Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Concrete and SteelNewsGimmie dem features (and development update)
Community

Gimmie dem features (and development update)

Concrete and Steel · published 17 Jan 2017, 19:55 UTC

All newsPlayers around this dateRead on Steam

As I mentioned in my last post, we're restarted development. Actually, it's more like we've restarted - from scratch.

I started working on the network code last week. A big flaw in the previous network code was, once you get ~4,500 objects, you start having sync issues when you join. This shouldn't be a problem any more, as I've thrown away Unity's network code and written my own, with a really thin/lightweight server app you can run. It's not polished yet, but it's a good start.

I've also been working on the visual style. Two things that bugged me about the previous version were the strange branding, and the visual style of the game. There was also a huge difference between the branding and what you actually see - the branding was cartoony and the game was aiming to be photorealistic.

Aiming for the "photorealistic look" is difficult, and I think when you don't quite get it right, it can look like a pile of dog poo. Actually, I think the game looks laughably crap when I see it on YouTube or whatever.

I've decided to go for more of a lowpoly/toon style. This seems to be the trend recently and I can really see why - it's incredibly easy to get great looking results. It also means I can design some simple branding that actually goes with the game.

Of course, there will still be some photorealistic textures, and you'll be able to mod your own.

Gimmie all ur feature requests

It's a great opportunity for you to tell me what you want to see next. So, head on over to this discussion thread to add your feature request:

http://steamcommunity.com/app/444830/discussions/0/144513670981991506/

I'll try and reply to all of them :)

More from Concrete and Steel

Other announcements

All news
Community9 Feb 2017Devblog 6: Low poly is the new high polyThis week has been mostly about two things: Props and multiplayer. The multiplayer servers have been giving me a real headache. I'm trying to strike a balance between an easy to use server system, but also allowing people the freedom and flexibility to host servers their own way. In the end I've settled on a "traditional" dedicated server approach. You'll be able to download the server EXE and…Community5 Feb 2017Devblog 5: FacepaintAs I mentioned in the last devblog, work is slowing a little, but I wanted to update you guys on what I've added this week. The main feature I've added is the ability to paint different parts of an object with different materials. This was a huge problem in the old version, because if you wanted the interior and exterior of your house to be different colours you had to create double walls and c…Community27 Jan 2017Devblog Week 4So it's the end of the 4th week of work on Concrete and Steel "redux", so I thought I should update everyone with the project progress. There's not much visual progress to show this week. I've mostly been working on the UI and tool system, integrating a chat system for online games, etc. I've also put together a roadmap/timeline for when the development. I'm hoping to have a new early access ve…