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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.


TUG is a multiplayer open-world sandbox-RPG using new technology and social sciences to directly involve players in the game’s design.
7,231 backers pledged $293,184 to help bring this project to life.

Recent updates


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TUG Update Alpha 0.8.6 - 8/11/2015


Hello everyone, Nekochu here! 

We’ve got some new stuff: fixes to old stuff and some really bold stuff to be found in this update. First off, we’ve made some changes to how you can place objects in the world. This is really important to me as I want to focus our efforts on making the player experience a top priority going forward. Now when placing objects, you’ll be able to use the V key to turn on grid snapping, making it super easy to line up your objects.  

We also have dyes in the game to make your own custom colored bricks. We have a Bear Ram and he is terrifying! We also have a basket to collect your fruit from your gardens for you! There’s much, much more so check the patch notes for all the new things!  

You’ll also find a lot of changes to recipe times and the method to crafting certain items. Check out the changes to the cage trap, you can now capture other players! We’ve been making some tweaks to the AI to help them with pathfinding and avoidance. This is all leading up to big future improvements for the AI in the game. Oh did I mention the pets can now guard your camp and protect you in battle? No? Well they do and it is awesome!  

Unfortunately, due to the nature of some of the changes we’ve made, previous game saves will not load up with the new update.  

As always, follow us @nerdkingdom to keep up with our progress and announcements.  

Also, make sure to let us know if you run into any bugs or other issues, and if you have trouble running the game, check out our Steam forums for more details.  

Our lead coder does lots of live streaming so follow him @camfergusondfw  

And if you have any game questions, give me a shout @x_nekochu_x  

If you want to know when indev and release builds arrive, follow @theuntiltledgame

Patch 0.8.6
Save Version bump  

New Features  

  • Glow maps on terrain  
  • Helmets are now equippable  
  • The bronze necklace is equippable  
  • The woven basket is a new container that will automatically gather edible fruit within a small radius of itself  
  • Z placement now ignores collision for placement allowing a greater freedom of placement in Survival Mode  
  • Z placement can now be toggled to snap to the grid for placement. The default key for this toggle is ‘V’.  
  • Snapped grid placement will also apply to Creative object placement tools  
  • Mother Bear Ram has arrived and she is not pleased that people have been hunting its cubs  
  • Dyes can now be crafted.  
  • Dye can be combined with clay to make a colored clay brick voxel. Some dyes can also be mixed with cobblestone.  
  • Bamboo trees drop bamboo voxels  
  • Creatures can now be placed in Creative Mode  


  • Can copy/paste into and out of the main menu text fields  
  • Clients should be able to pick up and interact with things with better consistency with normal lag conditions  
  • Rebalanced stats of all tools and weapons  
  • Added in more variety to existing resources  
  • Vine bearing fruit now detaches fully grown fruit  
  • Mushroom hands are plantable Many recipes have been rebalanced  
  • Adjusted craft times for all items  
  • Rebalanced many transmutation recipes requirements and output  
  • Repair recipes now restore a smaller portion of durability  
  • The requirements to craft the Artisan Workbench have been lowered to only require a Crude Hammer  
  • Bronze tools and weapons now require an Artisan Workbench to be crafted  
  • Bronze tier tool and weapon parts can now be crafted together in any combination of head and handle  
  • The Cage Trap recipe now requires its components to be crafted individually  
  • The Cage Trap will craft at the location of its floor component. The trap can no longer be picked up, but it must be broken down and recrafted.  
  • Meat can now be cooked with torches  
  • Projectiles now follow a more consistent path  
  • Return Stones can now be used multiple times before it is used up  
  • After using a Return Stone, players may hang in the air briefly before touching down to mitigate falling before the terrain generates underneath them  
  • Creature AI has been expanded  
  • Taming a pet now requires the player use a Vine Collar on a fully appeased kid/cub  
  • If left alone for long enough, Guardian Pets set to stay will begin to slowly wander  
  • Guardians now help defend their owner from threats. Cats attack aggressively and Goats attack defensively.  
  • Guardian Goats now have a head butt attack  
  • When attacked in any state, creatures will now defend themselves or flee  
  • Wandering predators will eat their kills and other animal corpses  
  • Goats will focus on consuming nearby fruit before targeting vines  
  • When breeding, pets will create a nest for more visual feedback for the process  
  • The Mushroom Man’s drop rate has been adjusted  
  • Updated the sky with a more readable 2nd moon and other cosmic entities  
  • Adjusted several player animations  
  • Terrain optimization  
  • More recipes added to convert blocks to more useful items as well as recipes to breakdown objects such as the rock heads that become too plentiful  
  • Creatures can now be placed in creative mode  


  • Fixed normals on objects, characters, and terrain  
  • Spears and potions should no longer reflect off of the throwing player’s collision  
  • Damage states and warning sounds for tools and weapons  
  • Creature collisions should be more accurately sized and be easier to hit and harvest  
  • The collision capsule for the teen is more accurate  
  • Goats no longer orbit trees  
  • Goats and Cats now play their sitting animations  
  • Growth potions cannot be used on something that is already under its effects  
  • Fixed an instability caused by loading into multiple games within the same session of TUG  
  • The Ctrl, Alt, and Shift keys should be bindable now as well as differentiated by their side i.e. LCtrl, RCtrl, LAlt, etc.  

Modding Improvements  

  • Fixed Modded keybind resetting after game restarts  
  • Exposed NKGetCraftingArcheType, NKGetCategory, NKGetTier on GameObjectSchematic  
  • Server side command registration using Eternus.GameState:RegisterSlashCommand  
  • Exposed GetModdedPath on EntityFramework, used to get absolute path based on VFS  
  • Exposed NKGetPath on ModScript  
  • Added custom Strict Lib to DebugUtility  
  • Added JSON parser to Core  

Known Issues  

  • Slingshot projectiles can still reflect off the throwing player’s collision  
  • When Client players throw a spear, it briefly reorients itself to the hand. This is purely a visual bug.  
  • The ‘|’ and ‘\’ key have been removed as a bindable key  
  • Cannot bind key combinations together i.e. ctrl + e cannot be bound as an action  
  • Some of the new bronze throwables will appear to be spears when z-placed  
  • If you leave an area where a nest is, it is not producing offspring when you return. The workaround is to stay within the area until the baby is produced.  
  • In Creative Mode, the first time you click into the Search bar will cause the inventory icons to shift/shrink slightly  
  • In Creative Mode, you cannot place voxels as voxels when in the Survival Placement mode unless the voxel is in hand already when you switch to that placement.  
  • In Creative Mode, the object representation of a voxel is appearing even when in voxel placement mode  
  • When you destroy all the voxels in a cell, it will appear to destroy all objects in that cell as well. Reloading (or leaving the area and returning) will restore those objects.  
  • When a player dies and respawn from a wisp, you can briefly see a flash of their character at the wisps last position before they appear at their spawn point.  
  • You can use a Health Potion when at full health.  
  • AI Creatures can wander off the edge of the world.  
  • The wool shirt is clipping into the default leaf pants and gauntlet

TUG Update Alpha 0.8.5 - 6/23/2015


Update Warning! Game saves from v0.8.4 will not load in v0.8.5 due to terrain tech updates.

Ahoy! This is a big tech update we have going on, as it's the benchmark for the team moving on to engine 2.0. The next several months will be spent building and porting systems over to openGL and making the game accessible to more and more players in the community. Not only do we expand the reach of the community, but we also get a chance to dramatically improve ALL the things for the game.

We have some REALLY exciting times ahead of us, as we prepare to grow our team and get a bit more aggressive on the things we create. As a lot of you know, we have always had a huge focus on modding, and much of that focus is actually going to start to shine within the next few months. While the DX11 engine may not expand much while we move over to openGL, we have some pretty rad stuff planned for the community and a lot of modders from the MC community. Its a great chance for us to really work out new systems we are introducing to make mod creation and discovery easier.

We will have a lot of fairly huge announcements on the future of TUG, within the next couple of months, so be sure to follow us @nerdkingdom

As per usual, report any bugs you run into, screenshots and videos are super helpful if you have the time. And if the game is not running for whatever reason, and it was, we are more likely going to see the report email before we see the review on steam… just sayin.

Cameron has been doing a LOT of streams on builds lately, so follow him @camfergusondfw

If you want Corey to hurry the H E double hockey sticks, up with openGL, harass him @CoreyClarkPhD

And if you want to send lavish gifts and cookie bouquets, feel free to get me @inoritewtf

of course, to track when indev and release builds arrive, follow @theuntiltledgame  

Alpha Patch 0.8.5

Recent changes to our physics and terrain system have been drastic enough that we have had to bump the save version. All older saves are not compatible.

New Features

  • Sky Update: New look to the sky, as well as adjustments for color and density that will change depending how far you are between different biomes
  • Biomes have been made more distinct. Resource distribution, lighting, background sound, and fog density have all been updated for each.
  • Terrain voxels are now what you dig is what you get (with the exception of the ore dropping rock which gives cobblestone). Cobblestone and Thatched voxels will need to be crafted from rock and grass voxels, respectively.
  • Terrain Input system: biomes generally larger than before and more consistent with which biomes they are adjacent to. Biome frequency adjusted
  • Crude Door
  • Fat/Skinny body morphing New clothing options for the Seed
  • Coconuts can now be harvested and planted
  • Variety of mushrooms can now be planted
  • Hitting the crafting button while crafting will cancel the current craft
  • Z-Placement Adjustments
  • Right click to place
  • Hold Left Shift to adjust the distance of the item from the camera
  • Hold Left Ctrl to free rotate the item
  • Hold Left Shift + Left Ctrl to rotate on the X-Axis
  • Creative Mode update (back to explicit tools for each function) 
  •  Creative Mode now has three sets of tools for object placement, voxel placement, and standard Survival interaction

Please visit here for full patch notes here

Updated Crafting recipe list

TUG Update Alpha 0.8.4 - 4/08/2015


Ahoy! Enjoy fun, hunting KIDS! ALL THE KIDS! Goat kids… ya creeps. This update brings breeding and taming to the world of The Uncanny Gerbils, along with a few sparkly bits with teh magicks… magic? magik? idk. Keep in mind, that everything you are seeing in game now is not final, but does give us a chance to see how things impact the overall experience and performance of the game. Of course, if something is not to your liking in a current iteration you can always, ya know… mod it.

Expect a lot more focus on content for the next couple of releases, while we start to work on the design and early development of the engine move over to openGL, so we can hit much lower machine specs and get the game out there in the hands of more players. Along with this, dedicated servers are ALMOST done, and you should follow @camfergusondfw for updates on that. Also, hes got this streaming bug right now, so you can also poke him on stream on occasion here.

We have made some big progress since we started this project way back in Kickstarter, and have gotten a lot of support from all of you, fellow developers, and even financial partners. Its been absolutely overwhelming to be able to take our project this far and have an opportunity to take it beyond what we initially thought we could accomplish. We have big plans and big support, and we are anxious to show you guys what we have up our sleeves.

OH! And big congratz to our Art Director @inkmech, who just had a beautiful, healthy baby girl! Well, he didn't have a baby, that’d be weird… but you know what I mean.

As usual, rage @brennanpriest42

For leaks of things that make the devs cringe, cause I have a problem follow me here @inoritewtf  

And if you think we need CorgiGoats for REALS, yell @x_nekochu_x

Update announces can be found here @theuntitledgame  

And general geekery stuffs around TUG development can be found here @nerdkingdom

New Features

  • Added a Sand Layer underneath several biomes so players aren’t dependent on finding a Desert for sand.
  • Alternative terrain generators are back. Note the Survival generation is still the main, balanced generator for gameplay
  • Goat Kid added to generation, no not a satyr...
  • Animals will now react to players holding food and can be fed.
  • Baby versions of Cats and Goats can be domesticated. The BearRam Cub cannot and adult wild Cats and Goats cannot be domesticated.
  • Pets can be set to follow or stay by targeting them and right clicking.
  • Players can breed adult, domesticated animals from tamed baby versions.
  • Adult domesticated animals can breed and have babies.
  • Fireball and Ice Blast spells are now craftable and castable. You will need to craft their respective items, enter the casting stance with ‘t’, and left click to cast
  • A crude age shield is now in the game  
  • Blocking can be performed when a shield is equipped with a weapon. Blocking is performed by holding down the right mouse button


  • Found a major memory optimization when first loading animations in the game. It should dramatically reduce memory consumption when loading game objects by nearly 3x
  • Fixed a bug with emitters not displaying
  • AI should save their positions now between each game session Creature spawners now respect their cooldown timers. New animals won’t spawn in every time you load a game.
  • Fixed a crash when first creating/joining a game
  • Fixed a crash when exiting TUG
  • Fixed an issue where attempting to transfer a tool/weapon to a full container would restore the durability on that item
  • Fixed an issue where swords weren’t cutting certain types of grass billboards
  • Fixed a Lua error when a player left a game before respawning
  • Fixed a Lua error when a player entered Z placement mode in Creative mode and then switched to 3rd person camera
  • Banana Bunches are harvestable again
  • Generated coconuts no longer hover several feet above the ground.
  • Fixed some cases where the Fuel Potion wasn’t restoring energy
  • Added in a console message when players join a server

Known Issues

  • Player collision is slightly desync’d from their visual location. It is lagging slightly behind where a player has moved from
  • Pets have no distinguishing features from wild animals
  • Some animal movement is not animating correctly, so creatures may appear to slide
  • Pet animations are sync’ed when you reload a world
  • Pet timers and health are reset between sessions If you die too far away from your last save, pets can get lost
  • The run key (shift) is not a bindable key
  • You can lose mouse cursor if you dismiss server disconnect message with keyboard.
  • There are some mouse cursor issues when TUG is the active window. It’ll exhibit itself as an active cursor that will still access your Windows desktop. If this occurs to you, send us your system specs.
  • Clients can come across strips of missing terrain. Reloading/rejoining the game sessions should be resolve the issue in the short term.
  • Clients are crafting slower than the Server player
  • Creative mode has several usability issues that we’re currently working on.
  • The Vine Fence Cage Trap doesn’t have collision along it’s walls when it has trapped something
  • If you have the fireball equipped, when you rejoin a server, the first shot may orient into a default position rather than where you are facing. You can resolve this by re-equipping the spell first.  
  • If you die right as you enter a stance, you may get stuck in that stance (until you exit and rejoin)

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