Share this project


Share this project



Photo original
TUG is a multiplayer open-world sandbox-RPG using new technology and social sciences to directly involve players in the game’s design.
Created by

Nerd Kingdom

7,231 backers pledged $293,184 to help bring this project to life.

Recent updates


49b5e6fe719c98a238ea6d9946d65c35 original
3ce73a24dc9b40447d9654404517a479 original
0b2c94cf88d2b4ec429a65420a2fe123 original
Af08ddd8393b66934268719c05245b75 original

TUG Update Alpha 0.8.3 - 3/11/2015


Ahoy! You know where you can cram it?!?!?! IN YOUR WORKING CHEST! Finally got around to getting storage containers working, along with equipables and a few other bits… not to mention my personal favorite, TRAPS! I think by now we all know, that any researcher has a little bit of troll in them, so things can start to get a little more fun. We are starting to get into some of the more “RPG”ish stuffs, so see plenty of other bits below.

Ghost and I got to spend a bit of time at PaxEast this past weekend, it was an absolute blast. We got to hang with the dudes from Forge, Mindcrack and ForgeCraft (so many forges!), and got lots of interesting insights about tools, maps and all things shameless minecraft clone. It was encouraging to also hear that the things that drove us with this project, are also things that are important to the dev community… so with that, expect some more mods along the way from a few modders you may recognize. 

Speaking of modders! We are going to be starting a mod jam here in the next couple of months (TUG Jam?), so we can start showcasing some new tools, and offer up some gift cards/prizes to modders that could help them beef up their rigs in the process. Don’t have all the details, but working them out with Lex (Forge) and Pahimar (ForgeCraft) over the next couple of days and will announce that soonish, so be sure to troll me on the twitters for deets (cause I just deleted my Facebook, its true, the most epic unlike of all time). 

We are already working on our kickstarter rewards, both physical and digital bits. So keep an eye on your email and KS accounts so you can give some feedback and make some selections. Your support and patience has been a big deal for us, and we cannot thank you guys enough for stepping up for us from the start. Thank you.

As usual, if you run into any bugs, crashes, splosions, please leave it as a review for how terrible this game was and how much of a rip off it was… I mean… email support *cough* or post to the bugs forums. Your feedback helps us make better tech, which means better game, and even better mods, so be kind and leave feedback behind (T-Shirt!). 

Follow updates to our Game & Tech here: @TheUntitledGame

Check out some concepts and random bits of stuff n things here: @Nerdkingdom 

If you are tired of this DX11 limitation, spam this guy here: @CoreyClarkPhD 

If you want 1980s style freeze frame jumping high fives, yo: @inoritewtf 

New Features 

  • Added the Bronze Cudgel and resources used for crafting it 
  • Added the Poison Potion to apothecary 
  • Added several new traps: Pumpkin Trap, Spiked Trap, Leaf Canopy and Vine Fence Cage. They are activated by placing them and then right clicking them to activate. 
  • Crude Slingshot now in game 
  • Updates to all potions in apothecary 
  • Crude Chest/Leaf Backpack can be used to store items 
  • Crude equipment is now in the game; they are craftable and wearable. They can be equipped by dragging it into the appropriate slot or by equipping it in hand and left clicking. Backpacks are not yet wearable. 
  • Crude equipment will save between game sessions 
  • Bronze Plated Glove armor piece has been added to the game along with resources necessary to craft it 
  • Several new cosmetic furniture: Lotus Chair, Bamboo Table, Bamboo Stool 
  • Mushroom Bed 
  • Updates to triggers on terrain objects
  • Bouncing on Double Mushroom Caps and Mushroom Bed
  • Updated the iconography of potions to get them more distinguishable by color blind players
  • Swords can be used to temporarily remove grass billboards 
  • Added a Billboard Frequency slider to Video Options 
  • All tables and large objects are placed facing the player with a set orientation 
  • Clean up to the recipe crafts and added a priority system to help with overlapping recipe resources 
  • Added new punch animation for the player 


  • Fixes to the Cabbage Trap to get it working in multiplayer 
  • Performance fix for object culling and view distance 
  • Networking bandwidth optimizations 
  • Fixed several missing sounds and sounds bugs 
  • Improved physics performance and stability 
  • Fix scaling issues for some UI elements 
  • General animation cleanup and fixes 

Known Issues

  • For any existing saves, the player’s inventory has been wiped. This is due to the gear/equipment updates 
  • Player collision is slightly desync’d from their visual location. It is lagging slightly behind where a player has moved from 
  • In Creative Mode, when clicking on the inventory UI, the player will also grab objects out of the world 
  • Z Placement of large objects will orient the object in a static direction and not the camera 
  • Player does not stay in throw mode for the poison potion 
  • There is a potential crash when exiting TUG 
  • There is a rare crash when first loading a world (or joining a server)

TUG Update Alpha 0.8.2 - 1/30/2015


Hello everyone! We’re back from PAX South and back to more frequent updates!

It was a blast getting to meet people at PAX South and the game played really well for everyone who stopped by the booth. We noticed a few nagging issues during the event that we wanted to get a patch out for and that’s what you’ll find in this update.

Now that we have the first phase of multiplayer out, we’ll be shifting back into more content creation. We can’t wait to get you even more things to do in TUG!

Check out the list below for all the fixes and additions you can expect in this update. If you run into any issues not mentioned below, feel free to let us know on our forums or contact us  

If you feel the urge, send any best wishes, cyber hugs or well meanings to me on the twitters @X_Nekochu_X  

Have fun and keep surviving out there on TUG!


  • Torches now have a limited number of uses to light a Fire Pit or Furnace
  • Gourd torch has been adjusted to work as a light source but not a fire based torch
  • Adjustments made to the stalker spawn and the player’s starting position
  • Crude tool repair recipe has been adjusted to work similar to the bronze tool repairs  
  • Bamboo Shaft can now be used in any recipe that formerly only used the Wood Shaft  
  • Small rocks no longer affect terrain  
  • Removed spacing check on growing items; still have a radius check to plant the initial seed


  • The Esc key will now close the Inventory menu
  • Terrain should finish generation until before the loading bar fills
  • The sword applies a run speed buff again
  • Creative Mode UI was not disabling when the UI Toggle was used
  • Lua errors when a Client is in motion when a Server shuts down
  • Thrown and stuck spears not saving
  • Objects not being cleaned up properly when stacks were merged in the backpack
  • Damage States for weapons/tools not showing up
  • Gourd Torches making fire sounds
  • Layers of voxels were generating too many times below ground
  • Dropping a stack of seeds would consume a full stack of seeds for one plant
  • Damage taken when starving was interrupting the eat animation
  • Crude/Bronze Hoe were held too close to the head in first person view
  • Fixed known bug where cells were not being saved in certain situations
  • Addressed some saving corruption issues
  • Proper sounds now play when you eat something
  • Crude/Bronze Hoe now takes durability damage when farming
  • Cached physics collision meshes are cleaned up with each new engine release to a player, which fixes certain items having offset physics and graphics meshes
  • Tools and weapons now take damage from attacking other players
  • Removed the “reload assets” key (default F5). Lua scripts can now be reloaded by leaving the game and reloading it. This also addresses some occasional graphics glitches that could sometimes be experienced
  • Various minor fixes to the engine and gameplay have been addressed

Known Issues

  • If you are unable to change your brush/block size, tap the Caps Lock key once.
  • Any recipe crafted using the Bamboo Shaft in place of the wood shaft does not reflect the bamboo wood in the final result
  • Cabbage trap never opens after growing to full size and does not trap anything
  • Clients lose stamina while walking with a Sword in hand
  • When full screen the gems on the volume slider bars cannot be grabbed with the mouse cursor
  • Large items can get stuck in the player’s head when placed near a wall or in a low ceiling area

TUG Update Alpha 0.8.1 - 1/22/2015


Its been quite a while since we have brought a build off of indev and into the main branch, so this update is a really big deal for us. We have gone through quite a lot in the past several months, and it feels great being able to hit this milestone with the engine getting the first phase of multiplayer running, and letting all of you guys enjoy TUG with your friends *cough*.

We moved new terrain into the main branch, and its faster than its ever been. With that, we also have got some non blocky blocks within the world for various interactions in survivor and a bit of an overhaul on controls in creative mode, to allow you to scroll through shapes. Its all still a bit crude, but it will help get things done. This is a big step for us, but its nowhere near the last… lots of big stuff is still on the way.

PAX South Prep
PAX South Prep

A big chunk of our team is on their way to PAX South today, and setting up to show off some progress to the gaming community, so this is a big deal for us. You can visit us at booth #1483. With this milestone, we are also pushing that price increase we have been talking about for some time. But, to allow some last minute backers/contributors/buyers/people, we are putting the game on sale at the $19.99 price point (which means its gonna sit at $10 for a while). Not sure if we are going to do a price increase again… but as we did in this case, we will share those thoughts as soon as we know… it will all just come down to how far we can push this project.

Below, you can check out a descriptive list of things we’ve fixed and still need fixing. You will see some more focus on features and content with the next few updates, and the occasional hot fixes. And If you come across any errors, crashes, or weird instances that just don’t seem right, feel free to let us know on our forums or contact us

As always send all your cuddles to me on the twitters @inoritewtf and any potential nerd rage to @joshuabrookover, hes one of our new engineers… and he needs a good hazing. Also, gratz to Cobell who was moved up from PM to Producer on TUG! (get a twitter already… GOSH).

New Features  

  • New Terrain Engine
  • Multiplayer  
  • New UI System using CEGUI  
  • Expanded Mod capabilities
  • Return Stone
  • New AI Characters

Creative Mode

  • Significantly changed controls 


Menu functionality

  • Creative Mode is now functioning and multiplayer ready
  • Fixed several window focus issues
  • Fixed some display errors with the Load Game and Delete Game menus
  • UI Toggling should now work by default (without needing to rebind the key)
  • Using the ‘h’ key to move your hand item into your backpack should now add that item into any available stack
  • The Debug console should now be disabled by default
  • You can once again create copies of your saves and have them appear on the Load Game menus


  • Fixed an error pop up with crafted Leaf Backpacks
  • Stability updates when creating, leaving, or exiting a game
  • Server’s entering the menus will not stop the processing of the game world
  • Fixed an error pop up with the Return Stone being set and used when very far from other players  
  • Fixed a crash when a player tried to join a server where other players were actively digging and performing other actions


  • Fixed the issue where generated objects could appear above and below the terrain  
  • Fixed an issue where the Sun was piercing through the distance fog and terrain  
  • Fixed some seams when altering terrain Fixed a some terrain desync issues  
  • Rock cannot be directly tilled


  • Fixed issues where a Client’s hand item or Inventory overflow would appear at the Server’s location
  • Fixed issue where Clients will see red lines at the base of characters showing where physics capsule is heading to
  • Fixed an issue where consumable potions were consuming a charge when trying to place them
  • When Clients die, their hand item does not drop at the Server’s position
  • Players do not spawn in with the exact same head and headwear  
  • Removed the durability display for several objects that did not wear out on use
  • Players should see other Players crouching properly now  
  • Player now has animation and sound when taking damage
  • Quick swapping to another item while in Z placement will now exit the placement mode  
  • Fuel (in a Fire Pit and Stone Furnaces) should now save
  • Fixed an issue with multiple death notices appearing
  • Return Stone should save it’s return position correctly between game sessions
  • The size of a voxel with a max stack count has been scaled small
  • Sound plays correctly for the brown geyser and for a failed craft at the alchemy table
  • Fixed an issue where spawn locations after using a bed were being reset


  • Predators now again properly respect torches held in the player’s hand
  • Spawn rate of Mushroom Man slightly increased 

Fruit and Growables

  • Generated trees should no longer have extra, duplicated fruit
  • Plucked fruit should have proper icons  
  • Fixed an issue with growable plants and harvesting their fruit if it was still on the vine/tree
  • Fixed an issue with growable plants not growing (during the day) if they were planted at night  
  • Growable plants should not have their growth states interrupted if you leave/resume the game before it has fully grown
  • Adjusted the Cabbage Trap’s growth times

Engine Optimizations  

  • Greatly improved performance of Terrain
  • Improved performance of Lua Scripts
  • Minor performance improvements to Rendering

Work In Progress  

  • Multiple Creative Mode quickslot bars  
  • Cabbage Trap functionality  
  • Weapon Buffs  
  • Tool and Weapon damage states  
  • Particle FX on certain objects

Known Issues  

  • Some keybinds do not work unless you delete you user_config.txt file  
  • Sometimes you lose the ability to change the place/dig voxel size. Reloading into that world will fix it  
  • Single Player and Multiplayer names are different  
  • Single Player and Multiplayer maps are essentially the same. Single Player simply does not allow additional players to join.  
  • If Clients all join at the same time, the Server may lock up
  •  If the games crashes while the game saves, it can potentially damage that world save causing corrupted cell terrain data or user inventory.
  • If you get a port is in use error when trying to run Single Player, another program is running in port 6600. Free up that port, or start a Multiplayer game with a different port number  
  • Clients can get desynced from the Server causing objects and terrain modifications to not appear. When this occurs, reconnecting to the Server should fix the issue  
  • If a Server shuts down while Clients are still connected, the Clients may crash  
  • When returning to an area out of visual range or reloading a save, some objects may not load correctly. Reloading the game should fix this; multiple reloads may be needed  
  • Torch FX is getting detached from the torch  
  • Sometimes objects will load in with no textures  
  • Goats can get stuck travelling to food far out of their normal range which may lead to many goats appearing in one location  
  • Cabbage Traps grow into a closed state  
  • Rarely objects will turn into another random object In Creative, going going full screen will shift the relative location of the quickslot bar and inventory  
  • Clients that crash may sometimes leave a body in the server

1/16/2015 InDev Branch Update


All the dust is finally starting to settle with our team setting up as the new “controllers” of the project and development has been keeping us pretty busy, but we are pretty psyched to be able to get this indev push of multiplayer out to you guys. Hooray, TUG with your friends!

This first phase is only survival mode, with creative to follow next week. And keep in mind, we still have a lot to do with networking alone, so expect some of the usual bug shenanigans (listed below). We really do need the help identifying issues with the game on many types of hardware, so please post those reports to the forums or send em over to We will be watching and listening and pushing out fixes over the course of the next couple of weeks as they arise.

Also important to keep in mind, multiplayer in this iteration is still fairly early, so don’t expect crazy furry parties just yet. With more time and more tech, the experience and player count will improve. As to what that count is, we still cannot say… We are in new frontiers with the networking inside and such a heavy focus on physics AND voxels, so lots to see through development.

In addition to pushing out fixes for multiplayer next week, we are also gonna be pretty slammed getting ready for PAX S, so hang in there if we are not as speedy to get back or as active in the forums as usual.

That’s about it for now guys! Enjoy trolling your friends!


Found bugs or just nerd raging? Send our lead programmer a tweet @auti0. If it’s hugs then tweet me @inoritewtf

Don’t have InDev branch? Opt-in here

Note: Creative Mode is currently being reworked. While it is available in the menu, it will crash the game. It is our next priority.

The save system has been updated so any older save games will be not be valid.


  • Multiplayer is back. We’d recommend playing at maximum around 4-5 players. You will most likely be able to play with a few more, but the Server will likely get performance issues
  • The Menu CEGUI Lua and Gameplay Lua have been separated into different VMs. Leaving a game will cause the Gameplay Lua to be fully deleted and re-created on a new game launch. The Menu VM is maintained at all times.
  • Many of the existing GUIs in the game have been ported to CEGUI
  • Put in an intermediary fix for black triangle textures on sharp edged cube voxels that share a single edge
  • Added console commands for /ban, /kick, /banlist, and /unban
  • Added a console /unstuck command that teleports you a short distance directly forward
  • Changes in generation to fix resource issues and sparse biome disbursement
  • Some items’ (tools, weapons, 2 handed objects, and food) hand attachment offsets have been fixed
  • Durability values for various tools and weapons have been adjusted
  • Black Rock has been added to generation 
  • Sound issues on the AI have been fixed 
  • Crude Beds cannot be used by multiple players simultaneously 
  • Very large terrain cracks are fixed, small terrain cracks might still occur on cell boundaries 
  • Added in a temporary fix to black-triangles on voxel normals. Still some blending issues remain 
  • Fixed biome-weight determination for object population 
  • Fixed a very, very rare startup crash caused by multi-threaded operations 
  • Fixed offsets for items in hand

Engine Optimizations

  • Massive Terrain overhaul to support multi-player. Terrain generates faster, saves far less data, modifies more quickly, and handles tasks more cleanly in all modes
  • Massive overhaul to LUA garbage-collection logic and script processing to get better performance out of the engine 
  • Many various optimizations to billboard creation and rendering 
  • Overall many areas of the engine have been tuned and re-tweaked to perform more optimally 

Work In Progress

  • Creative Mode
  • Dedicated Servers 
  • Fall damage temporarily has been disabled 
  • Additional terrain modification improvements to remove floating, 2d, and non-diggable bits of terrain 

Known Issues

  • Single Player and Multiplayer names are different
  • Single Player and Multiplayer maps are essentially the same. Single Player simply does not allow additional players to join.
  • If the games crashes while the game saves, it can potentially damage that world save causing corrupted cell terrain data or user inventory.
  • If you get a port is in use error when trying to run Single Player, another program is running in port 6600. Free up that port, or start a Multiplayer game with a different port number
  • There is a potential Client-side crash when you first join a server if other players are performing actions (especially terrain manipulation). If people on the server hold off on actions until the player joins, the player should join with no problems
  • There is a potential Client-side crash if they die very far away from the Server’s location
  • Clients can get desynced from the Server causing objects and terrain modifications to not appear. When this occurs, reconnecting to the Server should fix the issue
  • If a Server shuts down while Clients are still connected, the Clients may crash
  • Clients will see red lines at the base of characters showing where physics capsule is heading to
  • If clients are out of visual range of a set Return Stone position, a lua error will pop up. Clicking okay should clear the error and allow you to continue
  • Hand held torches don’t scare away Cats. They currently need to be dropped
  • When returning to an area out of visual range or reloading a save, some objects may not load correctly. Reloading the game should fix this; multiple reloads may be needed
  • If you plant at night, the sapling will not grow to full size when the daylight arrives
  • If you pick a fruit as it is still on the tree/vine, no more of that fruit will grow. They will grow if you wait for it to drop from the tree.  
  • Clients cannot see the target capsule for Cats and Goat. Clients can still damage and harvest them, but they just don’t have visual feedback to do so. 
  • The default keybind (ctrl+U) for the in-game toggle UI doesn’t work; if you rebind it to another key, it will work 
  • Torch FX is getting detached from the torch 
  • Fruit trees may create too much 
  • Sometimes objects will load in with no textures 
  • Objects can generate above and below the terrain level 
  • Goats can get stuck travelling to food far out of their normal range which may lead to many goats appearing in one location 
  • Players are spawning in with the exact same head and headwear 
  • When Clients die, their hand item may drop at the Server’s position 
  • When a Client’s inventory is full, if they eat a fruit, the seed will appear at the Server’s position
  • Cabbage Traps do not capture any client players. 
  • Rarely objects will turn into another random object 
  • When in your inventory, table type objects all have durability bars even though they do not wear out 

TUG News 12/23/2014 - HOOOOORRRAYYY!


I kept trying to think of super awesome fun ways to start this post, but i’m a loss for words… so… “boop”. We have officially finalized our deal with our investor/friend/partner/dudes, and we are on our way to making some awesome! It’s been a really tough past few months, but we have been hanging in there and getting stuff done… understandably, its hard to see any of the stuff getting done, since its only going out to indev in ultra early access (OMG IT’S SO BROKEN!), but we are going to be whipping up some sweet sweet video sneak peek action for you guys super soon… because Cambo’s back and that dude is being put to work.

Other cool news, I am now the CEO of Nerd Kingdom, so that is kinda a big deal too. This doesn’t really change anything for us, it just means I get this sweet new title in the company and all kinds of crazy anxiety inducing legal responsibilities. Also, we get to start to bring on MORE people to join this kingdom of nerds, which also is pretty great (hi Josh).

Multiplayer will be coming to indev just after the holidays, and we are REALLY going to need you help tearing it to shreds getting it ready for official release, so breaking things is encouraged. A chunk of us are actually going to be doing some work through the holidays on game breaking bugs, so we can have it ready for everyone just into the new year. As usual, post your bugs to the review section… *cough*…. wait… I mean, the bugs forums or But if you wanna earn some super rad brownie points? Re-create the bugs several times and send the process to us so we know how to target it. Wanna earn ACTUAL BROWNIES! (disclaimer, no actual brownies) record footage of the bug in action and send it to us for review.

Cubs....yes, many of them
Cubs....yes, many of them

In other news, we somehow managed to score a booth at PAX South, so a few of us will be there showcasing some multiplayer action in TUG (do what you will with that in comments below… we need more T shirt ideas). The next 6 months as a whole are going to have some pretty rad things coming online and we are anxious for you to help us break that stuff too. Man, reading back on this post a few times, its kinda wacky… welp, I’m tired and excited and I’m gonna let it slide (DON’T YOU DARE SILENCE ME, LEFTY!)

As usual for high fives get me on the twitters @inoritewtf
General nerd ragery @brennanpriest42
pdates on the stuffs @theuntitledgame Also, all our CTO wants for xmas is more followers… and maybe to grow a beard as grand as my own… @CoreyClarkPHD


- ino (El Jeffe) CEO 
Nerd Kingdom (MAN my linkedin is gonna look sweet now!)