • orthographic mode will activate when precisely aligned with a side

IMPROVEMENTS

  • keymapper text fields (among others) now have moveable cursors and selections
    • this can be controlled with both mouse clicking/dragging and keyboard arrow keys/ctrl/shift/etc
  • small wheel block now has a spherical collider and rolls freely
  • hold shift while saving a machine to retain the existing thumbnail
  • starting blocks can now be deleted so long as there's at least one
  • build surface aero now disabled by default

FIXES

  • fix camera losing focus when entering/exiting sim on basically everything in campaign levels and multi-part level entities (e.g. airship)
  • fix massive lag spikes on block add/delete operations in mv with block limits set
  • fix lag spike when undoing/redoing duplicating
  • fix fixed camera block in first person mode flipping rapidly at up/down limit
  • fix some multiverse ui elements being blown out on ultrawide
  • fix copy-pasting NaN from external programs without nobounds (har har)
  • fix custom selector Changed event firing when selector destroyed
  • fix bottom bar responding wrong when histogram fails
  • fix missing Rope Winch audio for clients
  • fix secret level completion effect not working for some machines

10 Year Anniversary Extras Update

Hello everyone!

Today we’ve got another update for you, containing extras that we weren’t quite able to squeeze into the Anniversary Update. We’d also like to take this opportunity to update you on our Roadmap for Besiege in 2025. It is subject to change, but we wanted to give you some idea of what you can expect over the next year.

The first thing we’ve added in this update are the final two rulers from the Besiege campaign; The Withered King & Admiral Drasckar. Technically Drasckar was already present in the Splintered Sea campaign, but he’s received a cool makeover to make him stand out more!

Next up, we’ve added a whole bunch of new sounds to Besiege’s blocks, including the; Piston, Rope & Winch, Grenade and Flying Block. In particular these sounds create a really visceral experience when creating mechanical engines in game.

https://youtu.be/X3zmXEXTIX8 We’ve also added some missing objects from the Anniversary update to the level editor, including those from the new “Legacy” sandbox level, which you can now use to create your own playgrounds! The island rulers are also placeable in the level editor.

Additionally, we’ve added two new “Source Cube” skins into the game, which can be unlocked by completing the base game & Splintered Sea "Completionist" achievements respectively. We hope this’ll be a nice little reward/recognition of your achievements! :)

Lastly, we’ve made a bunch of small improvements and added new options to the game, which you can read about in the changelog below.

We also have a bit of bad news. The main reason this update took so long to release is that we spent a lot of time trying to fix an issue on Mac that was causing crashes. Unfortunately, after considerable effort, we've come to the conclusion that the issue is caused by the steam Leaderboards we added last update and it is not currently fixable. This has meant that we've had to disable leaderboards indefinitely on M-core Macs. We apologise for this and if a solution ever presents itself, we will endavour to fix the problem and reenable leaderboards.

We hope the additions and improvements in this update are welcome ones, and we’re looking forward to an exciting year for Besiege & Spiderling!

Cheers, Von

PS: We're really interested in getting your feedback and thoughts on Besiege and have created a quick player survey which you can fill out and let us know your opinions on things! :)

Player Survey

Changelog V1.73 - 22995

change log from experimental

  • Mac M1, M2 and M3 crash due to the ARM interpretation of the steam leaderboard integration, for these CPUs the leaderboards have been disabled to stop crashes.
  • Build surfaces with NaN thickness now "properly" generate fragments when breaking in a way that ddoes not cause crashes. The fragments have colliders but are invisible.

new changes

  • Added a sourcecube skin as reward for completing the Completionist and Splintered Sea Completionist Achievements
  • You can now see block collisions and breaks in joint stress mode (marked with x's and o's)
  • Sensor block now has an offset so you can set shere the detection area not just ends but where it starts
  • Grenade got a fuse delay for detonation (fire will start the fuse as well)
  • Grenades now have continuous Collision
  • Pistons got a new sound
  • Build Surfaces with modded thickness is now able to be up to 10 units thick
  • Added more sounds to blocks (Rope and Winch, Grenade, flying block)
  • Cannons have a projectile size slider
  • Cannons now have a chainshot selectable as ammunition
  • Speedometer can now track angular velocity instead of normal velocity
  • Pin now has a mod-able option for pinning more than a single block
  • Fixed Valfross knights to properly avoid fire again
  • Optimized key emulation for ticks with many key/variable uses
  • Logic blocks now have a limited amount of sounds it can play at once
  • Rendering optimisation to all blocks that use dials and levers
  • Removed occluding trigger on Logic Gate in simulation
  • Fixed multiple cases where some blocks would cause increases in the Damage Score (Rockets, Bombs, Grenades, Torch and Flameball)
  • Machine Grounding no longer takes the collider of the pin into account
  • Added The Withered King and Admiral Drasckar to their respective islands
  • Added all Ruler AI's to the Level Editor
  • Added new objects from the last patch to the Level Editor
  • Adjusted the Wind strength in Zone 36 The Frozen Path
  • Fixed bug with Entity Scale Tool in level Editor that would cause unexpected scaling
  • Added Drowning poses to all humanoid AI's in the Level Editor
  • Stabilized Level progression check to avoid rare cases where some players would be stuck.
  • Fixed a case where loading modded machines with NaN positions could crash the game.
  • When using advanced building mode the value fields will now be on per default
  • Fixed case where AI's would get stuck attack the same broken block for eternity
  • Updated the way we interpret the histogram data so its easier to understand
  • Added Toggle to Counqured VFX in the Title Screen
  • Small tweaks to 2 Ipsilon levels
  • Updated high quality SSAO so it looks sharper
  • Made small improvements to duplicating surface edges and nodes

10 Year Anniversary Update

Hello Everyone!

This year is Besiege’s 10th anniversary since its launch into early access in 2015! Ten years of development has absolutely transformed the game from its humble origins- combining hundreds of new features, blocks and levels to make Besiege the machine building & destruction extravaganza it is today.

We are incredibly proud of the community that has grown around Besiege during its first decade, overflowing with creativity, ingenuity and people willing to help others learn new ways of building their ultimate machines. You’ve never ceased to amaze and inspire us at Spiderling!

This is going to be an exciting year for Spiderling, we can’t wait to show you our future plans for Besiege and more... We’ll be celebrating Besiege’s 10th birthday throughout this year, with community events & future updates. We’re even working on a small video featuring some of our team talking about Besiege’s journey; from inception to where the game is now.

Before we get into the details of the 10 year anniversary update, we just want to take the opportunity once again to thank all of you; Besiege’s fans & players, for your wonderful support and your contribution to Besiege’s awesome community. Thank you.

10th Anniversary Update

For this update we wanted to focus on additions centering around Besiege’s community & core playerbase. Adding some extra replayability to the campaign, bringing back some nostalgia and improving the quality of the game.

Achievements

As part of this update we decided to spend some time going through Besiege’s achievements, improving some of the less interesting ones, adding in new challenges and removing some the most disliked ones (multiplayer focused).

In total we’ve added 25 new achievements, some of which are for the Splintered Sea expansion. Many of the new achievements require you to collect a “Strange Fragment” in order to complete them. These strange fragments appear to be related in some way to the source cube and are often revealed after accomplishing the main achievement task.

Stat Tracking & Ranking

Besiege’s scoreboards have received a major upgrade, with your time, damage taken and “block score” displayed upon completion of a campaign level. Your scores are also added to a global leaderboard so you can compare your performance with other Besiege players.

Time & Damage Taken are quite obvious, but Block total is a more complicated metric. Each block in Besiege is assigned a point value (with more powerful blocks having a higher point value). The total value of all the blocks you use in simulation is added together, to give you your “Block Total” score. The lower your score is, the better you’ve done and the further up the leaderboards you’ll be placed. Using a machine downloaded from the workshop means you won’t be able to get your score added to the scoreboards.

Steam Trading Cards

(Steam Profile Badges)

Besiege now has Steam Trading Cards, which you unlock by playing the game over time. These cards are tradeable and can be used to unlock special Besiege badges, emojis (for use in Steam’s chat system) and backgrounds for your Steam profile.

(Steam Trading Cards)

The art in Besiege’s trading cards was produced by daichi, a prominent member of the Japanese Besiege community! Thank you daichi for your hard work on these!

(Steam Emoticons)

(Steam Profile Backgrounds)

Tolbrynd Level

We’ve long been unhappy with the final level of the Tolbrynd island, so for this update we decided to rework it into something cooler and more exciting! The new version looks awesome, is challenging to complete and a lot of fun!

Automatic Timescale

A new feature we’ve added to Besiege for this update automatically adjusts the game’s Timescale slider when your computer is under heavy load and your FPS drops. This means that when lots of physics interactions are occurring at the same time, the game slows down time to ensure a smooth gameplay experience. An added bonus of this effect is that large explosions and crashes will automatically occur in slow motion, as they’re often the most intense moments of physics simulation.

Legacy Sandbox

The original Sandbox is now back in the game after receiving a dramatic makeover with all new models and textures. The environment has also been rescaled to better fit the larger machines more commonly used by players today, and it’s been extended to create more of a circuit to traverse.

Rulers of Campaign Islands

The rulers of each campaign island have always been conspicuously absent from the game’s levels, but this is no longer the case! The final level of each campaign island now has that island’s ruler fighting alongside their army against you.

**Alpha Version of Besiege **

The original version of Besiege, which first launched the game into early access in 2015, is now available to play through Steam’s “Betas” selection tab. We thought this would be a fun way for everyone to see just how much Besiege has changed over these past 10 years!

To access this version of Besiege, right click on Besiege in your Steam Library, select “Properties” and then navigate to the “Betas” tab, then select “Alpha Besiege” from the dropdown box.

That concludes the 10 year anniversary update but there will be plenty more to come for Besiege over the course of 2025!

Thank you, once again for your epic support over these past 10 years. We hope you enjoy this update and are excited to see what comes next!

Cheers everyone! Von

Hotfix - 22666

  • ARAS' REFUGE achievement is now possible to get
  • Leaderboard tooltips and secondary objective tooltips now wont be affected by the tooltip setting
  • Fixed a few localisation issues

Changelog V1.70 - 22661

  • Added an updated version of the original sandbox

  • Added Leaderboards to track and compete in 3 different categories

  • Added new achievements

  • Added new challenge to a bunch of levels

  • Changed some levels (more major changes can be found below)

    • Frozen relic now freezes machines to the ground instead of applying zero gravity
    • Ambush got a sand dune and made boulders blocking your way breakable
    • Aras' Refuge now takes place in the air with a stone bridge leading to the castle
    • The last levels of Ipsilon, Tolbrynd and Krolmar now has some new ai.
    • Midland Patrol has been changed in ways that add more ai over time
    • Strange Artefact's keys was made a bit easier, each key is now attached to its lock.
  • Fixed minor problem with skatewheels reparenting

  • Changed how the Drag Tool works

  • CTRL + A now selects all objects even if AB mode is not enabled

  • Added Block Points to the block tooltips

  • Updated Sail-block

  • Fixed some issues in the water sandbox

  • fixed some ai's not being affected properly by water, wind and Vacuum

  • Made armour more effective at blocking area attacks from older ai

  • Added automatic time slider that will adjust the time

  • Added new banners for each island

  • Water surface tension has been changed

  • paddles are now more effective as propellers in water

  • propellers are now slight less effective as propellers in water

  • fixed an issue with grounding your machine while over water

  • Added sounds to flying block

  • Drag Block's physics has been updated

  • In the config file you can now define the maximum number of block that can be loaded each frame. Higher means you might get a bit of lagg but it will be faster. Lower means that you will avoid causing lag but it will lock everyone up for longer

Block Update - New Blocks & Tools - V1.65

Hello everyone!

Today we’ve released V1.65 of Besiege, bringing 4 new blocks, 2 new tools to help you perfect your machine building and some block related changes and fixes!

Drag Block The drag block applies a large amount of drag when moving in a specific direction, but is aerodynamic (applies low drag) when moving in the opposite direction.

Fly Wheel The Fly Wheel is a block that resists rotational change, storing angular momentum and then releasing it at a steady rate (like charging up a battery and then outputting power at a steady rate). Put simply, a Fly Wheel will rotate at a steady rate regardless of how much the rotational speed of the input changes. The Fly Wheel’s inertia & power can be customized with the parameter tool, as can the key used for engaging its clutch.

Bounce Pad The Bounce Pad works like a pogostick, when force is applied to it, it creates a substantial repelling force in the opposite direction, causing it to bounce.

Roller Wheel The Roller Wheel is actually a set of wheels that are perfectly smooth, allowing them to rotate freely, without a motor. Unlike a caster wheel, the Roller Wheels are locked on a specific axis and have great grip, making them useful for steering. Stiffness of the wheels can be customized allowing them to bend on a horizontal axis or remain completely rigid.

In addition to the new blocks, we’ve also added 2 new visualization modes to Besiege that will help you better understand your machine’s performance and identify areas that could be improved.

The first one is a “Drag Visualizer” which, when activated in simulation, will show you which parts of your machine are creating/experiencing the most drag. This tool works for drag through the air and water alike.

The other tool is a “Joint Stress Visualizer”. During simulation, while activated, this tool shows you how much strain the joints of your machine are under. It’s an excellent way to check which parts of your machine are likely to break and could do with additional strengthening.

Something else we wanted to mention in this post is that, by popular request, we have made Besiege’s soundtrack purchasable on its own, no longer requiring you to purchase the “Supporter Edition” to receive it.

That’s all for today but we’ll be releasing the 10th year anniversary update for Besiege early next year so stay tuned for details!

Cheers everyone! Von

PS: The Steam awards are coming up and we'd really appreciate your support as we approach 10 years of Besiege's development! :)

Changelog V1.65 - 22360

  • Added 4 new blocks
  • Added 2 new visualizer modes
  • Nerfed Harpoon gatling guns
  • Fixed Multiplayer sounds not syncing for client
  • Fixed various issues with blocks in Multiplayer
  • Added modding option to stop the fixed camera from responding to terrain
  • Fixed lag issue with thumbnail generation
  • Fixed Small Barrel not showing that it broke
  • Cluster mode now has textures and looks similar to the new modes
  • Steering block now has optional limits similar to the steering hinge
  • Added no new easter eggs
  • Fixed errors caused by collisions with harpoon launcher
  • Fixed a thing or two
  • Fixed various localization issues
  • Fixed issue where wind could impact machine while loading into simulation
  • Fixed issue with beacon object not setting things on fire
  • Fixed issue with Big Barrel texture when burned
  • Fixed issue where Zero-G zone would disable freezing zones
  • Fixed issue where water shader blocked grid of build surface
  • Fixed issue preventing clients from joining hosts who have broken surface fragments
  • Invincibility mode can now be toggled in simulation
  • Fixed issues with various level editor objects
  • Fixed issue where focusing on a camera and stopping sim would cause an error
  • Fixed issue preventing various destroyed blocks from being cleaned up properly in multiplayer
  • Fixed issue where balloons couldn't be popped

Major Level Editor & Quality of Life Update (V1.60-22044)

Hello Everyone!

Today we’ve released another major update, focussed around Besiege’s level editor, coupled with some quality of life features/changes. The update adds 120+ new objects (including complex objects for the first time, like the Galleon ship), a new camera mode for better machine tracking in tight spaces, improvements to multiplayer and other improvements & fixes!

Besiege is also 75% off and the Splintered Sea expansion will be 20% off, for the next week!

https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/

Level Editor

The core focus of this update was adding additional objects to the level editor and bringing some of the more complex, heavily requested items to it as well! During this process we felt the object categories could benefit from some reorganisation and we also spent time improving thumbnails to make objects easier to find & understand.

Wherever possible we’ve tried to give everyone access to Splintered Sea objects, to avoid situations where players accidentally create maps that require the Expansion without realising it. This means that we’ve only locked off objects that are very obviously from the Expansion (such as the Squid, Sharks, Ships, etc).

Let's start with the most exciting category; Weaponry & Vehicles! This section now features the Splintered Sea Galleon and the Airships from the base game, which have been long requested by the community. We've also added all the NPC cannons from Besiege, which can be placed on the Galleon or Airships and will automatically attach. These objects also have a proper ai system, enabling them to chase and attack your machines!

In the Buildings and Structure’s category we’ve added 24 new objects/variants, most of which come from the Splintered Sea expansion but are available to all Besiege players.

The Props category has gained 45 new objects/variants, most of which again come from the Splintered Sea expansion but many coming from the base game campaign as well, including some interesting objects like the Dragon Skull from Valfross, the Golden Egg from Autilis and the Ancient Tome from Tolbrynd. It’s our hope that adding some of the more unique campaign objects will enable you to create levels with more varied objectives and aesthetic features.

The Tiling Brick section now includes all the destructible wall pieces used in Besiege’s campaign, which should allow for the creation of more interesting and varied fortresses in your levels! This section now also contains the various banners from across Besiege’s campaign islands.

The Foliage & Environment category has benefitted from a significant reorganisation and much clearer thumbnail images. Although most of Besiege’s foliage was already present in the editor, much of it was hidden away as variants and was difficult to browse through, so in this update we’ve given many objects their own thumbnail in the panel to make it easier to choose which one you want.

The Animals and NPCs categories have also received some love, with more Splintered Sea creatures added (including the Giant Squid, Shark Egg and Giant Shark) and the missing Krolmar Javelin Thrower, the Frozen Knight’s from Valfross and.. Something else as well..

The Primitives section has seen some love as well, with the addition of new objects useful for building roads/ramps/circuits and even loops! We’ve also added a ton more materials/textures which can be applied to primitive shapes and some other objects like the sand dune. All the campaign environment materials are present, as well as some extra ones we felt could be useful.

The Virtual category now contains the “finish line” used in Splintered Sea’s race/gate level, a Zero Gravity zone and a “Joint” object. The Joint object can be placed to intersect between two other objects, creating a joint between them and connecting them together.

For Water levels we've added options for setting the water's altitude and also how rough the surface is. You can switch between several "Types", each with it's own degree of roughness.

The Build Zone now automatically adjusts size depending on whether you’re playing in a water environment, giving you more space to build seafaring vessels.

We also spent some time revisiting existing objects in the level editor, in order to make them more usable, like the “Sharp” and “Smooth” ramps. These ramps now have a softer incline and a reworked collider to make them easier to drive on. Many objects have also recieved fixes for issues like not being breakable or being able to catch fire.

Additional Features

To start with, we’ve got a new option for Besiege’s camera that prevents it from passing through large objects and terrain. This means you can now more easily control your machine near large terrain features, in tight spaces, or even in structures created in the level editor.

Those of you who participate in large multiplayer games will be pleased to hear that (thanks to some clever maths) we’ve been able to double the playable area in Multiverse sessions, giving you much more space to manoeuvre your fighter jets and other crazy creations! We've also made some improvements to machine loading in multiplayer sessions, to make it more performant.

Another setting we’ve added to the game’s options is “UI Accent”, which allows you to colour shift Besiege’s UI and we’ve also added a “Saturation” slider that controls the colour intensity of the game overall. Additionally we’ve created an option for defining which “Display” (screen) you want Besiege to output to.

That’s all for this update, but we’ve got the Block & 10 Year Anniversary updates coming in the next few months so stay tuned! We hope you enjoy our revamp of the level editor and we look forward to seeing the new exciting levels you create with it.

Cheers, Von

If you'd like to support our continued development of Besiege, please consider picking up the "Supporter Edition" on Steam. It includes Besiege's Soundtrack and an animated Source Cube engine skin as a thank you for your generosity.

https://store.steampowered.com/bundle/41069/Besiege_Supporter_Edition/

1.6 changelog:

Level Editor & Multiplayer related

  • 125 New Level Editor objects*
  • changing the size of multiplayer world from 2,000 x 1,750 x 2,000 to 4,000 x 1,500 x 4,000 -- (the slight lowering of the height by 250m was necessary on a technical level to ensure a smooth experience after expanding the floor area by 4 times as much)
  • added water altitude setting to level settings
  • added water type selection to level settings
  • fixed objects that were unable to break (or didn't display correctly for clients) and/or move in Level Editor, even though they had settings for it -- Desert House, Cart, Lyre, Coliseum Column, Arena Column, Gate, Arch, Scaffold, Scaffold Tall, Fence Low, Basket, and more
  • fixed fire on several objects, including wooden ramp objects and certain foliage in level editor
  • fixed newly placed colliseum pieces in level editor to aligning and not be squished
  • fixed density and mass sliders in Level Editor for some objects not assigning values
  • fixed some objects that would not sync correctly for clients becuase they were marked as never moving network side
  • polished all thumbnails in the level editor fixed NPC cannons aiming being framerate and timescale dependent
  • fixed NPCs sometimes spawning weird blood coulds only intended for water maps
  • fixed order of operations of bombs exploding and calling Level Editor events, so that if they respawn themselves on explode they do not stack overflow.
  • Level Editor NPCs can now join to specific objects, i.e. vehicles
  • fixed an issue with respawning machine in Multiplayer where the machines would get stuck mid air
  • fixed being able to scale unscalable objects during placement in level editor
  • changed the layout of the level editor categories
  • fixed when placing certain objects in Level Editor pressing T or holding T didn't scale the object visibly
  • fixed an issue in the level editor where after a transform event we always reassign their physics to default moving, even if they shouldn't have been
  • now displaying in level editor which objects are DLC specific
  • fixing multiplayer spectator not working after TSS was introduced
  • level editor walls' destroy threshold now also modify how easily the break off of adjecent pieces
  • updated level editor scale tool so that when you scale an object multiple times in a row, the numbers actually try and stay on the grid you defined (instead of going from 1.0 -> 0.9 -> 0.72 -> 0.682, it'd go 1.0 -> 0.9 -> 0.8 -> 0.7)
  • added ambience to sandboxes and level editor environments
  • fixed NAT punchthrough fascilitator server trying to connect over and over in a steam environment, as well as outside if it fails it keeps trying forever even if it can never reach the server. This caused lagspikes every 10 seconds when it failed.
  • Limiting Level Editor selection tool selection range from infinity to 1000 to get a better selection of objects, also improving the performance and delay to select or open mapper for said objects.
  • spread out and improved the multiplayer machine loading to avoid as high potential for bad frames, note if you have great framerate and want faster spawning set fps cap to unlimited
  • added selection inverting to level editor
  • fixed using center for selections in level editor aligning with the center of a single object as well
  • fixed intro animation in multiplayer, and attached event on end of animation now plays properly
  • fixed camera focusing on level editor objects staying locked on when switching from simulation to build mode and vice versa.
  • fixed updating center and orientation of level editor tools when switching between the tools
  • fixed keeping level editor on screen on resolution changes
  • fixed not being able to load levels into multiverse that are inside entire uploaded folders of levels (although it's still jank likely)
  • fixed fog in multiplayer not applying correctly to certain objects in barren environment, e.g. explosions and foliage
  • fixed virtual objects in level editor having selection outlines

Block fixes

  • fixed water cannons throwing errors on client side
  • fixed water cannons creating particles on water correctly
  • fixed a problem with water cannons not displaying steam or water particles as accurately to what the server sees
  • improved water cannon performance when they spawn into simulation
  • fixed a centering issue on the source cube
  • fixed a problem with the Machine Mesh Exporter where certain blocks would stop it from exporting correctly
  • fixed error happening from spamming respawning that would result in multiple simulation machines for 1 player and ofc breaking the simulation
  • fixed TSS blocks showing up in searches for people who don't have the expansion installed or active
  • fixing sensor blocks seeing insignias in level editor
  • a very slight optimisation for build surface meshes
  • tried to fix cannons with NaN power crashing the game
  • fixed some rope alignment issues on the harpoon launcher and its harpoon
  • fixed some centering issues on newly placed bombs and grenades
  • fixed errors thrown if a rocket with NaN explosion force explodes upon certain blocks and objects
  • fixed wheels and steering hinges continuing to play audio sometimes after they break
  • fixed a bug with aquatic screw as clients where it would throw errors
  • fixed an issue where having loads of machine inputs would generate garbage and use more RAM than necessary
  • fixed a symmetry tool issue where if you move the block on which the pivot is on while symmetry options are enabled it causes errors, lags and potentially freezes

Splintered Sea

  • added a new island to the seafarers' haven sandbox
  • tried to improve graphics performance on seafarers' haven by limiting geometry on screen
  • fixed an issue where ballasts exiting water would have changed their drag from 0 to 0.2 as their base drag
  • fixed aerodynamic water drag routine not running at all, it accidentally published in a broken state (we'll balance the amount of drag if things have become too aerodynamic)
  • fixed a glitch where for 1 frame camera entering or exiting water would see incorrect visuals
  • improved vram use of water shaders by compressing data slightly for calming
  • in the ocean environment in level editor the spawn zones now match the size of the TSS campaign
  • tried to improve water physics performance by not processing objects that are processable but not currently assigned to.
  • fixed density sliders appearing only for the level editor objects they should

UI and generic

  • added monitor selection to options menu (requires restart after switch)
  • added saturation slider to options menu
  • added UI highlight intensity slider to options menu
  • if no thumbnail exists for a save/load folder it'll try and find a suitable recent thumbnail from one of the machines inside of the folder.
  • added toggle option specifically for water cannon particles spawning ripples and foam on water
  • added the ability to multiply values in values fields by writing * between 2 inputted numbers
  • added toggle for using new camera distance limiting feature
  • now able to limit camera distance to large geometry obscuring the view
  • tried to improve main menu performance a little
  • added more mouse button compatibility (from m1 to m6)
  • updated debug console canvas to scale correctly with height

Modding:

  • added efficient cubemap loading
  • when loading assetbundles to stop mods reusing the same one throwing errors, we attempt to check their content hash against eachother before loading
  • Added ModEntryPoint.Path so modders can find their own resource folders and such
  • added a way to assign cubemaps and related colours to the water planes
  • exposed cannon ammo to mods with a property

*New Level Editor Objects:

  • Desert Windmill
  • Hexagonal Hut
  • Costal Shack
  • Geteld Tent
  • Large Geteld Tent
  • Wooden Stilt Tower
  • Wooden Stilt Platform
  • Wooden Jetty
  • Wood Beam Tower
  • Stone Floor
  • Stone Road
  • Stone Wall
  • Stone Wall Windowed
  • Stone Wall Arch
  • Stone Column
  • Stone Column Arch
  • Stone Column Structure
  • Stone Cube
  • Brick Stairs
  • Brick Ramp
  • Hinged Iron Gate
  • Farm Fence
  • Wooden Table
  • Fish Rack
  • Barrels
  • Wooden Crate
  • Wooden Chest
  • Stone Boulder
  • Gold Nugget
  • Gold Ingot
  • Jewelled Egg
  • Coin Pile
  • Anchor
  • Tentacle Brazier
  • Chained Chest
  • Large Tome
  • Stone Bollard
  • Shipwreck
  • Shipwreck Mast
  • Beacon Post
  • Wooden Crane
  • Knight Statue
  • Railway Track
  • Railway Track Curve
  • Wooden Path
  • Stone Beacon
  • Chain
  • Giant Tuna Skull
  • Anglerfish Skull
  • Sea Beast Skull
  • White Ribcage
  • Giant White Vertibrae
  • Dragon Wing
  • Dragon Skull Bottom
  • Dragon Skull Top
  • Dragon Ribcage (2)
  • Yak Skeleton
  • Mossy Wall
  • Mossy Wall Walkway
  • Mossy Wall Window
  • Mossy Wall Gate
  • Brick Wall Door
  • Underwater Wall
  • Underwater Wall Window
  • Un-plastered Wall (TSS DLC)
  • Plastered Wall (TSS DLC)
  • Plastered Wall Window (TSS DLC)
  • Plastered Wall Doorway (TSS DLC)
  • Cobblestone Wall
  • Cobblestone Wall Supports
  • Cobblestone Wall Window
  • Cobblestone Wall Doorway
  • Desert Wall Window (2,3)
  • Desert Wall Door
  • Stone Pillar
  • Sandstone Pillar
  • Desert Tower Top
  • Beam Banner
  • Hanging Banner
  • Carved Stone Steps
  • Brush Patch
  • Berry Bush
  • Coral
  • Long leafed Seaweed
  • Stalagmite
  • Frigid Rock
  • Scorchmark
  • Basalt Mountains
  • Shark Egg (TSS DLC)
  • Tuna (TSS DLC)
  • White Razortooth (TSS DLC)
  • Squid (TSS DLC)
  • Fisherman
  • Besiege Developer
  • Krolmar Javelin Thrower
  • Frozen Knight
  • Offlander Harpoon Thrower (TSS DLC)
  • Offlander Diver (TSS DLC)
  • Cannon
  • Mortar Cannon
  • Ship Cannon
  • Bronze Cannon
  • Scout Balloon
  • Airship
  • Cannon Airship
  • Desert Airship
  • Fishing Boat (TSS DLC)
  • Sail Boat (TSS DLC)
  • Raiding Boat (TSS DLC)
  • Galleon (TSS DLC)
  • Caravan
  • Spinning Chain
  • Quarter Pipe
  • Textured Quarter Pipe
  • Cylindrical Segment
  • Textured Cylindrical Segment
  • Sloped Quarter Turn
  • Textured Sloped Quarter Turn
  • Sloped Eight Turn
  • Textured Sloped Eight Turn
  • Large Sloped Eight Turn
  • Textured Large Sloped Eight Turn
  • Finish Line Insignia
  • Zero Gravity Zone
  • Joint

Splintered Sea Campaign Update (V1.56) - 5 New Levels, Improvements & Fixes!

Hello everyone!

Today we’ve released our first big update since the launch of The Splintered Sea expansion. In this update we’ve added 5 additional levels to the Splintered Sea’s campaign, rebalanced some of the existing levels and implemented general improvements & fixes based on your feedback!

https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/

The campaign’s levels have been rearranged to incorporate the new levels and account for adjustments made to existing ones. We did this to ensure a steady ramping up of difficulty and an understandable narrative for your progression through it. Please note that if you've edited your completed_levels.txt file in the past, the new levels may show as completed already.

The Sunken Stronghold

First in the lineup of new campaign levels is The Sunken Stronghold, a dilapidated underwater fortress, used by the Offlanders to protect a strange new mineral they’ve been trying to extract from the nearby rockface.

Stormrunner’s Grave

The Stormrunner, once the pride of the Offlander fleet, now lays at the bottom of the sea, along with its precious cargo. With such a prize carried in her hull, you can be sure someone will come to recover it sooner or later. Perhaps something can be done about that…

Ironweave Passage

The Ironweave Passage is a defensive fortification, designed to prevent uninvited guests from traveling deeper into the Offlander’s territory. A sequence of huge, powerful metal gates can be closed to keep their enemies out, but maybe you can squeeze through in time.

Razortooth Cave (Updated)

A mysterious and shiny golden egg has found its way into Razortooth Cave. Rather an odd place for such an object, surely there’s somewhere better for it... The Razortooths won’t mind if you move it, right?

Feeding Frenzy

Razortooths are among the most common predators in the seas of Autilis, tending to live & hunt in small groups (or “shivers), with their innate pack-like behavior & hierarchy generally preventing the formation of larger groups. In rare cases however, much greater quantities of Razortooths can join together, if their pack leader is strong enough to keep them all in check.

The Devouring Pit

At the bottom of the sea there is a pit filled with darkness, caged off with giant iron bars, and there resides an ancient horror none are known to have survived. Turn back now, or join the countless souls it has devoured…

Our goal with this update was not only to increase the amount of levels for the Splintered Sea Campaign, but also to offer greater challenges for you to overcome and new gameplay experiences that water makes possible. We hope you feel we’ve accomplished this goal and, as always, we look forward to hearing about your experiences and seeing the new content you produce! 🙂

Cheers everyone, Von

Besiege & The Splintered Sea will be joining a host of other great simulation games in the Steam Simfest sale, starting later today and running through to the 29th of July!

Changelog Version 1.56:

Block changes Aquatic Screw:

  • now has a top speed dictated by the angular velocity to emulate the ideal rotation speed for the pitch of the blades
  • speed slider max value has increased from 2 to 3
  • "Mirrored" toggle added to select the chirality of the screw Harpoon Launcher:
  • Fixed unproportional forces between launcher and harpoon
  • Reel in behaviour has been slightly tweaked
  • Harpoons now don't break non physics objects in the user made levels and level editor
  • Fixed Harpoon sometimes being able to be stuck when trying to retract Rudder:
  • Now works as a control surface or aileron in air
  • Rudder now has proper health Paddle:
  • paddle push force now is proportional to how intact it is Sail:
  • fixed a collision issue on the sail
  • Sail now has proper health Source Cube:
  • newly spawned source cubes (i.e. not loaded from old saves) will be solved as accurately as wheels, to stop the behaviour where placing a wheel on a machine will feel different than without it Spring:
  • fixed a modded interaction issue when the dimensions were scaled down to near zero in certain axes Sensors:
  • fixed immense lag when tall terrain and water could be seen
  • fixed sensor's detecting floor when ignoring static Flying Block:
  • The flying screw now is less effective under water Water Cannon:
  • Now updates force particles during the physics ticks as well, so the forces applied from water cannons should be more consistent at all time scales and framerates Misc:
  • slightly updating how blood and damage looks on blocks

UI & Controls Camera:

  • Added option for follow machine orientation camera (similar to our console implementation)
  • Fixed an issue with centering camera on the machine
  • Various small camera fixes Options Menu:
  • Default controls for blocks now is in the controls section to be rebound. (The tooltips won't reflect this change atm) Main UI:
  • Fixed bottom bar on the UI looking weird when people do not own The Splintered Sea

Levels The Sunken Stronghold: NEW Stormrunner's Grave: NEW Ironweave Passage: NEW Feeding Frenzy: NEW The Devouring Pit: NEW Razortooth Cave:

  • Made sharks harder to kill
  • Replaced chest with faberge egg treasure
  • Increased distance to goal
  • Added shark eggs as obstacles
  • Added more sharks Seafarer's Haven:
  • Added Rock Ball
  • Added Ship wreck
  • Fixed rendering order of the large fire and smoke on the beacons Saltrock Fortress:
  • Using the correct ambience and music

AI Sharks:

  • Sharks now take reduced damage from blunt impacts
  • Sharks can now break free from being grabbed
  • Sharks now make decision based on head position rather than center position
  • Sharks now have swimming sfx

Misc

  • made attacks properly evaluate certain armor blocks in the way, that would otherwise have been ignored
  • Sharp vs blunt damage differences now properly interact with the AI
  • Harpoons now deal reduced damage on impact with AI

Bug Fixes Drasckar's Bastille now no longer has a motor force on the cog wheel Drasckar's Bastille now has gravity applied to the metal grate Fixed an NRE happening on middle mouse click Fixing scaling on some zoom dependent objects Fixed various blocks not responding correctly with their water interactions if zero-g was toggled Fixed an issue with water zones in the level editor when multiple were loaded directly on top of eachother Fixing length detector drawing out rope correctly Multithreaded our water aerodynamic drag comparisons to improve fps a little bit for large machines Fixed wrongly being able to use the block searching hotkeys even in simulation or as a spectator Made it so only the machine entering sim is in zero gravity during the sim change Fixed when loading level editor levels with water the rendering on the water surface would mess up if shadows were disabled Fixed an issue in zone 12 where something was automatically breaking Fixed structures like the airships not being able to be weakened by burning Fixed an issue with DLC enabling and disabling that would cause errors in multiplayer e.g. Attempted a fix for NREs caused by mods being processed like having unique controls, but returning null controls Attempted a fix for achievement syncing during startup and shutdown of Besiege where it'd fail to compare the proper progress between local and online Attempted a fix for macos when underwater explosions are triggered because the metal renderer can't handle either rendering them correctly nor throwing a normal error Fixing ripples on water sometimes rendering weird because they weren't spawning within the correct water height.

Hotfix 21553

-Made the new sail collider changes backwards compatible so it wont break older machines -Fix for The Devouring Pit not being counted -Razortooth Cave is now completable

Hotfix Patch & Upcoming Improvements | Update 1.50-21281

Hey everyone!

It's been exactly 1 week since we officially released The Splintered Sea expansion for Besiege, and we want to say thank you to everyone for continuing to support us!

If you already haven't picked it up, the launch discount will run until June 2nd.

https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/

We have been monitoring everyone’s feedback on the expansion and have pushed out a hotfix to the live branch addressing the most serious issues players have been reporting since launch with Version 1.50-21281 (Changelog can be found at the end of the post.)

Overall, the reception has been very positive for The Splintered Sea, however some of you have voiced frustrations about the length and difficulty of the campaign. We hear you, and we are working on improving this with a future update.

Here's a sneak peek of a new level we've been working on! You might remember it from the announcement trailer.

Additionally, with coming patches we're also expanding the feature set for some of the water blocks.

E.g. by enabling rudders to work as control surfaces in the air and adding the option to mirror the Aquatic Screw chirality.

That's all this week from the Spiderling crew, stay tuned for more updates on improvements!

We hope you've all been enjoying The Splintered Sea and look forward to seeing your amazing creations and continued feedback!

Join our Discord to report bugs, talk to us and hang out with the community! https://discord.gg/besiege

Keep updated with developments, memes and streams!

**If you'd like to further support us, please consider picking up the Supporter Edition: ** https://store.steampowered.com/bundle/41069/Besiege_Supporter_Edition/

The Supporter Edition comes with a mastered version of Besiege’s soundtrack and a special animated skin for the Source Cube as small token of thanks from us.

Cheers everyone, Sam

Changelog

V1.50-21281:

  • Scaled bombs now properly cause the water to change height instead of going out of water
  • Fixed localisation problem causing half the text to disappear on some system languages
  • Fixed wrong localisation in English causing all "Destroy" entries to say "Destroy 2 Carts"
  • Adjusted the selections that is locked behind DLC in the level editor
  • Fixed level 28 being unbeatable
  • Temp fix for Mac OS crash from underwater bombs
  • Removed Harpoon troll forces
  • Fixed a bug in level 61 where the water plane would not follow the player camera correctly
  • Fixed Terrain issue in level 57
  • Fixed ignition bug causing Steam Cannons to be inconsistent
  • Fixed Thumbnail generation issue
  • Fixed Flying block spin speed
  • Modded water cannon SFX changed
  • Cannons and springs now have muffled sounds underwater
  • Fixed 2 Harpoon NRE's
  • Fixed case where the same block would appear twice in the selection list causing an error
  • Fixed case where using the God Drag Tool would cause problem with the targets drag values
  • Harpoons now ignore their speed value when resetting
  • Prevented Fish from spamming the log file
  • Fixed Braces so they can connect to pinned blocks properly
  • Fixed problem preventing updating of existing workshop items
  • Fixed problem caused from other experimental fix that prevented saving of some machines
  • Fixed problems with uploading mods and levels
  • Fixed Camera Block NRE
  • Changed Barrel physics material
  • Rebalanced Nautical Screws
  • Fixed Multiverse Harpoon related errors
  • Prevented scaled Harpoons moving the rope collider
  • Fixed length detector rope being drawn wrong
  • Fixed case where changing into spectator would cause errors preventing changing properly back to non-spectator
  • Fixed NRE from Nautical Screws
  • Fixed rope cut trigger position
  • Fixed case where Springs and roped snapped on sim start, creating odd connections.
  • Fixed rendering issue when placing surface blocks
  • Fixed Barrel tooltip showing the wrong order of buttons
  • Fixed NRE from another player connecting to a host while the host is in sim and have killed sharks or exploded bombs.
  • Fixed Harpoon Audio mixer
  • Fixed problem with Ship Wreck Cay not setting its completed state correctly
  • Fixed explosion decal being places at infinite distance
  • Fixed case where updating tag an existing levels would mark them as machines
  • Fixed underwater explosion from cannonballs not looking correct
  • Fixed problem in multiverse where ripples would be off per default no matter the options setting unless toggled on and off again
  • fixed case where harpoons shot from a scaled harpoon block would cause the projectile to keep scaling every time it was fired.

Besiege: The Splintered Sea is out now!

Besiege: The Splintered Sea is out now!

https://store.steampowered.com/app/2165710/Besiege_The_Splintered_Sea/

We’re celebrating The Splintered Sea’s launch with a biggest ever sale on Besiege, 75% off!

The Sound Update

Besiege’s free Sound Update is now live! This update brings a new sound system to Besiege, adds a bunch of new sound effects and brings a host of improvements & bug fixes. You can learn more about the Sound changes (https://steamcommunity.com/games/346010/announcements/detail/6792069174998570968) and there’s a full changelog at the bottom of this post.

Besiege Supporter Edition

https://store.steampowered.com/bundle/41069/Besiege_Supporter_Edition/

The Besiege supporter edition is now available to purchase, as a way to offer additional support to Spiderling & our development of Besiege! The bundle includes a mastered album of Besiege’s soundtrack and a unique animated skin for the Source Cube, giving it the appearance of a motorized engine.

Share your creations

We’re really excited to see all the wacky & wonderful creations you build for The Splintered Sea! Post them on Twitter with the hashtag #BuiltWithBesiege to share with us and the rest of the community. :)

Live Stream

Our new community manager, Sam, will be doing a livestream on Twitch this evening at 18:00 BST (17:00 UTC) where you can watch him play through the new campaign levels and ask questions about the game & expansion! Sam is relatively new to Besiege, so please be kind :)

More Information about The Splintered Sea

If you’d like to learn more about The Splintered Sea, you can check out a series of posts we made, where we take a deeper dive into its features and some advice on building machines for water:

Feature Overview #1
Feature Overview #2
Feature Overview #3
Feature Overview #4

V1.5 - (21214) Changelog

  • Fixed some performance issues with the glass build surfaces
  • Ballasts now have a maximum mass of 3 instead of 2
  • Fixed grabbers not being able to grab things if what they held was destroyed
  • Fixed center of mass display tool being somewhat offset to what actually happens in simulation
  • Replaced audio management system
  • Added soft limiting audio mastering so many loud sfx don't get overly loud
  • In world audio sources now respond to pitch stretching at different time scales
  • New audio sliders in options menu for physics, blocks, ui, sfx
  • New breaking and collision sfx on various blocks
  • Collision sounds are now proportional to impact
  • New cannon fire sfx
  • New wheel motor sfx
  • New steering hinge and block sfx
  • New flamethrower sfx
  • New piston sfx
  • New propeller sounds
  • Center of mass display orb now is red rather than blue
  • Flying block actually spins as fast as the speed is set to
  • Fireball model updated
  • Fireball now creates a burst of firespread on collision
  • Updated fire spread system a little to get a more natural spreading and to fix a couple of issues
  • Better use of space and centering on thumbnails
  • Fixed damage and fire consistently affecting eachother and joint health
  • Changed FPS display to be a rolling average, and added optional new performance graph
  • Center of mass now updates when changing block parameters like mass, and when using undo and redo of blockmapper values
  • Newly placed shortening blocks now receive mass appropriate to their length
  • Added ability to mirror half pipes and wood panels
  • Made spikes and blades less likely to break off so they aren't weaker than a machine of wood
  • Small update to the appearance of the wooden panel block
  • New wooden panels will now join correctly centered
  • Colliders on the halfpipe block are now properly symmetrical
  • Fixed and updated how dragged blocks calculate their cylinders to avoid them looking to flip on sim start and other times
  • Fixed an issue where loading certain NaN values on machines would crash the game
  • Polished boulder texture a little bit
  • Bomb explosion now spawn in the center of the bomb as it should
  • Fixed some issues with burning visuals some parts becoming more or less darkened than they should have
  • Moved torch from weapons to armor
  • Optimised AI unit structure for better performance
  • Grounding machine tool now tries to snap to terrain and objects underneath the machine
  • Changed fog in sandbox and multiverse to make it not get denser around the immediate vicinity when looking towards the horizon to the sky
  • Fixed using a camera block following a machine down beneath certain heights would make the camera not follow the machine properly,
  • Fixed surface fragments looking weirdly crumbled and glitched (thought this was live but it was not)
  • Fixed a bug with logic enabled camera blocks not showing the correct camera sometimes.
  • AI's in multiplayer will no longer try and jump onto too tall things and kill themselfs in the attempt
  • Fixed problem with grabbers and Vacuum block's not being able to grab onto new things after their currently grabbed object exploded
  • Fixed a case where modify tool selection would not save an undo state correctly while not in advanced building mode
  • Fixed issue with not being able to pin sharp blocks

Update V1.26: Improvements, Tons of Bug Fixes and Regional Pricing

Hello Everyone!

We hope you all had a good holiday season. Today we’ve got a new update for you, featuring a host of bug fixes and quality-of-life improvements for the game, including a huge decrease in simulation start times for surface blocks! A full list can be found in the changelog below.

Thank you to everyone from the Discord community who’s pitched in and playtested this update over the holiday period! Your help has enabled us to cram in more bug fixes and get the update released quicker than expected.

We’d also like to thank everyone who’s contributed to the new suggestions section on Discord. There’ve been some great discussions surrounding people’s ideas and it’s given us lots of inspiration for the future. Click below to join the Discord and add your suggestions too!

Regional Pricing:

Valve recommends that developers update their regional prices regularly, which we have not done since the 1.0 release. We wanted to give some advanced warning before we do, as pricing in most regions (Asia, Canada, Europe, Mexico & South America) is likely to increase.

To give everyone a chance to get the game at a discounted price before this happens, Besiege will be going on sale from the 29th of January to the 5th of February, after which the pricing update will take place.

That’s all for now and we hope you enjoy this latest installment of Besiege!

Cheers everyone, Von

Changelog V1.26 - 20554

Changes:

  • Edge detector logic gate
  • Automation blocks now don't have a broken framerate bound escape that would make automation respond differently depending on framerate.
  • Wheels now use a single slightly more round collider, resulting in better performance and roll
    • old saves will use the original configuration of wheels
  • Wheels now have a new implementation of acceleration that also affects deacceleration and doesn't jump suddenly to infinite power
  • Grabber now has a button for attach and detach when not auto grabbing, if the button is the same on both it works like before
  • Grabber now uses a more reliable grab phase
  • Steering hinges and steering blocks now have a tension slider making it possible for them to be more or less wobbly than default
  • Surface block texture tiling by world size
  • Surface block flip texture on F
  • Surface block rotate texture on R (with no ghost visible)
  • Vacuum block now using a much more reliable and performant cone of effect
  • Vacuum radius now increases with distance, and reference cone point offsetting slightly
  • updated camera targeting (lerp update)
  • Save menu now returns back to the last folder you accessed a file in
  • Added xml options to skin packs (only 1 implemented atm)
  • Minor cleanup of brace code
  • Added Spinning block free spin toggle
  • Added ability for certain blockmapper values to be copy pasted to and from Windows clipboard
  • Added preview models to dragged blocks in skin template
  • Tweaked sim camera lerping
  • Added new secondary joint connection window extension
  • Made Jaw selection easier
  • Cannon and crossbow projectile now sync velocity before applying the shot force
  • Enabled the scroll dependent WASD move to work not just when shift was held
  • Optimized flat surfaces collider further
  • Added version number to surfaces controlling the use of new flat collider
  • Added rudimentary pan by zoom for camera
  • Added zoom dependent WASD move for camera
  • Added soft reset camera to grab reference position in certain cases
  • Client inputs are now trimmed and fragmented if they exceed packet size
  • One-sized cluster surfaces now included in center calculation
  • Stopped trying to emulate inputs on clients
  • New experimental simulation start improvements for surface block joining
  • Made surfaces connect based on latest target in hierarchy consistently

Fixes:

  • Fixed Decoupler not working with automation
  • Fixed Ropes chopping trigger lagging behind actual ropes
  • Fixed backward compatibility for springs scaled to 0 in 1 axis providing stabilisation restored
  • Drills now don't create sparks if they are spinning a block but themselves are not spinning
  • Surface edges and nodes stay active for client making them render in front of 3d hud
  • Fixed logs being inconsistent in terms of collision with what they attach to
  • Fixed Steam cannons
  • Fixed vacuums affecting blocks in reverse
  • Fixing new wheels not grounding properly
  • Fixed a bug with bombs in mv
  • Fixed errors from opening mv because of new camera stuff
  • Fixed trying to delete a brace while placing it
  • Fixed secondary joint preprocessing
  • Fixed an issue with certain level editor events where a child body to the target was null
  • Fixed some range stuff for vacuum
  • Fixed selecting icon id for skins above double wooden block, returning wooden block if it was present
  • Fixed some miscalculations in the cone angle on the vacuum
  • Fixed water hitting valve in tolbrynd
  • Fixed issue where some cogs had weird settings some being less likely to rotate, made them more consistent (though one has a bugged setting to 1000 radians per second, but don't wanna revert it to be slower just yet)
  • Fixed jaw center of mass alignmentMade
  • Fixed desync between projectiles and their source
  • Fixed continuous collision on crossbow bolts
  • Fixed some targeting issues on level objects with new camera changes
  • Fixed some breaking level objects missing body references
  • Fixed f4 hotkey issues with MV chat, rebound default to enter
  • Fixed an issue when focusing on a new object with the camera while the old one was destroyed
  • Fixed issue with pre-extended sliders not blocking secondary joints
  • Fixed a duplication issue where a networking merge would cross reference the wrong blocks and cause a significant error
  • Fixed an issue when focusing on a new object with the camera while the old one was destroyed
  • Fixed tiling for surfaces entering sim
  • Fixed water cannon emulation issue
  • Fixed water cannon client issue
  • Fixed outline not working immediately on level objects
  • Fixed some breaking level objects missing body references
  • Fixed f4 hotkey issues with MV chat, rebound default to enter
  • Bombs exploded on server should no longer cause errors for joining clients
  • Fixed new wheel implementation breaking in multiplayer at times
  • Fixed Playfab connections after playfab broke their own network requests
  • Fixed a missing port of fov consistency for 3d hud cam and main cam
  • Fixed an error in virtual folder
  • Fixed an error on axle on client
  • Fixed being able to use both shifts in value fields
  • Fixed an issue with MachineMiddle in simulation that caused rockets being launched to result in wrong machine center and camera following, as well as the rocket not being properly marked destroyed
  • Fixed scaled braces cylinder
  • Fixed rocket values at 0 resulting in game break
  • Dragged block ghosts now properly transparent
  • Fixed an issue with multiplayer client inputs over steam connection
  • Fixed an issue where ropes snapped on client

Modding:

  • When loading meshes for mods they are set readable per default
  • Generate colliders on surface block now has a callback

New blocks, Block Features & Bug Fixes - Update V1.25

Hey everyone!

We're excited to bring you the latest update for Besiege. This update introduces three new blocks, a Length Detector, Axle, and Metal Jaw block.

The Metal Jaw is a bear trap type weapon block that uses tension in a spring to release an impactful swipe or bite.

The Axle is a universal joint like block that is similar to a ball joint, except it isn't allowed to swivel freely, which means you can use them to transfer rotational energy from one part of the machine to another, like an axle on a car.

The Length Detector is much like a rope, but instead of shortening and lengthening itself physically, it just follows the two points it is between always, and dependent on length it can output a button like the other automation blocks.

In addition to the new blocks, we've added a couple extra features to existing blocks including; a damper setting for suspension, a target pressure/height for regular balloons, and an often requested pre-extension of sliders.

This update also includes important bug fixes, primarily focused on the Build Surface. We've addressed issues where clients couldn't connect to the host's surface blocks, when the host selected the move tool. We've also fixed a bug where surfaces would lose their paint colour when skins were toggled in simulation, and a problem where moving surfaces outside of the bounding box would cause fire spread to cover too big and inconsistent areas. For a full list of fixes, see the changelog below.

We've also optimized surface interactions to reduce their performance impact, like spread out their mesh generation in multiplayer when loading machines. Explosions are now less intensive, which means you'll experience fewer FPS drops when many overlapping explosions occur.

We hope you enjoy the new update and look forward to seeing the amazing creations you come up with using the new blocks and features!

Cheers everyone!

Von

Follow us on Steam, Twitter, Facebook & Youtube to keep up to date with what we’re working on! Steam: https://store.steampowered.com/developer/Spiderling Twitter: https://twitter.com/spiderlinggames Facebook: https://www.facebook.com/spiderlinggames/ Youtube: https://www.youtube.com/user/SpiderlingGames Changelog V1.25:

New blocks:

  • Length detector - (Automation block that measures the span between two points and emulates at a certain length)
  • Axle - (A universal joint that allow rotation around 2 axes but not to spin around itself, perfect for axles and drive shafts.)
  • Metal Jaw - (A new weapon block that uses a wind up spring to release an intense chomp to snap enemies and structures in half.)

New features:

  • Damper setting for suspension
  • Flexible setting for grabber
  • Regular balloon can be pre-set to a target pressure/height
  • Sliders can now be pre-extended

Bug fixes:

  • Fixed a bug where selecting the move tool as host in multiplayer would make surfaces not connect for clients
  • Fixed sometimes undoing and redoing with symmetry enabled would go weird
  • Fixed surfaces sometimes losing their paint color if skins were toggled in simulation
  • Fixed an issue with camera tracking the machine sometimes would not follow
  • Fixed focusing camera on rope like blocks would center wrong
  • Fixed spring misaligning with the machine after moving the machine for a while or far away from where it started simulation.
  • Fixed sometimes scaling blocks selecting a hinge skin instead of the skin they were assigned
  • Fixed surfaces briefly extended outside of their bounds keeping their fire mask outside the machines bounds.
  • Fixed selection tool blocking surface placement after undoing back into placement state.
  • Fixed hot air balloons displaying a white line on enter sim sometimes
  • Fixed glitching banding shown across camera when using SSAO
  • Fixed explosions not applying forces and damage to ai realistically
  • Fixed merging edges and nodes after deselecting a block selection providing an incorrect merge.

Improvements:

  • Spread out surface mesh generation in multiplayer so loading in machines with lots of surfaces doesn't strain the server
  • Surface skin colors should now match better with other blocks
  • Ipsilon ai instantiation improvements
  • Turning off bloom now doesn't change the colors of the game
  • Place braces by clicking optionally
  • Smaller more readable surface block nodes
  • Made using move/rotate/mirror tool on partial surface selection should now only update the mesh when it needs to
  • Reduced interblock connection broken checks every frame
  • Flipping steering hinges display their arrow more visibly
  • Camera centers on block centers and not pivots
  • Explosions now spend less time evaluating propagation of their effects

Changes:

  • Moved block search to bottom right
  • Subtle normal map added to skin using surface blocks
  • Rocket pivot is now in the actual block's center of mass

Modding features:

  • Glass tinting slider
  • Block 55 can get skins from block 52
  • Wheel inflation slider

Hotfix 19238

  • Fixed MP error caused by missing networkblock
  • Fixed large cog, small cog, etc, where placing prevents entering Sim
  • Fixed issue with collisions
  • Fixed Blood transfer issue
  • Maybe other stuff

Update V1.20 - New block & quality of life improvements + Besiege Merch!

Hey everyone!

Today we’ve got another update for you V1.20, bringing a new block, a bunch of quality of life changes with a refreshed UI and a host of bugfixes. We've also launched some Besiege merch!

The new block can be used to raise your machine into the air, giving novice builders their first taste of creating a flying machine. The block works in a similar way to a hot air balloon, where its buoyancy can be increased or decreased on the fly, causing it to float gently at a desired height, and its colour can be customized.

Also for this update we've done an extensive rework of the game’s UI giving it a fresh, cleaner look, to go alongside the updates various quality of life improvements.

We’re also excited to announce that Besiege now has merch! Working with a number of talented artists we’ve come up with some cool stylistic designs for T-shirts & pin badges that are available right now on our new merch store!

We’ve also been working with Makeship to produce a Besiege Knight Plushy! Check him out, he’s so cool!!!! This is a limited time campaign and we need your help to make it happen, so make your pledge today if you’re interested!

That’s all for today, we hope you enjoy the update and we’re excited to continue Besieges development going forward. :)

Cheers everyone!

Von

Changelog V1.20

Patch notes:

  • Added a new Block, THE HOT AIR BALLOON.

  • Added new level for Ipsilon (Zone 3).

  • Reworked old tutorials.

  • Added new tutorials.

  • Reworked direction arrows on rotating blocks to make it more clear which way they will turn.

  • Fixed problem with balloon ai in Sandbox.

  • Braces now show a ghost when dragging.

  • Fixed problem with SSAO settings not updating correctly in Multiplayer.

  • Fixed missing HUD lighting which caused the UI to be darker than intended.

  • Reworked UI on the Top Bar.

  • Steering Block is now properly grid aligned.

  • Fixed a lot of different translation errors.

  • Sliders related to height values now use logarithmic scaling.

  • Moved Server Health and Server Buttons in Multiplayer.

  • Updated model and texture on Balloons.

  • Changed the Version check for connecting in MP to be less strict.

  • It is now possible to undo a machine deletion.

  • Rope default mass has been lowered from 1 mass total to 0.4 (will not affect saved machines).

  • Added new option for disabling deformation of meshes.

  • Fixed miss aligned Flying Block Collider.

  • Adjusted AI melee attack range to be less when hitting upwards.

  • Undoing now also changes tools to match the action that was undone.

  • Added a secret.

  • Resetting machine rotation now resets around the gizmo instead of around the transform position.

  • Lenses rain has been disabled on multiple levels.

  • Optimized all Cog Colliders.

Known Bugs:

  • There are a few bugs related to the way our Symmetry Tool and the undo/redo system interact. We have fixed a few of them in this patch but it will unfortunately take some time to get it completely bug free.

Hotfix - 1.20.17395

  • added togglable permanent FPS counter for UI, first revision
  • slightly nerfed the new hot air balloon as to not be as op
  • fixed an issue with rope+winch mass loading, it's consistently always 0.5 now
  • made armour on breaking hot air balloons work
  • fixed localisation suggestions
  • fixed undoing transform giving weird tool selections at times
  • made hot air balloon center update with modified scale
  • Re-Hosting a Playfab Server may get you stuck waiting on "Hosting Server". Restarting the game will fix the problem.

64Bit Support Is Here! - Update V1.10

Hey Everyone!

Hope you all had a good time over the holidays, today we’ve got a big quality of life update!

The most important part of the update is that Besiege is switching to 64bit! This will mean players with powerful computers will see a huge performance boost when playing with larger machines, during testing we’ve seen up to a 3x FPS boost on certain workshop items!

We feel like now is a good time to make the shift to 64bit as it will put Besiege in a good position going forward, allowing us greater freedom to pursue more exciting features in the future.

If you’re still running a 32bit operating system then don’t worry! You’ll still be able to play Besiege as we’ve created a “legacy32bit” branch of the game on Steam, click here for a guide on how to change to the 32bit branch! However, you will need a 64bit operating system in order to play newer updates for Besiege.

In addition to shifting to 64bit we’ve got a host of new features, improvements and bug fixes for you. There’s a full changelog at the bottom of this post but here are some of the highlights:

  • Added more features for the logic system, including new gate options and support for variables in place of keyboard inputs, making complex logic systems easier to manage & track

  • Reworked Ipsilon campaign island that includes the advanced brick system, present in the later campaign islands, as well as fixing a bunch of issues with levels

  • Increased the number of maximum cloud saves from 1,000 to 10,000

  • Added more level editor objects

  • Added language support for Italian, Polish, Turkish, Chinese Traditional (Taiwan), Chinese Traditional (Hong Kong)

  • Made UI improvements, New Tutorial system & a bunch more stuff!

That’s all for today but watch this space, we’ve been working on a whole bunch of stuff since our last post and we have lots more to talk about in the next few weeks! :)

Cheers, Von

Changelog:

FEATURES

  • Updated to windows 64 bit (for windows, linux and macOS already support it)

  • Skins bottom bar fold out UI now shows you the most recently used skins in the first column if you use Advanced Building

  • In advanced building you can now switch keyboard inputs to variables to make complex logic systems easier to keep track of

  • Increased max number of cloud saves from 1000 to 10000

  • Added new connection type: Playfab

  • New level editor objects

    • Floating Crystal
    • Sandbox Mountain
    • Monk Idol statue
    • Crystal
    • Gold Nugget
    • Mine Cart
    • Dragon Ribs
    • Rotating Crank
  • New languages

    • Traditional Chinese (Taiwan)
    • Traditional Chinese (Hong Kong)
    • Italian
    • Polish
    • Turkish
  • New Settings

    • Added setting to make the camera look at the center of all the blocks instead of the average
    • Camera Sensitivity
    • Soft / Hard shadows toggle
  • Updated ipsilon brick levels for modern breaking systems

  • Save + Load menu workshop tabs to more easily keep track of your subscriptions and uploads

  • Glass surfaces now cast semitransparent shadows

  • Glass surfaces now have slightly less intense reflection

  • Improved thumbnail generation code with better centering and colours

  • Scroll wheel now can interact with time slider for precision increments

  • Boulder pieces now don't overlap and they inherit the velocity from before breaking

  • Explosion updated to be more performant and minor visual improvements for slowmotion

  • Logic Gate options added:

    • Binary Counter
    • SR Latch
    • D Latch
    • Random
  • New tutorial system, that shows you more clearly how to do steps, with an example base machine for level 1

  • Made it possible to select thumbnails from your pc for when uploading to the workshop

  • Made it possible to update thumbnails from in game for previously uploaded items (if not selected, it won't change the thumbnail)

  • When updating a workshop item it'll auto assign the tags that was used last

CHANGES

  • The machine bounding box now doesn't render in front of your machine

  • Local snapping for level editor translate tool now snaps to local grid instead of global

  • Transform gizmos for level editor now hide while holding shift

  • Single broken blocks now are ignored by the camera when following the machine

  • Surface block hidden if not Advanced building mode

  • Skins are now off per default

  • Improved colour correction for the Krolmar island

  • Improved colour correction for Ipsilon

  • Slight improvement to fire spread

  • Changed one multiplayer achievement from requiring 25 servers to 10 instead

  • Making propellers automatically align themselves around blocks that spin around their base axis

  • Steering hinges auto return per default now

  • Updated some achievement names

  • Changed connection type selection to tabs in multiverse

FIXES

  • stopped deflecting steering hinges on simulation start

  • fixed some slight memory leak issues when loading skins and block mods

  • when detaching surface blocks in a selection containing other block types, it now doesn't duplicate the others.

  • when using modding tools to scale surfaces or blocks surfaces connect to, broken pieces now match the original surface scale.

  • Surface corners don't show in automatic thumbnails

  • foliage doesn't render on top of fog anymore

  • fixed Ambient Occlusions sometimes missing in level selects

  • fixed an issue where grass and blood decals would make a slight dark square around the bounds of the decal

  • fixed when duplicating or detaching selections with surface blocks the reference pivot sometimes changing

  • Fixed who needs a mechanic achievement using the right category when you have mods

  • Made AI blood decal not spawn on the ground when dying in the sky

  • Fixing Krolmar Artifact level so keys are more easily accepted

  • various dx9 issues fixed

  • fixing sometimes loading machines would say they intersected the floor even if they aren't

  • fixed an issue where moving a surface corner on top of another surface corner, resulting in the surface being incomplete and removed, would throw errors

  • fixed an issue where certain brick objects weren't updating right for clients

  • Drill now properly receives emulation

  • unpowered wheels now are allowed to spin as fast as other wheels

MODDING

  • Added hidden toggle to turn off collision for surface blocks

  • Added social media mode to the cam tools

  • Added min and max grid static surface grid size variables

  • hidden logic gate option to make emulation loops burn out to avoid spamming behaiour

Hotfix 16991
  • Fixed missing sensor area cylinder

  • Fixed sorting files by date and throwing correct logs if invalid file loaded

  • Fixed negatively scaled fire areas

  • Fixed logicgate counter reset not resetting always or fully always

  • Fixed automation update rate, to be like previous update consistently at a single time instead of staggered

  • Made surface block zero volume check between corners and edges so zero volume is more accurately determined

  • Launching certain languages breaking until switching languages

  • Making emulation messages work even if the key is set to None

  • Added tutorial toggle option

  • Fixed drills not emulating again

  • Fixed spark particles over emitting on drills and saws

  • Added hidden mass slider to surface

  • The gerenuks in multiplayer now face the right way

  • Bomb explosion sizes stay consistent again as it did in 1.05

  • Blocks with shadow casters now cast the correct shadows using skins

  • Fixed occasional error when switching blockmapper from a secondary emulation input to another block

Hotfix 17044
  • MP bounding box now hides its front like in SP

  • Surface Block changes:

    • Corner points would sometimes obscure other selections
    • fixed missing colliders for folded surface blocks
    • removed overlapping double collider generation with some surface block configurations (in those cases the mass will be halfed aswell)
    • Mass slider changes is now loaded in vanilla no matter if the toggle for it is enabled
    • hidden collision toggle now properly updates mass
  • fixed broken key inputs for logic systems in level editor

  • fixed broken discord link in the Title Screen

  • fixed an accidentially changed event/action for mod stability (FragmentVisualController.onVisualBreak)

  • fixing shadows on instantiating a block with non default skin

  • slight optimisation to moving a lot of surface nodes at the same time

  • Japanese Translation tweaks

  • Fixed nre from loading a machine while having a surface block on the current machine.

  • fixed bug after defeating the last level of Krolmar causing the player to be unable to build on the machine.

  • Fixed baloons at length 0 breaking skins toggle and shadow mode.

  • Fixed some issues with machine thumbnail generation when the build zone was moved away from the default position

  • Machine tutorial now properly hide when using the level editor tools

  • now doesn't change the thumbnail when updating a machine without touching the thumbnail.

  • removed error logs from opening workshop update tab in save.

  • fixing overwriting thumbnails when changing content of a workshop upload but not having selected a new thumbnail

  • fixed not using completion state correctly to gauge what tutorials players have finished

  • fixed an issue with surface blocks having an empty list of corners for other players

New Build Surface Feature - Update V1.05

Hello everyone!

Today we’ve got another update for you, Version 1.05, bringing an awesome new feature we’ve been working on for a while now called “Build Surface” and some highly requested additions to the symmetry tool.

The Build Surface feature is a simple, highly customizable & powerful block/tool that allows you to create custom shaped blocks/panels for your war machine. These panels can be made from either wood or glass, both with their own characteristics that will affect the durability of your creation and how it reacts when damaged.

The tool uses a simple grid system that’s easy to master, even for you novice builders out there. You simply select 4 points on the grid and the tool will create a panel to fill the shape you have chosen.

Once you’ve created a panel you can then manipulate it into curved shapes using the advanced building tool. You simply select the advanced building tool, click one of the panel’s nodes and drag it to the shape you want.

The custom shaped panels you create also have aerodynamic properties which should unlock a whole range of new possibilities when constructing flying machines and airplanes.

The new panels have a health system that you can wear down by damaging them over time but it’s also possible to smash right through them, splintering the panels and sending fragments flying in every direction.

The size of the panels you make will affect how they react to damage or being put under stress, creating a more realistic structure for you machines.The panels also use the existing joint system, meaning that shapes you draw will attach to surrounding blocks and form a cohesive structure for your machine.

This new block/tool unlocks many more possibilities for designing your machines and makes creating complicated shapes and intricate detail on your machines even easier than before.

The tool is currently considered ‘Experimental’ which means we’re still actively working to improve it and give it a polish that we’re happy with.

In addition to the new block/tool we’ve made some additions to the symmetry tool that give it increased functionality, with two new modes that will further aid you in both building and editing your machines. The first new mode revolves around selection and modification of your machine. When you select a block with this option enabled, it will automatically select the corresponding block on the opposite side of your machine. For example if you select the front left wheel on your car, it will also select the front right wheel for you. If you use the advanced building tool with a mirrored selection, the blocks will behave in a mirrored fashion. For example if you have the front left & right wheels of your car selected and move the left wheel further away from the car’s center, the right wheel will also move further away from the center.

In addition this symmetry tool setting allows you to modify mirrored blocks at the same time, for example changing the speed of the front left wheel also changes the speed of the front right wheel. The second new mode lets you perform mirrored deletion of blocks on your machine, for example deleting the front left wheel also deletes the front right wheel.

That’s all for now and we truly can’t wait to see what madness you guys concoct with this awesome new feature!

Happy building!

Von

Hot Fix Version 1.05-12524

Changelog:

  • Fixed centering via C on selection
  • Fixed an issue where removing a surface while building a surface could result in errors.
  • Fixed an issue where joints would complain on rotated machines being respawned immediately
  • Fixed pin blocks flickering on and off when being placed on a surface block
  • Fixed issue with the surface tessellation when curving opposite edges in different directions
  • Fixed burning surfaces being persistent on clients in Multiverse
  • Fixed an issue where bloom options would apply properly
  • Fixed a problem with undoing where an error could happen from duplication and other actions on surfaces
  • Fixed outlines on modded objects
  • Fdded new japanese translations
  • Fixed some russian entries
  • Edges of surfaces now don't accidentally get rotated off their orientation by AB
  • Fixed an error when changing selection between surface blocks while duplicating
  • Fixed and error when inspecting the overview key mapping with logic blocks in it

Hotfix Version 1.05-12422

Changelog:

  • Fixed machine center calculation when the buildzone has been moved
  • Fixed transform cache issues in Multiverse
  • Fixed LookAtCamera component that was throwing exceptions
  • Only resets and restores rigidbody interpolation on blocks that are affected by undo actions
  • Fixed projectiles not despawning correctly when respawning
  • Updated Chinese, French, German, Portuguese and Russian localisation with new surface-related entries
  • Now makes sure edges and surfaces are valid after loading
  • No longer tries to process invalid surfaces
  • Surfaces no longer do anything in sim, and destroy their joints if they're invalid
  • Automatically removes invalid edges and surfaces when automerging
  • Fixed exceptions when machines with invalid surfaces enter sim

Level Editor & Bugfix Update V1.02

Hello Everyone!

Today we’ve got another update for you, bringing a whole load of new level objects & Krolmar’s desert environment to Besiege’s level editor, and a bunch of bug fixes for issues that have been reported since the V1.0 release!

The new level editor objects are from the new campaign island of Krolmar, so now you can make your own desert levels of doom for your friends or the wider community!

We’ve had a lot of really useful feedback about the Automation blocks since they were launched and have been hard at work making improvements to the way they work on a technical level. Key Emulation will now work consistently meaning that low FPS will no longer cause your machine to perform differently. This improvement will be most evident in Multiplayer, where previously lag spikes resulting from people loading in large machines were having a negative impact on machines that rely on an emulation system to function properly. Whilst this improvement will make using automation blocks much smoother in the long run, it’s possible that some existing machines may respond differently with the new update.

(Shameless twitter plug) You can follow us @spiderlinggames to get sneak peeks at cool new features and tech that we're working on, as well as announcements about Besiege and any future projects we work on!

That’s all for now folks, hope you enjoy this update and keep on Besiging!

Cheres, Von

Changelog V1.02

Added Krolmar level objects!

  • Cart
  • Palm Tree
  • Cactus
  • Desert Ivy
  • Basket
  • Desert House
  • Low Desert Wall, Low Desert Wall Turn
  • Desert Obelisk
  • Krolmar Peasant, Krolmar Spear Knight, Krolmar Gerenuk Rider
  • Gerenuk
  • Desert Wall, Desert Wall Battlement, Desert Wall Window
  • Desert Rock
  • Desert Rock Plateau
  • Grass Patch Desert variant
  • Grass Tuft Desert + Curly Desert variants
  • Add Desert environment for level editor
  • Add Krolmnar soundtrack to level editor (track 9)
  • Add Ignore Static toggle to the sensor block

Bug Fixes:

  • Fix being able to copy speed values from Speedometer to Wheel
  • Make Anglometer respond correctly with rotated machines
  • Fixed a problem where off screen insignias might have some invisible parts
  • Fixed the text cursor appearing in wrong places for the slider values in the keymapper
  • Fixed some potential issues with logic blocks on the client
  • Fixed an issue with the camera focusing where blocks would disable and be impossible to build off of as a client
  • Fix level 48 to only require destroying the cannons
  • Make sure islands are marked as unlocked just after unlocking them
  • Don't award Tree Of Life achievement on wrong level
  • Make Dodger achievement detection more robust
  • Add thumbnails/icons for logic blocks

Changes:

  • Emulation now happens at a consistent 50 fps (assuming 100% timescale)
  • Made modded negative valued water cannons not attempt particles that would fail anyway
  • Sensors now properly ignore only virtual triggers, like insignias or things outside of the level
  • Changed how interpolation and kinematic behaviour works for the spring blocks which hopefully should stop them from visually gliding off the machine
  • Made starting simulation emulate the start emulation keybinding (SPACE fx.) consistently whether you pressed space or the play button

2 New Blocks & Bug Fixes | Update V1.01-11100

Hello Everyone!

Today we’ve got another update for you, our first since Besiege left early access! This update, Version 1.01, adds 2 new blocks for the newly established Automation category and some fixes for minor bugs that have been reported since the V1.0 release.

The team’s been super excited to see everyone enjoying the V1.0 launch and they’ve been working round-the-clock to get this next update done as quickly as possible!

If you didn’t see our preview development post, here’s a quick rundown of what the new blocks do:

The Anglometer This block detects angles on a single axis, emulating a key press when an angle is met or exceeded. The block should allow you to create gyroscopes and stabilization systems for your machines.

The Speedometer The name’s pretty self explanatory for this one. The Speedometer is a new logic block that will emulate a key press when your machine reaches or drops below a certain speed. You will of course be able to adjust the speed in the blocks settings yourself.

We’re already seeing some awesome machines made with the Automation blocks added in V1.0 and we’re super excited to see what you guys create with these 2 new ones!

Follow us on Twitter to stay up to date with what we’re working on, and see some of the awesome creations the community is coming up with!

Thank you to everyone for all the support and positive feedback following Besiege’s release and we hope you enjoy this update!

Cheers, Von

Changelog V1.01-11100:

ADDITIONS: Speedometer Block Anglometer Block

FIXES: Fixed 'Stuck on Initializing' issue by ignoring the RemoteFile logic when CloudSaving is turned off Setting no emulate key will now not throw errors Fixed World Conquerer achievement firing in first Krolmar zone Valfross unlock text is now "CONQUER TOLBRYND TO UNLOCK" in title screen Fixed some display issues on the krolmar level select in terms of conquered marking Fixed altimeter height being displaying wrongly in misty mountain Fixed logic gate input names Making preextension work while bounds are disabled and allow intersection enabled, even if something is in the way to be consistent with when bounds are enabled.

CHANGES: optimised textures for automation blocks Made automation blocks with dials place upright when on top of the machine per default removing debug log for falling ai key in krolmar vault level ignored by splash force

for modders: Make LevelXMLLoader public instead of internal so mods can access it

Besiege V1.0 Is Out Now

Hello Everyone!

Today we are proud to announce that Besiege V1.0 has been released, bringing the game out of early access!

Version V1.0 brings the final island for Besiege’s singleplayer campaign, Krolmar. Krolmar is an ancient & mysterious desert island, filled with new enemies to slaughter, fortresses to obliterate & secret magics to unravel. With it’s stunning visuals and challenging levels, Krolmar brings a fitting finale to the campaign.

In addition to the new island, V1.0 also brings a new category of block to Besiege, Logic/Automation blocks. These blocks allow you to create automated mechanisms for machines, performing several actions in a sequence with the push of a single button, or automating actions using the various sensor blocks!

V1.0 includes 4 Logic/Automation Blocks, here’s a breakdown of what they do:

As with all our updates, version 1.0 comes with a large number of bug fixes, polishing the game off to it’s fully released state!

You may also be wondering what’s next for Besiege and Spiderling. We plan to continue working on Besiege, improving the game & prototyping experimental features!

Follow us on Steam, Twitter, Facebook & Youtube to keep up to date with what we’re working on! Steam: https://store.steampowered.com/developer/Spiderling Twitter: https://twitter.com/spiderlinggames Facebook: https://www.facebook.com/spiderlinggames/ Youtube: https://www.youtube.com/user/SpiderlingGames

In line with our original Early Access plan Besieges price will be increasing in 1 weeks time,after the release sale has finished, so if you haven’t picked up the game yet then now is the best time to grab yourself a copy!

We hope you’re all as excited as we are to see Besiege leave early access! As always, thank you to everyone for your support and participation in what has been an incredible journey!

We hope you all enjoy the update! Thanks again, The Spiderling Team

PS: You can read the full changelog here: http://forum.spiderlinggames.co.uk/index.php?threads/version-1-0-changelog.15659/#post-43993

#BesiegeV1