Beast Master
Playing now
—First samples arriving
—of peak
All-time peak
—Tracking since the first sample
Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
| Published | Kind | Announcement | Build |
|---|---|---|---|
| In-game event | Beast Master - Development Update 23 There was something in the previous face models that did not satisfy us. For this reason, we decided to renew the faces of our characters and we are quite happy with the results. Along with this, we have also improved our face generation scene and system. We know how important it is for players to be able to create their own unique character. For this reason, we added as many blend shapes as we… | — | |
| In-game event | Beast Master - Development Update 22 For the Beast Master, we are using a GPU instanced vegetation system which is pretty optimized and allow us to render lots of plant and trees. Each chopped tree or stone will be removed from the instance and replaced by a fractured version of the game object. The fracture process will be done at runtime. This system is called when there is any vegetation removed from the GPU. This will help us… | — | |
| In-game event | Beast Master - Development Update 21 In this week’s blog post, we wanted to show you the results of the procedural system and the new features we will add to the game. Before we start, we want to share some ideas which will change some core design of the game. Firstly, there will be ships in Beast Master. Currently we are improving our ocean system and add new swimming mechanics into the game. Also we will add some underwater cont… | — | |
| In-game event | Beast Master - Dev Update 20 As we mentioned before, Beast Master will support online co-op which will allow 2 to 10 players play together. We also be implementing features for our players to be able to build custom dedicated servers. Detailed documentations related building custom servers will be shared with our community as soon as possible once the game is released. Since there will be lots of creatures moving simultane… | — | |
| In-game event | Beast Master - Dev Update 19 We have been busy for a few weeks since we were working on the network system. At the current state we require little more time to share the co-op status of Beast Master. We added a dynamic optimization system which adjusts the creatures regarding the distance from the player. The new health bars are controlled by this system. Players will only be able to see the creatures health bar by getting… | — | |
| In-game event | Beast Master - Store Page Update Our store page is now more colorful. We decided to add new gameplay images which will represent how Beast Master will look like once it's finally released. We still might change the art style depending on the feedbacks. We hope you all like it. Thanks for your support. | — | |
| In-game event | Beast Master - Dev Update 18 Our previous user interface was flat and less colorful. We weren’t happy about it and changed the style. We made the new interface more cartoon. The results made us happy and we hope you will like it too. We also worked on crafting. Each item will have a crafting multiplier which will effect the result. Players will able to add any kind of item into the crafting pool to boost the chance of craf… | — | |
| In-game event | Beast Master - Dev Update 17 Beast Master will have lots of different weapon styles. Each weapon will able enchanted by players for different purpose of use. Enchants will change the behavior of the weapon. We also want players to combine different enchants to make the weapons more customizable. All these weapons can be dropped by creatures or crafted by players. Also all items can be dissembled into crafting materials to… | — | |
| In-game event | Beast Master - Dev Update 16 It is still in work in progress state but we think it’s enough to show how the terrain and the environment will look like in Beast Master. We are planning to create a large open world area which will have a dynamic quest and dungeon spawn system. Players will encounter random events, creatures, bosses and quests while traveling in the world. On one of our previous blogs we shared some content o… | — | |
| In-game event | Beast Master - Dev Update 15 Beast Master will take place in a fantasy world where creatures and humanoids will able to use magic to attack, defend and support. There will be lots of different type of weapons which players can use on different purposes. There will be around 8 elemental powers to use on weapons. Fire, electricity, water, air, life, earth, divine and shadow magic. Each type of magic will have different effec… | — | |
| In-game event | Beast Master - Dev Update 14 As we mentioned before, Beast Master will have a building system where players will able to build little villages and towns. We developed a grid based system which we can adjust some values to fit any kind of terrain. We can change the grid size, terrain size, maximum height of the grid system to work and slope limit to prevent building on inclined surfaces. This runs on a very high performance… | — | |
| In-game event | Beast Master - Dev Update 13 Beast Master will have a building system where players will able to build towns and villages. One of the features will allow players to build marketplaces. Each marketplace will require to finish a certain type of quest. These markets will sell and buy goods like armors, weapons, potions and other general crafting items. We will post more detailed information about village building and how the… | — | |
| In-game event | Beast Master - Dev Update 12 In Beast Master, players will be able to enter dungeons from portals opened in random areas. Each dungeon will procedurally generated. Dungeon size, difficulty and the environment is going to be random. Also players strength will effect the calculation of the dungeon generator. We will make the necessary adjustments so that the system is always challenging. The dungeon system calculates all pos… | — | |
| In-game event | Beast Master - Dev Update 11 Beast Master will have loot drop system like in Diablo II. Players will drop their body and the loot upon death. The player will have to go to the place where he/she died in order to get the items back. We believe that this mechanic will prevent players to take unnecessary risks and will add excitement for fear of losing all the loot. We will improve this feature over time according to the feed… | — | |
| In-game event | Beast Master - Dev Update 10 Our system can handle up to 4000 agents which avoids each other and also calculates pathfinding to the destination. All these calculated multithreaded and uses the optimal cpu threads to increase maximum performance. Probably max supported agents will be lower on the release since lots of other gameplay related calculations will also be made by the processor. We will try to achieve optimal perf… | — | |
| In-game event | Beast Master - Dev Update 9 Currently we do not have any 3D artists in our team. That’s why we are using these models from Unity’s asset store. Most of the creatures are in work in progress state. The base models, textures and the colors will change in the future updates. As we mentioned before, Beast Master will have a territory system where different type of creature families will fight each other and attack their terri… | — | |
| In-game event | Beast Master - Development Update 8 When player dies, the characters body will convert into ragdoll. This ragdoll body will contain players equipment. After respawn, the body needs to be claimed by the player to retrieve the dropped items. | — | |
| In-game event | Beast Master - Development Update 7 This is the first pass of the animations and will be improved in future updates. The Beast Masters movement system will be very responsive like in FPS games. We do not like the idea of locking movement to fit the animations. We want players move as they like. We are always open to feedback and looking forward to hear some. Thanks for watching. | — | |
| In-game event | Beast Master - Development Update 6 Greetings to all! This week i worked on the new face generation system. Players will able to play as male or female. The system is still being developed. It will contain much more features and also we will focus on blend shapes as well. Hair, beard and eye color features, lots of new hair and beard models and changing body fitness will be added on our future updates. | — | |
| In-game event | Beast Master - Development Update 5 Inside the Beast Master’s world, there will be different type of creature families. The Aliens, Evolved, Dragons and the Nature. Each of these creature groups will control a certain size of area. Each area will be called territories. These territories will controlled by the AI which we consider as the leader of these families. These AI are called as “ruler”. Also each territory will contain cer… | — | |
| In-game event | Beast Master - Development Update 4 We had a very powerful item system which we used on our previous game. We made some fixes and improvements on it. It has still some issues which will be fixed on future updates. Beast Master will have a loot system similar to Diablo. Creatures will drop items upon death. Also players will able to pick items from ground or drop unwanted items. Currently the item stats are work in progress which… | — | |
| In-game event | Beast Master - Development Update 3 There is a new feature which allows creatures to mating and reproduce. Each creature has a random timer to mate and also there is a slight chance to successfully give a birth to a baby. We will focus on creating a dynamic environment. AI will have their own decisions to reproduce, create parties or packs, attack certain areas or groups, raid villages and more. The player will encounter random e… | — | |
| In-game event | Beast Master - Development Update 2 Each AI searches for nearby creatures and if the target is stronger, it starts to flee. The most optimal flee path is calculated by the system and the AI always tries to get far away from danger. Currently there are two types of creatures. Aggressive creatures which attacks almost all other creatures withing range. Passive creatures avoids aggressive ones. There aren’t any formation movement. E… | — | |
| In-game event | Beast Master - Development Update 1 Beast Master is going to be an open world role playing game. It has been a couple of month since we started to work on this project. This update will cover the AI system which i was working on. We made a lot of progress on AI behavior, avoidance and performance improvements. The system can handle up to 1000 AI at 30 FPS which is way beyond our goal. Also we tested the new system on 2000 and 400… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.