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

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This project was successfully funded on May 31, 2013.

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

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TUG Update Alpha 0.8.2 - 1/30/2015

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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 support@nerdkingdom.com.  

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!

Design

  • 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

Fixes

  • 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

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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 support@nerdkingdom.com.

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 

Fixes

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

Stability

  • 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

Terrain  

  • 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

Inventory/Objects

  • 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

Creatures

  • 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

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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 support@nerdkingdom.com. 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!

-Ino

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.

Fixes

  • 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!

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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 support@nerdkingdom.com. 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

xoxo  

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

TUG News 12/2/14

14 likes

Hey all, apologies for the silence over the past several weeks. We are still alive and well, and are chugging along smashing multiplayer into TUG and in the process of testing. Suffice it to say, all things are looking great with the game and we have made some huge strides. We cannot give a release date JUST yet, but know that it will be coming soon - the goal being before the holiday break. If it does not come as an official release it will come as indev, so watch for my spamming it on teh twitters @inoritewtf.

As for the state of our team and project as a whole, things are looking VERY bright. As mentioned in our infamous update where we announced our cutting down the team, we had been speaking to several outside groups to step in as financial partners to get us over some large upcoming milestones. We have since cut that discussion down to one group in particular, who is excited about our game, appreciates our drive to create, and our forward transparency with our community, for better or worse. While nothing is “officially” signed to close any deal, we have been through a lot diligence and dialog to make sure everything lines up with our mission.

And like anyone else we bring onto our team, we have taken a lot of time to research who they are, what they want, and what they are all about. With these partners, we still retain independent freedom and the ability to experiment and remain open & transparent with you, our community. We are fortunate that these investors see in us, what you all have, and we are anxious to bring this project to entirely new levels. But what is most important to us in getting this deal hashed out is that we get to bring back the team that we had to let go and now offer a bit more security to the team. However, from everything I have learned in the world of technology startups, it won't mean a thing until “the deal is signed and money is in the bank”, so save your party poppers for our announce on this (or your tissues if it goes south on us).

Multiplayer in the works
Multiplayer in the works

Another reminder - we will be increasing the price of TUG to $19.99 with the “official” update with multiplayer. This has very little to do with trying to capitalize to make more money on the project, as always its about us translating what we think the work we have done so far, is worth. We will do our best to give a reasonable heads up on this update, and will likely discount the game 50% for a few days at (off of the new price point $19.99), so last minute buyers can pick it up for the original $9.99 (did that make sense? idk…)

Some of us will be attending Pax South to hang about, possibly do our own table (in the parking lot) at the event (because moneys). So if any of you are gonna go, drop us a line and we can meet up for a jumping *high five* (80s style with freeze frame).  

As usual, if you have any complaints about how TERRIBLE this game is, tweet our producer @brennnanpriest42. If you think its fantastic and want to shower praise and cookie bouquets, you can get at me @inoritewtf.