Gang Beasts Build 0.1.5 and Information on the Transition to Unity 5

1st Nov 2014

We are close to finishing the transition from Unity 4.6 to Unity 5 and the new Unity PhysX 3.3 implementation, but we still have a small number of issues to solve, the key issue still left to fix involves approximating the break force values used in the previous Unity 4.x builds (which is important for grabbing, lifting, pulling, and climbing), we have contacted members of the Unity technical staff for advice and expect to have a solution in the next few weeks.

To give everyone that has supported the development of Gang Beasts through Early Access some new content to play with for the Halloween weekend we have taken some content planned for the full Unity 5 release and added it to the last Unity 4.5 build (build 0.1.4), this build (build 0.1.5) is a minor update that includes the following modifications and additions:

a new stage with two shipping containers suspended from cranes 5 seasonal head customisations a debug function for arbitrarily spawning enemy AI and a small number of other objects in scenes improvements to the hazardousness of the hazards in the 'Grind' stage

Please note the 0.1.5 build does not have the significant performance improvements that will come with the Unity 5 build (as it is built with Unity 4.5).

Optimisations / Unity 5

We fully understand that waiting for Gang Beasts to be ported to Unity 5 / PhysX 3.3 is frustrating, especially for players with lower specification CPU’s but we need to prioritise porting to Unity 5 over making new content to exploit the significantly improved physics performance[blogs.unity3d.com] and avoid having to modify additional content made for Unity 4.5 to work with Unity 5. When the Unity 5 build of Gang Beasts is finished the minimum specifications for the game will be demonstrably lower than previous builds, to test the performance improvements we have added a debug function for spawning enemy AI and other objects in game (press the number keys 6, 7, 8 ,9, or 0 to spawn an object or enemy at the current cursor position), see this[vine.co] for an example of the debug spawning function and this[vine.co] for a Unity 5 test scene that uses close to 3000 balls (for a planned ball pit stage).

GUI

We have rebuilt the current GUI using the new Unity’s new uGUI tools, this makes the process of adding and / or modifying menu items, menus screen, and other UI objects (for game modes and custom characters etc.) significantly less complex.

Custom Input

We are implementing a solution that supports per player input customisation (including support for multiple players on the same keyboard), the solution also fixes the input device indexing issue that can occur with some controller configurations, we currently expect to release the custom input solution with the Unity 5 build.

Company

There have been numerous exciting developments that we can’t currently make public, including a second artist working on music and audio for the game (together with the current sound designer and musician Robert Larder), additional developers contributing assets and other game content, productive conversations with console platforms, and potential merchandising partnerships.

Support

We are currently in the process of adding more resources to help with support queries, if you have support issues with an Early Access build, please email support@boneloafery.com, this helps us to prioritise support for specific issues. If you have graphical or performance issues please include information about the operating system, manufacturer, and system specification in the email.

Beef City News

17 sep 2014

The information in this post has taken longer to collate (and confirm) than expected but we wanted to address the most frequent questions we’ve seen on the Steam forums, Facebook, Twitter, IndieDB and in email since we released the first alpha builds on Early Access.

Thank You Thank you for supporting the development of Gang Beasts by buying the Early Access version, we would not be in a position to continue the full time development of the game without your support. Thank you also to the people that have played and promoted the pre-alpha prototype builds that can be downloaded from IndieDB. Early Access We submitted Gang Beasts to Early Access to fund the development of the full game and to continue the development of the game in a public context that gives players of the game the scope to inform and give feedback on the development and plans for the game. Double Fine The publishing agreement we have with Double Fine gives us a glut of practical advice, and access to technical support and the other key resources that we identified as necessary to make the full version of Gang Beasts (without the pressure to compromise or modify key game mechanics or content). We are working with Double Fine to identify and solve specific issues with the current version of the game and to move to a more standardised development schedule with additional support and resources for testing, localisation processes, and other practical tasks. Pricing The Early Access price for Gang Beasts was informed by a review of the pricing for other Early Access games and conversations we had with other developers; the price is based on the level of content, number of game modes, variety of customisations, and number and variety of stages that are currently planned for the full version of the game (Steam users that support the development of Gang Beasts on Early Access automatically own the full version of the game when it is released). We have not set a date for the release of the full version but there will be many content updates and key technical improvements to the game whilst in Early Access.

The Pre-alpha builds We submitted the first pre-alpha build of Gang Beasts to IndieDB on 14 February 2014, the pre-alpha version of the game is currently similar to the Early Access build (with some key differences) but the pre-alpha build was not a stable platform for the development of the full game, this is partially due to the high number of forces that acted on the previous versions of the game characters (to structure the various character movements) but also because a significant percentage of the scripts and assets for the game were tests or temporary solutions. Significant sections of the game, the game characters, and assets have been refactored or rebuilt for the Early Access build (to make a stable platform for making and testing new content), we have made a number of minor updates to the Early Access build (current version is 0.1.4) and are now working to fix more involved bugs and issues such as the current lack of custom input support and adding support for explicit controller pairing.

Characters The Early Access builds of Gang Beasts have a rebuilt and optimised version of the Gang Beasts characters, the modifications were necessary to reduce the number of concurrent forces acting on them to prepare for the implementation of climbing, straddling, kicking, elbowing, and walking on inclines, stairs, and other undulating or uneven surfaces, we will continue to make modifications to the new versions of the characters to conform their movement more closely with the character movement in the 0.0.3 pre-alpha build, adding new contextual moves when needed. There will be additional body shapes / sizes to play as in coming builds. Customisations We plan to have a full character customisation system with a scheme for sharing customisations with others, we have reviewed various potential implementations but currently plan to continuing making and adding customisations to the Early Access builds before committing to a specific customisation system (see below for pre-viz of one of the gang customisations, for the Meat Factory district that we’re currently working on). Follow this link[fatknack.blogspot.co.uk] for more concept art

Stages We are working on a number of stages currently and plan to include several new stages in the next content release, the stages that are close to being releasable are a stage with a pair of suspended shipping containers, a cooling tower, and a revised version of the ‘Street’ stage (from the 0.0.2 pre-alpha builds), other stages that are currently in development are an industrial freezer room, a pedestrian foot bridge, an industrial storage facility, and a city park (to replace the ‘Sandbox’ stage from the pre-alpha builds). Game Modes We have plans for numerous game modes and mini-games, including boss fights (play as a boss vs friends), waves, vandalism (damage the vehicle), team and tournament modes, hat fights, and a single and co-op story mode with enemy AI and boss fights. We are working to modify the previous AI from the pre-alpha builds to work with the new version of the character and expect to include support for AI enemies in at least some of the stages in the next content release. Input We are working to add a custom GUI for the custom input mapping, this will allow multiple players to play on a single keyboard (we don't suggest playing with multiple players on the same keyboard unless you have anti-key ghosting hardware as standard keyboards are limited to approx. 6 concurrent registered key presses). The current (and previous) Early Access builds have an issue with indexing input devices with some configurations, this is because there is no unique ID associated with each connected input device i.e. the order of the list of connected input devices reported by the system is arbitrary (and can potentially include other devices), the solution we are working on forces players to explicitly associate their device with a character i.e. the first player to press ‘Jump’ is player 1, the second is player 2 etc. similar to the character selection screen in Mario Kart, Bomberman, and other multiplayer games.

Optimisation We have been working to port Gang Beasts to Unity 5 (Gang Beasts is made with the Unity game engine) for the last week, the performance improvements in testing have been are significant. We are continuing to work on optimisations for the current and coming stages but have moved from Unity 4.5 to Unity 5 for the next significant release (the first content release on Early Access) as we expect this to make Gang Beasts substantially more performant on most systems (see the YouTube video herefor a comparison). We can’t currently give an estimation for when this content release will be submitted to Steam but it is a key priority.

Networking We have listed Gang Beasts on Steam as an exclusively local multiplayer game to avoid confusion. We have had many requests for online support and want to have support for online modes but we can’t commit to adding support until we have implemented a stable, tested, and working solution (and have secured the various resources necessary to support it). We are working with Multiplay to identify potential schemes for an online implementation. Support If you have support issues with the current build, please email support@boneloafery.com, this helps us to prioritise support for specific issues. If you have graphical or performance issues please include information about the operating system, manufacturer, and system specification.

Patch notes for the Gang Beasts 0.5.5 beta

We have finished testing on the 0.5.5 beta build (published with this post), the list of modifications and fixes made in the 0.5.5 beta build are:

  • added provisional AI enemy costume sets waves gang members for testing
  • fixed an input issue that made character input(s) submitted when invoking the pause menu to span the menu (sending the same set of character inputs as the pause menu is exited)
  • fixed an issue that stopped the audible playback of concussion SFX when characters are rendered unconscious
  • fixed an issue with the server filters implementation that ignored Canada (Montreal) and UK (London) geographies when selecting / deselecting all geographies
  • fixed an issue with calling the pause menu that could stall the game if the menu is invoked immediately before joining a server
  • modified colliders on the chute stage to optimise and stabilise physics simulations
  • modified colliders on the subways stage to optimise and stabilise physics simulations
  • modified the attachment trigger volume for the UID 23 Hobo_woollyHat (HEAD) costume part
  • modified the billboard panels on the billboard stage to make them removable
  • modified the hat attachment implementation to limit the scope for rotation
  • modified the server filters UI implementation to support the selection / deselection of the Canada (Montreal) and UK (London) filters with keyboard and controller input
  • replaced the loading screen and interstitial screen system with placeholder hint content and rasterised compositions of stage geometry (to show the next stage loading) Current issues identified with the 0.5.5 beta build are:
  • 4th wall is still climbable on the subway and vents stages
  • dynamic and static friction parameters need modifying for falling meat paste sacks (to modify and stabilise the velocity of falling meat)
  • missing colliders on the open rucksack model (UID 173 costume_rucksack)
  • missing section of building geometry at left of gondola and elevators stages
  • the screens masking stage loading can fail to dismiss in some context
  • enemy AI are persistently aggressive

Please note the 0.5.5 beta build replaces the 0.5.4p2 beta build for server compatibility (moving between the default and “unstable” builds on Steam will download the same 0.5.5 beta build)

Patch notes for the Gang Beasts 0.5.7 beta

In June we have continued working with Coatsink to address performance and stability issues and other annoyances, part of this work can be tested in the 0.5.7 Early Access build and associated server configurations (published with this post). The key patches and optimisations in the 0.5.7 build are specific fixes for the character distortion and freezing glitches introduced in the transition to Unity 5.6 (and other physics stability issues), a significant decreases in CPU use, numerous networking and matchmaking stability fixes, and reduced build sizes.

character costumes

Other work included in the 0.5.7 build includes modified and optimised city geometry for the background of exterior stages (only in the blimp and girders stages currently), modified and optimised geometry for the girders, incinerator, and wheel stages, Rick and Morty character costumes and multiple new character costume parts [1], large enemy AI body types for enemy AI (in the current waves stages), an improved AI for the waves game mode (AI aggression and throwing still need additional work but can be tested in the grind and incinerator stages), and a modified colour tinting system to support more variation for costume customisations.

rick_vs_morty beef city

Other work that is partially exposed in the 0.5.7 build includes the implementation of a custom atlasing system for scene optimisation (this is the last stage in the stage optimisation workflow, only the gondola and wheel stages use this system in the 0.5.7 build but the other stages are being moved to the atlas system currently), a custom buoyancy system (only exposed on the wheel stage in the 0.5.7 build for testing but will be moved to the other stages that have water or meat paste volumes when the current buoyancy parameters have been modified and standardised).

Other work not exposed in the 0.5.7 build includes modified and optimised geometry for the alley, grind, towers, and roof stages, optimisations to the character and prop physics implementations to significantly lower the frequency of physics calculations made per frame and stabilise collisions.

14 of the 16 public stages support online in 0.5.7 build, the key priorities for July are to execute the current QA schedule, finish the last modifications and optimisations and add online support for the chutes and towers stages, finish the last modifications and optimisations for the alley and roof stages, make a last pass to standardise character, prop physics optimisations and climbing, fixes and improvements to matchmaking, game modes, UI, localisations, and post processing.

The list of modifications and fixes made in the 0.5.7 Early Access beta build are:

  • added modified and optimised city geometry to the blimp and girders stages
  • added 17 new costume customisation parts and cat, panda, penguin, and rhinoceros kigurumi costumes
  • added food production worker 1, food production worker 2, boiler suit, and security guard costume presets for enemy AI on the grind and incinerator stages
  • added large character body types for enemy AI in waves mode
  • added modified and optimised geometry for the girders stage (with local and online support)
  • added modified and optimised geometry for the incinerator (with local and online support)
  • added modified and optimised geometry for the wheel stage (with local and online support)
  • added multiple stage escalations to the wheel stage
  • fixed a significant physics issue that made character geometry distort and freeze
  • fixed an issue that stops clients from joining servers if they had previously disconnected from a server in the same game session
  • fixed an issue where characters could pass into the grinders on the grind stage without entering the concussive state
  • fixed an issue with trains SFX ignoring the game SFX volume settings
  • modified and optimised city geometry to blimp and girders stage
  • modified concussion SFX to only trigger if characters are subjected to a concussive blow (concussion SFX should not trigger for falling and sinking hazards)
  • modified the colour system to support tinting (to support costume customisations variations)
  • modified gondola and wheel stages to use a custom atlasing system for performance (this work is the last batch of planned optimisations for the stage geometry)
  • modified server configuration to automatically restart less frequently (restarts is necessary for clearing memory)
  • modified some trigger volume tests to optimise performance and make detect specific character interactions and events (for the achievement implementation)
  • modified the climbing implementations for online and local games to standardise
  • modified and optimised UI for the character selection and character customisations screens
  • reduced memory usage
  • reduced the game file size by approximately 40% / 1.25GB
  • removed some redundant code from the client for optimisation
  • replaced buoyancy with optimised custom implementation (objects float before sinking. characters float but lose stamina, concussed characters sink)
  • temporarily removed the game over messaging for local single melee player games
  • temporarily removed support for the waves mode for the grind stage

The list of key issues identified with the 0.5.7 Early Access beta build are:

  • issues with camera on wheel stage (we are working on implementing support for the new Unity Cinemachine 2.0 CinemachineTargetGroup to improve the tracking of multiple characters)
  • issues with colliders on the pier on the wheel stage (online only)
  • costume parts can show through other costume parts in some context with some costume configurations
  • the implementation for the bridge deformation in vents needs modifications to stabilise the bridge
  • water implementation is not standardised
  • modified and optimised Beef City geometry is not standardised for external stages

[1] the full list of costume parts FastFood_foodHygieneForageHat, FoodProduction_01_foodHygieneHat, FoodProduction_01_foodHygieneJacketWithGloves, FoodProduction_01_foodHygieneShoes, Garbage_hiVisVest Garbage_militaryCap, GroundsKeeper_overallsBottom, GroundsKeeper_overallsTop, Paremedic_bumbag, costume_tophat, costume_fez, costume_sombrero, costume_denimVest, costume_denimjacket, IceCreamVendor_iceCreamManShorts, Construction_hardHat, and Construction_dungarees

Information on server configuration modifications to address issues with physics stability

24 MAY - BONELOAF

In the last month we have been finishing work on optimising the current public stages and testing fixes for issues introduced in the transition from Unity 5.4 to Unity 5.6, we have identified a potential solution for the current character distorting / freezing and other physics stability issues and have made successful tests with a patched server configuration. We plan to patch public servers over the next hour. Please post information if you still see distorting / freezing issues or missing geometry when playing online following the server update to help us identify if the patch is not working as expected. [1]

Server availability and stability will fluctuate for the next hour as servers are patched

Other than work on optimising the current local and online stages (this work is necessary for improving physics stability and standardising collision detections), we have also been working on games modes, a full replacement for the current UI implementation, physics and server stability, standardisation of costume and prop parameters (for existing and new objects), configuring the Unity post processing stack, localisations, and improvements to matchmaking and networking. We expect to publish multiple builds demonstrating this work in June and July with a series of posts giving specific information on the full release content for the game and current plans for post launch content.

[1] For reference there is no build published with this post; in tests we have recorded a small number of distorting / freezing issues in local games but instances were significantly less frequent than online games, we will monitor server stability and prioritise publishing modified client builds (with additional optimisations and fixes) when the solution for the distorting / freezing issue has been demonstrated as working.

Patch notes for the Gang Beasts 0.5.6 beta

For the last month we have been working with Coatsink to move Gang Beasts to Unity 5.6 [1] to exploit performance improvements and make use of the expanded NavMesh, lighting, text rendering (TextMesh Pro), particle, post, camera, and debugging tools. The work to move to Unity 5.6 is done and most stability and rendering issues associated with moving to the current Unity 5.6 release have been identified and fixed.

Testing for the 0.5.6 beta build (published with this post) has ended, please flag any issues with Boneloaf support (support@boneloaf.co).

The 0.5.6 Early Access beta build has online support for the elevators stage, modified and optimised geometry for the subway and elevators stages, and a series of other optimisations, fixes, and modifications to UI, networking, and character and costume stability. The 0.5.6 beta also has a modified win state for the melee game mode and a provisional scheme for removing idle players from official servers (see the changelog section of this post for information).

In the last month we have also been working with partners to finish the optimisation of stage geometry and physics simulations, expand enemy AI abilities and pathfinding, setup game modes, debug new costume parts, fix camera issues, and rebuild and optimise menu and in-game UI (some of the optimisation work is exposed in the 0.5.6 beta but work on game modes, AI enemies, costume parts, menus and UI, and camera and post effects can’t be exposed for playtesting until a later build). [2]

The list of modifications and fixes made in this beta build are: fixed an issue with character postures on the costume customisation screen fixed stage specific issues with baking lights and re-baked light maps for some stages implemented a scheme for removing idle players from official servers (the current server session will end and show the message “You were kicked due to inactivity” if inputs are not frequently sent to each player) [3] implemented online support for elevators stage modified formatting for UI text and modals for legibility modified server disconnection messaging to give more information modified the default win state for the melee games on official servers to two round wins per stage (to give players that lose the first round a round to fight in before the stage can cycle (spectating players can join from the next round or the next stage if the stage has ended) [4] modified Steam API authentication messaging (Failed Platform Entitlement) with summary information and instructions modified Steam ID names to not scale with distance in non-VR games modified the stair light fixture on subway to support swinging from it optimised the geometry for subway and elevators stages (made less significant optimisations to geometry for other stages) renamed “survival” game mode to “melee” [5]

[1] we expect to make the full release build of Gang Beasts with Unity 5.6 later this year when the full set of launch content (game modes, stages, and costume sets) are fully tested and playable

[2] we have also been working on minimising and removing exploits and deviations in local multiplayer and online multiplayer game modes, please flag exploits and other issues in the comments

[3] this implementation will be reviewed and modified if removing idle players is exploited or otherwise compromises gameplay)

[4] similar to Street Fighter if World Warrior’s were gangs from Beef City and had mass brawls not tournaments

[5] for reference “melee”, “football”, “waves”, and “sandbox” are the four game modes planned for the full release of the game (other game modes will be added in a series of free post launch updates)

Patch notes for the Gang Beasts 0.5.0 beta

Since the last Steam Early Access post was published at the start of December we’ve been working with Coatsink to test significant modifications and fixes to the character, costume, game mode and networking systems (the 0.5.0 build replaces the 0.3.4 and 0.4.4 Steam Early Access builds). 

Servers will be intermittently unavailable for the next hour as servers are modified (the 0.5.0 build is needed to play online as pre-0.5.0 builds are not supported by the modified server scheme)

Online / Servers

Online multiplayer support in Gang Beasts has had numerous iterations since the online beta started in May and is now sufficiently stable and scalable to release in the default Early Access builds on Steam. 

Currently the Gang Beasts online multiplayer supports the following server geographies: 

  • US East (N.Virginia) 
  • US West (N. California) 
  • EU (Ireland) 
  • Asia Pacific (Sydney) 
  • EU (Frankfurt) 
  • South America (São Paulo) 
  • Asia Pacific (Tokyo) 
  • Asia Pacific (Singapore) 
  • Asia Pacific (Seoul) 
  • India (Mumbai)

following the publishing of the 0.5.0 beta build we plan to add support for servers in US East (Ohio), and will then assess supporting server geographies in Canada (Montreal), China (Ningxia), China (Beijing), UK (London), and France (Paris) as and when Amazon Web Services, the server hosting solution we lease server capacity from, make these server geographies available. 

For reference latency will be lower if you are can connect to servers close to your location (you can use the server filter to show proximate servers), if there are no servers in close proximity to your location please email support@boneloaf.co with information on your location. If you are playing from a location that is not close to the currently supported servers please test the dedicated server tool (published with this post) as a temporary solution until the server infrastructure is expanded to support your locality (the server tool should be available through the Steam tools section and support Windows and Linux currently, please read the readme.txt file distributed with the build for more information on the server tool). 

The list of modifications and fixes made to the online and server implementation in the 0.5.0 beta build are: 

  • added support for modifying the camera Y axis with the single player camera (mapped to left and right D-pad and left and right cursors keys by default) 
  • added an lobby to invite friends to before connecting to a server 
  • added support for playing with multiple local players online 
  • added online support for the blimp, billboard, buoy, and container stages 
  • added PTT VoIP (Push-to-talk Voice over Internet Protocol) support * 
  • fixed an issue that could make input mappings fail online 
  • fixed an issue that made servers ignore input held at round start (held inputs now trigger on round start) 
  • fixed an input issue with servers 
  • modified the scheme for storing and retrieving servers in the central server and refactored some backend server systems 
  • overhauled the master server scheme (to improve stability and implement support for polyinstancing)

* the default mapping for PTT VoIP is right trigger on game controllers and the “C” key on keyboards

Please note the 0.5.0 build will replace the current builds on both the default and unstable branches

Please note the 0.1.0 Dedicated Server Tool will only have support for Windows and Linux operating systems initially (please read the readme.txt file distributed with the tool for more information

Local


Local multiplayer support in Gang Beasts has seen a number of improvements and fixes including, an provisional support for in game camera modification (single player only), support for playing online with multiple local players, provisional support for debug spawning (we plan to expand debug spawning support to form the template for sandbox modes in later builds), and a basic version of the revised waves game mode (currently limited to the grind stage). 

The list of modifications and fixes made to the local game in the 0.5.0 beta build are: 

  • added modified scenes and geometry for blimp, billboard, buoy, subway, vents**, and containers 
  • added provisional support for single player camera adjustments (with D-pad or cursor keys) 
  • added support for playing with multiple local players online 
  • exposed the debug spawning system in local (currently does not have support player-controlled characters and some nav meshes are missing) *** 
  • fixed an issue in local game modes (with more than 4 players) giving false server disconnection errors 
  • fixed an issue that could make playing a local game with more than 4 players fail 
  • setup the waves game mode for local games (currently only the grind stage with default grey AI is available for the waves game mode)

** the name of the fans stage has been modified to vents (the original name for the fans stage) 
*** debug spawning is disabled for online for official servers

Stages


We are still working to finish modified geometry for stages but are close to having final geometry on most stages (excluding colour grading and post effects), the list of stages modified for the 0.5.0 build are: 

  • blimp (optimisations, blimp geometry and colouring, beef city geometry, fog sphere) 
  • billboard (optimisations, billboard and scene geometry, beef city geometry, fog sphere) 
  • buoy (optimisations, water implementation, beef city geometry, fog sphere) 
  • chutes (optimisations, scene geometry, escalation geometry) 
  • containers (optimisations, container geometry, beef city geometry, fog sphere) 
  • elevators (optimisations, provisional glass break particle system) 
  • incinerator (optimisations, scene geometry, fire particles) 
  • subway (optimisations, scene geometry) 
  • vents (optimisations, scene geometry)

Menu / UI / messaging


We’re still working to standardise the game menus, UI, and messaging to remove annoyances and make key content more accessible, the 0.5.0 beta build fixes a number of issues with game menus and a modified score screen (with star shaped balloons for points), the key modification to menus, UI, and messaging: 

  • added support for saving menu and character costume settings 
  • added support for storing some settings (last character selection and other game settings) 
  • fixed an issue with the Steam overlay triggering the in-game pause menu 
  • fixed an issues that stoped local game modes from pausing when the pause menu is invoked 
  • modified input mapping screen to show keyboard and game controller mappings concurrently 
  • modified online menu UI to work with the new lobby system 
  • modified server browser to show more server entries per screen 
  • modified the score screen shown at the end of each round to prioritise score information (we are working on solutions to show other key information and metrics contextually in game) 
  • modified the temporary main menu background to improve legibility 
  • modified the loading and interstitial screens to only show a new stage is loading 
  • modified when loading and interstitial screens show should now only appear when a new level is loaded

Character


Character movement, force parameters, concussion system, and targeting hierarchies have been modified to improve game play and the character customisation system has been exposed for testing, the full list of modifications to the character and character costume systems are: 

  • added a grab delay to the jump implementation to stop characters from targeting posterior objects and enemies when jumping 
  • added the costume customisation system **** 
  • fixed a field of view issue that stopped elbows from triggering 
  • fixed a targeting issue to make characters prioritise anterior grab targets (over posterior grab targets) 
  • fixed an issue in the character hierarchy that triggered inconsistent leg behaviour 
  • fixed an issue that made characters slide vertically on walls when grip fails 
  • fixed an issue that made kicking forces and movement inconsistent 
  • fixed an issue where melee attacks would apply forces incorrectly (should be less prone to physics explosions) 
  • fixed an issue that limited grip parameters when climbing from a jump state 
  • modified and optimised character movement forces and timings 
  • modified colliders on character feet for stability 
  • modified concussion parameters (to reduce length for long concussions) 
  • modified damage parameters for body parts to make them take more damage to the chest, waist, hips, arms, and legs on collisions (head, stomach, crotch, hands and feet parameters have not been modified) 
  • modified drag forces on characters (to make lifting and throwing characters less difficult) 
  • modified force parameters for climbing to make climbing less difficult (some surfaces will still be difficult to climb until grab targets are fully populated to all stages) 
  • modified force scaling in damage calculations (to inflict more violence than other collisions) 
  • modified force parameters for punches, head-butts, and kicks to standardise character movement 
  • modified front and rear sliding to make characters elevate their legs immediately before sliding 
  • modified kick parameters to limit spamming 
  • modified targeting hierarchies to contextually prioritise anterior targets when jumping or falling 
  • modified the character breathing simulation to improve character stability 
  • modified the character’s vertical field of view (to reduce the frequency that characters target objects below their feet) 
  • modified the climbing implementation to contextually offset targeting per arm 
  • optimised the object targeting system for stability and performance 
  • restored contextual elbowing (for contexts where enemies are immediately behind the character) 

**** saved costume customisations could be lost or corrupted on subsequent updates while the system is in development

Information on switching to / from "stable" and “unstable” branches

To download the "unstable" branch on Steam right-click on the "Gang Beasts" game name on the Steam library page and select "Properties" from the window that opens, from this window select the "BETAS" tab and then the "unstable" option from the dropdown menu (the menu labelled "Select the beta you would like to opt into:". To revert back to the last 'stable' branch select "NONE- Opt out of all beta programs" from the same menu. 

For reference switching between unstable and stable branches of the game forces the selected build to download to the Steam client (replacing the previously selected build). 

Please note the 0.5.0 build replaces the 0.3.4 and 0.4.4 Steam Early Access builds, moving between the default and “unstable” builds on Steam will both download the 0.5.0 build until the “unstable” build is updated to 0.5.1

PS4 Release 

We have been working hard to make a PlayStation 4 build of Gang Beasts for submission to Sony (for a potential 2016 release), unfortunately there are still some modifications and fixes to make before we can make a submission and it is now too late in the year to certify the game for a 2016 release, we understand that this is disappointing for PS4 owners wanting to play the game and are pushing to make the submission as soon as we can to make a Q1 2017 release date feasible.

Gang Beasts 0.3.4 unstable build and information on the Gang Beasts Online Multiplayer Beta

Information on participating in the Gang Beasts Online Multiplayer Beta

The signup process for participating in the Gang Beasts online multiplayer beta is open.

To manage the distribution of Steam keys for the online beta we are using the distribute() build distribution service from Vlambeer, distribute() is designed for the distribution of keys to press (please ignore Press references when submitting key requests).

Please note that the initial online multiplayer beta only supports Windows operating systems and is currently limited to three stages ('grind', 'subway', and 'trucks'), the next batch of stages that are being optimised for inclusion in the online multiplayer are 'buoy', 'gymnasium', 'ring', and 'elevators'.

The process for submitting a key requests for the Gang Beasts online multiplayer beta through distribute() has five stages, the process is:

Open the URL https://dodistribute.com/access/knof3oKvFd/ in a browser

In the ‘Log in with your e-mail address:’ section (outlined with a red box in the screen capture immediately below this sentence) enter the email address you want the beta key(s) to be sent to

Check the email account you submitted for an email from noreply@dodistribute.com with the subject line “distribute() | Confirm your request” and follow the instructions for confirming the request.

To confirm the request paste the 16 character code from the last sentence of the email in to text field labelled ‘Code:’ (outlined with a red box in the screen capture immediately below this sentence) and left click on the ‘confirm request’ button or left click on the long URL on the second to last line of the email.

Confirming the request will open the main distribute() key request page, from this page specify the number of keys you want to request and select the ‘PC (Steam)’ setting (outlined with a red box in the screen capture below).

Please note the maximum number of keys that can be approved per request is four.

In the ‘Or add your own publishing platform:’ section enter a your Steam username in ’Name:’ text field (outlined with a yellow box in the third screen capture at the end of this post) and left click the ‘request’ button to submit the request.

Please note that the online multiplayer beta keys will be sent out in batches, the first batches of keys will be sent out by email from next week with subsequent batches of keys being sent out more frequently as server capacity scales.

Patch notes for the Gang Beasts 0.3.4 “unstable” build

Please note there is no "stable" alpha build released with this post

The list of modifications and fixes made in the 0.3.3 "unstable" alpha build are: 

  • fixed a number of missing/corrupt navMeshes
  • fixed an issue that could prevent front and rear sliding states from triggering
  • fixed an issue that made characters stay in the ‘headbutt’ state when headbutting
  • fixed an issue relating to AI not identifying a navMesh agent
  • fixed an issue with spawned AI entering kill volumes
  • fixed an issue with the water system that rendered water with zero polygons on specific systems
  • modified enemy / object targeting hierarchies to prioritise objects in front of targeted characters
  • modified stamina to reduce at a slower rate when characters are moving
  • modified the climbing system to make climbing less difficult
  • modified the colour palette on the ‘trucks’ stage
  • modified the dropkick and diving states to use a minimal assistive targeting (to make targeting enemies / objects with dropkicks and diving less erratic) 

Information on switching to / from "stable" and “unstable” branches

To download 'unstable' alpha build  ‘unstable’ branch on Steam right-click on the ‘Gang Beasts’ game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab and then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu. 

For reference switching between 'unstable' and 'stable' branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).