Google recently released the Nexus Player, a high powered Android set-top box. Sporting a Quad-Core 1.8GHZ Intel Atom Chip, 1G of RAM, 8G of storage, a nice bluetooth remote and a hefty 3D chip the Nexus Player is a steal at $100. The Operating Syste running on the Nexus Player is Android TV, a living room UI built on top of it's latest Android Lollipop. After using Android TV for the last few weeks I can safely say that Google has done a great job bringing this to market. The interface is intuitive, quick and useful and as a first iteration device, Google has done a fantastic job.
The Nexus Player is first and foremost meant to stream media to your TV. Up front,... Read All
Google recently released the Nexus Player, a high powered Android set-top box. Sporting a Quad-Core 1.8GHZ Intel Atom Chip, 1G of RAM, 8G of storage, a nice bluetooth remote and a hefty 3D chip the Nexus Player is a steal at $100. The Operating Syste running on the Nexus Player is Android TV, a living room UI built on top of it's latest Android Lollipop. After using Android TV for the last few weeks I can safely say that Google has done a great job bringing this to market. The interface is intuitive, quick and useful and as a first iteration device, Google has done a fantastic job.
The Nexus Player is first and foremost meant to stream media to your TV. Up front, Google is suggesting you use it's Google Play Video, Music, YouTube and Games App. If you have purchased music and film content on Google Play, it should be available here. I've only acquired movies from Google Play giveaways and in trying them out, they look fantastic on my TV. The Nexus Player includes Netflix and Hulu out of the box as well as a ton of other streaming apps from the Play Store. Currently there is no official Amazon Prime app but I imagine it will come with time. I use Pandora for music streaming and the included app is slick and simple.
The Nexus Player also features support for the Chromecast protocol. Chromecast allows you to fling anything from inside a Google Chrome tab to your TV or any supporting app. Want to watch The Daily Show on your TV? Fling it over your Chrome tab. Want to move your Pandora stream from your phone to your TV? Fling it from your Pandora app. More apps are adding Chromecast options making it really simple to fling stuff to your TV.
Each set top box is pushing a certain way to buy music and movies, Google with it's Play Store, Amazon with it's own offerings and Apple with its iTunes store. Since I already have a junkload of digital files from ripped CD's and films I need a way to easily stream it off my NAS.
Since the Nexus Player is Android, it's not too hard to unlock it to side-load apps. One app you can side-load is Kodi, a new rebranding of XBMC. Kodi is an open source app that manages your digital music, movies and photos and can read from any standard NAS or network drive. It comes with a ton of plugins like Airplay and is one of the coolest open source projects I know of. So when I heard you could side-load Kodi on the Nexus Player that sealed the deal.
Side-loading Kodi isn't too hard and for more information on how to do that I recommend checking out the official steps on the Kodi website(linked below).
The Nexus Player is a great device for streaming but Google is also pushing it as an Android games console. Google is selling an XBox style Bluetooth controller OR you can just use your XBox 360 or generic controllers. The Nexus Player allows you to use any USB device but you first need a USB host adapter. After I picked up one at Radio Shack I could use my XBox 360 PC controller as well as a regular keyboard and mouse.
I give gaming on the Nexus Player a "good" ranking because the storage you have is pretty limited. Out of the box the Nexus Player only allows you 5.4 Gigs of storage which isn't much considering some Play Store games can be well over a Gig in size. If you only use the Nexus Player to play more casual games this shouldn't be a problem but I hope this is sorted out. Using Android TV as a console is a great idea and a bit more storage means more games, which is better for everyone.
If you are looking for a nice streaming device for under your TV I can't recommend the Nexus Player more. For my needs it does the job well and for my first ever owned Android device, I couldn't be happier.
December 12th marked the release of Starship Rubicon, a game that hundreds of Kickstarter backers have been waiting two and a half years for, as well as a slew of fans since who have had to make due with the teaser trailers. But Starship Rubicon is noteworthy for another reason: it's the first title published by Cheerful Ghost, marking a new endeavour not only to write about great games, but also to publish them.
After I dove in and experienced the game, from the difficult but not unfairly punishing combat, to the satisfying soundtrack by indie game musician Beatscribe, to the funny quips by the tutorial computer -- I was tickled pink.... Read All
Space! Itâs dangerous out there.
December 12th marked the release of Starship Rubicon, a game that hundreds of Kickstarter backers have been waiting two and a half years for, as well as a slew of fans since who have had to make due with the teaser trailers. But Starship Rubicon is noteworthy for another reason: it's the first title published by Cheerful Ghost, marking a new endeavour not only to write about great games, but also to publish them.
After I dove in and experienced the game, from the difficult but not unfairly punishing combat, to the satisfying soundtrack by indie game musician Beatscribe, to the funny quips by the tutorial computer -- I was tickled pink. Well, I was tickled more of a deep fuschia. I have a doctorâs appointment next week. Iâm sure itâs fine.
I sat down with Starship Rubiconâs creator Wick, and the head of Cheerful Ghost, both as publisher of the game and purveyor of the website that you are currently reading this on, Jon Dodson, to do some brain-picking about the gameâs journey and Cheerful Ghostâs solid first foray into the world of game publishing.
Alex Atkins: To get started, I would like to congratulate Wick on his work with Starship Rubicon, and Jon on a strong first entry for Cheerful Ghostâs new publishing endeavour. How do you feel about how itâs turned out?
Wick: Thanks! I was too afraid to have anything but low expectations but I'm pleased that they have been handily surpassed. As our first crack at making a finished game and publishing it, I call it absolutely stellar. We didn't go over budget or deadline, got 95% of the planned features ingame (OK, 85%), have had only a few bugs to work out in the first patch, and I've received nothing but positive responses + constructive criticism. Our philosophy of reaching out to really small-time let's players and twitch channels (rather than trying to go big) is one that I'm very comfortable with and seems to be paying off.
Jon Dodson: Thanks Alex. I can't think of a better recent moment than watching people play Starship Rubicon and them having fun with it. It's a special kind of magic when people love the things you are a part of.
Alex Atkins: Wick, what inspired you to make what we now know as Starship Rubicon? What was it that made you say âIâm going to make this game!â?
Wick: In the beginning, there was a free weekend and a desire to pop out a quick Asteroids clone. Then I kept seeing stuff in other games that I thought I could do better and added them to the game. One shot-in-the-dark Kickstarter project later and I suddenly needed to craft this mess of features into a coherent game. Since then, it's mostly been a practice in trying to fill the design space of a space shooter in the most interesting way that I could. I owe a lot to that slow start - it kept my scale manageable and unintimidating, which let me really nail the core mechanics.
Alex Atkins: The fact that you made Starship Rubicon all on your own is pretty impressive. Were you ever tempted to hire outside help?
Wick: In the beginning, I was way too controlling and had too few resources to even consider it. Anything having to do with programming, I could mostly just unhealthily pull all-nighters to power through, and I can fake my way into making my art look good. The only parts of the game I contracted out were things I simply did not have the skill sets to do well: music and character portraits. Nowadays, I'm a little more humble. Some of my favorite parts of the game came out of listening to others and incorporating their ideas, even if I wasn't 100% into them at the time.
Alex Atkins: Hypothetical, rapid-fire question - donât think about it, just answer. Youâre in the cockpit of your starship. Youâre limping along on one thruster thanks to your last encounter. Nav systems are shot. Youâre depleted of those missiles, you know, the good ones. Your cat is tearing ass around the cockpit (why did you BRING HIM?!) because heâs pissed that you gave him dry food instead of wet. And to top it all off, the CD is skipping. The question is: Lowes or Home Depot?
Wick: I AM A LITTLE BUSY RIGHT NOW I DO NOT HAVE TIME TO FILL OUT YOUR GODDAMN CUSTOMER SATISFACTION SURVEY. HOW DID YOU GET THIS NUMBER ANYWAY. I'M ON THE DO-NOT-CALL LIST. I KNOW MY RIGHTS.
Alex Atkins: Jon, when you first told me that you would be publishing games, two things popped into my head simultaneously. The first was excitement and well-wishings. The second was a sort of fear, that youâre way braver than I am for taking something like this on. What made you decide to start publishing?
Jon Dodson: I don't think you were alone in feeling some fear with Cheerful Ghost getting into game publishing. :D I met Wick as we were showing our stuff at various game conventions. We became friendly and over the months it clicked with me how good the game really was. He had Kickstarted Rubicon and after that was making changes to it but those changes weren't very visible to many people. I talked with him about publishing the game and he seemed interested. We worked out the details and then stuff happened and we launched the game. So, originally, it was because I thought Rubicon was a great game that deserved more attention and a wider audience. After the process of publishing Rubicon was in motion I also noticed that there are a ton of other great games being made in Oregon. Since there are so many people making games right now it's hard to get noticed. Many game developers in Oregon are great at making games but don't know how or have the time to promote them. I look at working with Wick publishing Starship Rubicon as a partnership and I sort of fit in to help him.
Alex Atkins: This question has two parts so strap in. What research did you do beforehand, and is there any advice that youâd care to give someone that might be considering doing the same? Something you wish youâd known going in?
Jon Dodson: Wish I'd known: Because of when I got involved with Rubicon and all the upstart work it took to get the "publishing machine" started we broke some of the rules around promoting your game. One major rule is that you shouldn't wait till release to promote your game with the press. It makes sense, it's better to get people to notice your game early and then keep beating the drum until launch. A Nickel of Free: If you are just starting out take projects with people you trust and you know you can ship. If you can't get excited about building your audience slowly you're going to have a hard time. Make it easier on yourself by setting goals you can achieve. The only thing I can think of that I wish I could go back in time and tell myself is that we would get a great response from people in the streaming and let's play community so focus on them.
Alex Atkins: And how has the response been so far? In regards to the future of Cheerful Ghostâs publishing endeavors, do you feel defeated, or nay, galvanized?
Jon Dodson: The response from gaming press hasn't been noteworthy. The response from the game streaming and let's play community has been tremendous. Gamers that pick it up also seem to love it even if they think it is hard, which it is. The future of Cheerful Ghost publishing is good in that I am looking to sign another game next year. I am holding off talking to developers about it right now because I am really focused on Starship Rubicon. Since I grew up in the 90's and was in a band trying to sell tapes at shows I sort of view Indie publishing in a similar way. We might not ever get rich, but we enjoy making games and showing at cons and watching people stream our games. Over time we might rock out a few hits but few of us "make it big." I think being part of the Portland indie game scene makes the band analogy even more true than other places.
Alex Atkins:I finally watched Frozen and I donât think it deserves itâs hype. Just thought Iâd tell you.
Jon Dodson: I agree. My partner and I saw it and we both agreed it was a fine movie, I just didn't understand the intense craze it received. It subverted some gender and plot cliches so I give it a nod for that. That said, I didn't find the art direction my style and when I heard "the song" I wasn't blown away. Apparently I wasn't Disneys target audience for that one. With that, Josh Gads voice work was good and if someone asked if I wanted to build a snowman while singing I'd probably do it. Monkeys riding on horseback with machine guns is way more my style.
Alex Atkins: The written word may be the only form of time travel weâre ever able to access, if that Einstein guy knows anything at all. When you read a written work, youâre transported not only to the time in which it was written, but also into the mind of the writer. What words do you have for your future selves, who are no doubt looking back on this from upon your future toilets, reminiscing about the time you werenât trillionaires and had to peruse the net-o-sphere from some moronic handheld/laptop device?
Wick: Dear diary, today I started selling my game. What does that mean? I guess it's officially "done", which is a weird concept after seeing it as so malleable for so long. Does that mean I can't change it anymore, or does it just not count if I do? I could go replace all the graphics with doge face icons, just like 2048 did. It would take an hour, tops. "Starship Dogeicon", I'd call it. Sorry, tangent. It means that some sliver of the population will play it and be entertained and hopefully laugh and then think a little. What is the point of the entertainment industry? I have a day job so I have the luxury of choosing projects that let me go to sleep philosophically sound. Does this game do that? I think that the best thing it could mean is making somebody think: "wow, like, oneish guy made this? I could make things!" and then picking up programming for the first time.
Jon Dodson: I hope we stuck to our guns and didn't get the brain to computer interface. I know all the kids might be doing it, but doing things the old way with keyboards, mice and voice input was always fine by us. I know this puts us at a disadvantage because people with the interface are improved in nearly every way but we were happy even with our flaws. I just wanted to say thank you for living through that and hope you find happiness with the last remnants of unaltered humanity.
Alex Atkins: Wick, Starship Rubicon was born out of a successful kickstarter project, originally titled Rubicon. How has the response been from your kickstarter backers that have been anxiously awaiting the final product?
Wick: I got this comment on one of my beta signups, I think it speaks for itself: "as a side note, your project is the kickstarter i'm most pleased to have backed. helping a person with modest goals and some ambition turn a "sure, why not" idea into a life-changing moment is the best feeling in the world and i'll keep supporting you all the way."
Alex Atkins: How was working with Beatscribe?
Wick: Tremendous. I cannot overstate how awesome it is to work with someone who thinks a project is rad and is enthusiastic about jumping on board. He also somehow magically nailed my insane specifications like "heroic, but sad, but exciting, and with an awesome and memorable melody line."
Alex Atkins: What can we expect to see next from Wick?
Wick: Oh man, I'm so excited. I'm one of those "games shouldn't just be entertainment" folks, so my next project is going to be this fusion of my neuroscience research and newfound game design skills. Think SpaceChem, but using (and stealthily teaching) real neural circuits.
Alex Atkins: Are there any plans to show at upcoming conventions? Will we be seeing Starship Rubicon at the Indie Megabooth perhaps? *insert hopeful emoji*
Wick: *Meaningful silence* Talk to my agent.
Jon Dodson: As much as I don't love huge crowds the Indie Mega Booth may be in our future and it would be great to be a part of. Wick and I haven't officially talked about it but we will soon and when we know more I'll talk about it loudly.
Alex Atkins: I want to thank you both for taking the time to talk with me. Any last words? Not like, before you die or anything, just for the end of the interview. Philosophical musings on the hubris of man? A good quiche recipe youâd like to share?
Wick: I think I already filled my quota of philosophical musings. Instead, here's a quote from some long-forgotten article that has rung true for me throughout the project: "Well, for computers, explosions are much easier to create than stories."
Jon Dodson: In general if you have a dream that you can't shake you should go for it. Mad riches won't meet you but you will learn something on the way and there is meaning and value in working on things. I want to thank everyone that has supported Starship Rubicon in buying it, playing it, talking about it, creating a video, writing something, interviewing us, retweeting, resharing or liking.
Don't we all want to consume every video about the infamous Wisdom Tree NES games? Apparently I must and really enjoyed Cygnus Destroyers latest verdict on Sunday Funday. If you didn't know, Sunday Funday was a slightly less challenging reskin of Menace Beach. Since Cygnus Destroyer drop the details in his video I won't repeat much more here except to say, if you are interested in learning more about infamous NES classics, you should check the video.
I also just realized he uses the same pointing picture to title each of his YouTube videos. Not a huge complaint, just something I noticed.
Don't we all want to consume every video about the infamous Wisdom Tree NES games? Apparently I must and really enjoyed Cygnus Destroyers latest verdict on Sunday Funday. If you didn't know, Sunday Funday was a slightly less challenging reskin of Menace Beach. Since Cygnus Destroyer drop the details in his video I won't repeat much more here except to say, if you are interested in learning more about infamous NES classics, you should check the video.
I also just realized he uses the same pointing picture to title each of his YouTube videos. Not a huge complaint, just something I noticed.
The Humble Bundle community has helped provide funding for more than 50 charitable organizations, including Child's Play Charity, the Electronic Frontier Foundation, the American Red Cross, charity: water and Doctors Without Borders/MÊdecins Sans Frontières. These contributions have helped people with disabilities enjoy games, provided emergency medical aid, funded health care, brought books to schools in Africa, brought clean water to developing countries and much more.
"We never imagined after the first Humble Indie Bundle that we might one day reach this milestone," said John Graham, co-founder and COO of Humble Bundle. "It is hard to truly comprehend the magnitude... Read AllThe Humble Bundle community has helped provide funding for more than 50 charitable organizations, including Child's Play Charity, the Electronic Frontier Foundation, the American Red Cross, charity: water and Doctors Without Borders/MÊdecins Sans Frontières. These contributions have helped people with disabilities enjoy games, provided emergency medical aid, funded health care, brought books to schools in Africa, brought clean water to developing countries and much more.
"We never imagined after the first Humble Indie Bundle that we might one day reach this milestone," said John Graham, co-founder and COO of Humble Bundle. "It is hard to truly comprehend the magnitude of $50 million for charity. We owe our thanks to the generosity of the Humble Bundle community -- to the content creators who entrust us with their works of art and to the consumers -- for making this possible."
This warms my heart to see! I love playing games, and I love giving to charities, and I love how Humble Bundle combines the two! (Plus supporting developers )
It's nice being part of something that does so much good. Plus, I love getting great games too. Nice to be able to do both!
Azurephile Super Member
wrote on 12/19/2014 at 03:57am
I agree, I think what Humble Bundle does is fantastic. I have some games from Humble Bundle, but they were single game gifts I've received or a single game I pre-ordered (Starship Rubicon). So, I'm quite new to Humble Bundle. I do get email updates from them, but I haven't really bought any Bundles yet.
They say, "pay what you want," so the question I'd like to put to those of you who have bought Bundles is how much do you usually pay? Or, how do you decide how much to pay? Is there a minimum or maximum amount? Could you really pay something like $1 for a ton of games? If you could, wouldn't you also feel a bit guilty for hardly paying anything? What are your thoughts?
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I thought i would touch on this subject since i'm currently playing through the game on N64, and share my opinion on the recent revamp of the classic for the newest Nintendo handheld.
In advance, my opinion is very biased for two reasons. One, i don't own a 3DS and will not buy one simply to play this game. Two, as one or two of you may know, i'm very involved in the collection, preservation, and of course playing of classic console games.
That being said, I think this remake will be pretty freakin cool, because Majora's Mask is one of my all time favorite games. Perhaps not as cool as the original though, because face it, it's the exact same game run through a filter... Read All
I thought i would touch on this subject since i'm currently playing through the game on N64, and share my opinion on the recent revamp of the classic for the newest Nintendo handheld.
In advance, my opinion is very biased for two reasons. One, i don't own a 3DS and will not buy one simply to play this game. Two, as one or two of you may know, i'm very involved in the collection, preservation, and of course playing of classic console games.
That being said, I think this remake will be pretty freakin cool, because Majora's Mask is one of my all time favorite games. Perhaps not as cool as the original though, because face it, it's the exact same game run through a filter so it's not so blocky. It also doesn't have the "new game" thing going for it in my opinion, but i suppose fourteen years is quite a long time. Long enough that some of the kids playing the 3DS version might not know that this was already a best-selling game on a cartridge based console. The kids playing this game might not have ever even seen a Nintendo 64, which is quite depressing.
Because this was one of the more popular Nintendo 64 games, and one of the higher selling Legend of Zelda games, I clearly see why they would choose to re-release. The game was even given the Game of the Decade award by GameFAQs in 2010. My big question is why did Nintendo choose this game in particular, instead of any of the others? Specifically, why did they pick this over Ocarina of Time, which according to sales charts, sold more than twice as many copies as Majora's Mask. (http://vgsales.wikia.com/wiki/The_Legend_of_Zelda for reference)
A few questions to stew on; Was this the game that Nintendo should have re-made? Should they have gone all the way and re-released it for the WII-U?
and just for kicks, what is your favorite Legend of Zelda game?
Azurephile Super Member
wrote on 12/17/2014 at 07:27am
Ocarina of Time was released for the 3DS in 2011 (see link above). I believe in the recent video of the upcoming Zelda game for the Wii U, they said that they made some enhancements to the 3DS version of Majora's Mask (see WhiteboySlim's link below).
I never played either of these games on the N64. I actually didn't play them until they came bundled with other previous Zelda games as a pre-order bonus I got for Wind Waker (the GameCube version). I think both games are great, though. Sadly, my Wii U won't play GameCube games, so I'd have to hook up my Wii or GameCube to play them. I do own a 3DS, but the only Zelda game I have for it is Link Between Worlds. Also, i do not have the Wii U version of Wind Waker.
It would have been cool to see Wii U remakes of those N64 games, but I imagine they're so small that they'd have to find something else to fit on the Wii U disc. Perhaps that's why they released the games for the 3DS, but that's just my theory.
Hands down, Links Awakening. I play that every few years.
> Was this the game that Nintendo should have re-made?
Majoras Mask, for many, is a far superior game to Ocarina of Time. Since i've really only played Ocarina and a _BIT_ of Majoras Mask I am not such a gamer, that said Majoras Mask is a pretty popular game. So on one hand, does everyone that loves MM already own it and have played it a bunch? Sure. But the remake option does open up the game to a whole new audience and people that might not have access to Nintendo 64 hardware like we do.
> Should they have gone all the way and re-released it for the WII-U?
One good part of releasing it on the 3DS is the smaller screen size means it's a bit easier on the eyes whereas getting the image on a 1080p screen might not look as great. So, yeah, a possible re-release on the Wii U might be great and if I think I know Nintendo, they will.
As to why Nintendo chose this first? My thought it because, over time, Nintendo has re-released Ocarina of Time a bunch of times. So, maybe they were finally coming around to MM fans.
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Valvetime has found a new Steam Controller design in the latest Steam beta client. From the Valvetime site:
"The new design, shown below, appears largely similar to the previous iteration and features an analogue stick, four main buttons, and two touch pads.
The most striking change from previous designs is the appearance of a four-point directional guide on the left touch pad. It's not entirely clear just yet how the four-point guide will be used or what it's main purpose is, but we'd imagine the left pad may now feature as a softer, more diverse alternative to the standard D-Pad by offering more directional input than just the standard four-points of motion."
I love... Read All
Valvetime has found a new Steam Controller design in the latest Steam beta client. From the Valvetime site:
"The new design, shown below, appears largely similar to the previous iteration and features an analogue stick, four main buttons, and two touch pads.
The most striking change from previous designs is the appearance of a four-point directional guide on the left touch pad. It's not entirely clear just yet how the four-point guide will be used or what it's main purpose is, but we'd imagine the left pad may now feature as a softer, more diverse alternative to the standard D-Pad by offering more directional input than just the standard four-points of motion."
I love the new look and the inclusion of an analog stick and the 4 diamond buttons seem like a great idea. What do you think, does this new Valve Controller seem like a good direction or did you prefer the older design?
Cygnus Destroyer is quickly becoming one of my most watched YouTubers. He is continuing his series on Wisdom Tree games with Exodus and Joshua. This was a good episode and features a game I could see myself enjoying as a kid. As always he delivers his verdict and it might not be what you think.
I can't wait till he reviews Spiritual Warfare and Bible Adventures. I don't care what anyone says, those games are good. Not great, but I love them both.
Cygnus Destroyer is quickly becoming one of my most watched YouTubers. He is continuing his series on Wisdom Tree games with Exodus and Joshua. This was a good episode and features a game I could see myself enjoying as a kid. As always he delivers his verdict and it might not be what you think.
I can't wait till he reviews Spiritual Warfare and Bible Adventures. I don't care what anyone says, those games are good. Not great, but I love them both.
Oh man, Exodus! My family had that on PC, and honestly, most of my family was addicted. I don't remember if there was a save function, or if we kept track of levels with a level code, but it was a competition as to who could get the farthest (I think my mom won. It was funny back in the day when my mom would monopolize the family computer to play ). It was a really enjoyable puzzle game, as you had a lot of puzzles that required specific timing and some complicated strategies.
I don't recall Joshua, but I imagine that would have been fun too.
jdodson Admin Post Author
wrote on 12/18/2014 at 04:19am
Let me see, I have a few Wisdom Tree games I got from a friend a while back maybe I have...
Ok I just have Spiritual Warfare and Bible Adventures. Hopefully at the next PRGE I can pickup Exodus.
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Starship Rubicon is a great Roguelike with challenging gameplay great retro 2D art. That said, Rubicon also features some killer music by a fantastic Indie musician. The OST for Starship Rubicon was composed by Beatscribe featuring 6 in game tracks and 2 remixes.
Azurephile Super Member
wrote on 12/17/2014 at 02:25am
Sweet track!!!! Thanks for sharing the info, too!
jdodson Admin Post Author
wrote on 12/17/2014 at 02:30am
No problem!
Azurephile Super Member
wrote on 12/17/2014 at 03:28am
I shared the links, too, on Facebook and Twitter. I also found out one of them lets you listen to the tracks. I must say that the music makes me want to play the game more. It's kind of like an achievement for making it to the next mission, you get to listen to more awesome music!
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Today is the release of Starship Rubicon and I couldnât be happier. When I talked to Wick about publishing the game I didnât expect that it would evolve to what it is today. Releasing a game is new to us both and we are both excited about what comes next. Getting the game in the hands of gamers and giving it the widest exposure possible is our goal and it all starts with you. If you havenât already, I urge you to pick up the game play it and let us know what you think. If you like it, share it with your friends.
We are happy to be selling Starship Rubicon on our website, itch.io and Desura. We will be working with other game stores to sell the game and if there are any... Read All
Today is the release of Starship Rubicon and I couldnât be happier. When I talked to Wick about publishing the game I didnât expect that it would evolve to what it is today. Releasing a game is new to us both and we are both excited about what comes next. Getting the game in the hands of gamers and giving it the widest exposure possible is our goal and it all starts with you. If you havenât already, I urge you to pick up the game play it and let us know what you think. If you like it, share it with your friends.
We are happy to be selling Starship Rubicon on our website, itch.io and Desura. We will be working with other game stores to sell the game and if there are any you love, let us know! If you buy the game on www.starshiprubicon.com one benefit of that is that when we are Greenlit, you will get a Steam Key.
That said, we are still going with our Steam Greenlight campaign, so if you havenât already head over and give us an upvote!
For everyone that is not already familiar with the game, Starship Rubicon is a space shoot-em-up that modernizes the physics and mechanics of Asteroids combined with the ship modification and roguelike elements of FTL.
In Starship Rubicon, Earth has been casually destroyed by a mysterious race of space-faring invertebrates. You are a fighter pilot whose cryopod has been collected by a possibly-insane AI, who has placed you in the unenviable position of being humanityâs savior. Shanghaied and alone, you must gather the remaining human survivors and traverse the surprising biodiversity of deep space to find a new home.
Key Features
Quick Gameplay - Pilot your ship in fast-paced shoot-em-up, featuring a unique approach to arcade physics and controls. Customize Your Ship - Upgrade your ship with a Tetris-styled hangar bay as you find weapons and items on your quest.
Randomized Universe - Make your way through a diverse galaxy as you encounter interesting new lifeforms. Each play session generates a new path of enemies, allies, and items.
Casual Roguelike - When your ship blows up, thatâs the end of the line for that game. However, if you collect enough crystal shards by the end of a sector you can save your ship to re-launch it on another level.
A Fleet Of Ships To Play - Do you prefer fast ships for run and gun? Do you like something that takes a punch but isnât as agile? Start the game with 3 different ships and spend shards to unlock more ships with unique abilities!
Mod-friendly - Since ships and weapons are exposed in simple external .lua scripts, modding and creating your own content only requires a text editor!
I just wanted to finally mention that due to some technical issues, the Linux build of Starship Rubicon will come a bit later than we wanted. We plan on releasing it and it will be as good as the version on PC and Mac it just needs a little more time in the oven.
Azurephile Super Member
wrote on 12/15/2014 at 09:16pm
I played the "final beta" again today and I was surprised that I made it passed one level. I learned a few things the last time I played, but that's probably because I sadly haven't spent much time playing the game. One of the things I learned was to stop firing so that the shields can come back on. I also think using the left SHIFT key feels natural and am glad that the controls feel right. I seem to be better with the third ship. It's big and has more armor.
Congratulations, again, on the release of the game. I hope it's a success!
jdodson Admin Post Author
wrote on 12/15/2014 at 09:19pm
> I seem to be better with the third ship. It's big and has more armor.
The Zukov is also a ship I really like. That said, lately I've really enjoyed using The Warbird.
Azurephile Super Member
wrote on 12/15/2014 at 11:00pm
Yeah, you're right. The Warbird is cool, too.
Azurephile Super Member
wrote on 12/17/2014 at 07:34am
I'm getting better at playing the game! I've beaten 2 or 3 levels now. The farthest I've reached was with the first ship.
jdodson Admin Post Author
wrote on 12/17/2014 at 04:28pm
That's great Greg. I think the furthest I've gotten to date is level 5? That level is pretty tough
Azurephile Super Member
wrote on 12/17/2014 at 06:10pm
After I posted, I made it to the Sol system. I suspended and saved that game though, so I still have to continue.
Azurephile Super Member
wrote on 12/19/2014 at 08:24pm
Well, I've completed the Sol system. My current game is suspended and saved, an option I enjoy. I've still learned a lot about the game. Now, I make sure I collect all the little blue dots before I go to the next battle area. I'm using the first ship a lot more as it seems better balanced and has great shields. I've also been able to repair quite a few times and add on upgrades in the hanger.
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Starbound just dropped a new trailer showing off all the things coming in the Winter update. They claim the Winter update will come in January, but as with all things it could slip some.
What do you think of the video? Will you head back to Starbound after this update? This video seems to feature much more of the content we were promised when we originally backed the game last year.
I've been fairly mixed on Starbound so far but one thing I am not mixed on is how amazing Curtis Schweitzer score is!
From mollygos:
"As Finn noted yesterday on Twitter, weâre trying to push these updates to the unstable branch next week and, depending on how that goes, pushing them to the... Read All
Starbound just dropped a new trailer showing off all the things coming in the Winter update. They claim the Winter update will come in January, but as with all things it could slip some.
What do you think of the video? Will you head back to Starbound after this update? This video seems to feature much more of the content we were promised when we originally backed the game last year.
I've been fairly mixed on Starbound so far but one thing I am not mixed on is how amazing Curtis Schweitzer score is!
From mollygos:
"As Finn noted yesterday on Twitter, weâre trying to push these updates to the unstable branch next week and, depending on how that goes, pushing them to the stable branch in January."
Azurephile Super Member
wrote on 12/15/2014 at 02:39am
Last night, I watched a video about the Coffee Quest by Paul Soares Jr. (if you haven't noticed, I frequently check up on the video's he's uploaded to YouTube). I was thinking of playing Starbound today (I've done the nightly builds), but I didn't get around to it. Instead, I played Hyrule Warriors. However, I am looking forward to how Starbound has changed since I last played the nightly build (months ago) and how the stable version will change. I know you like the score, Jon, but I'm frankly tired of it. I want new music! Still, I've been keeping up-to-date with the game's progress by checking the game's website here and there.
The score is incredible. I had forgotten just *how* incredible until watching the video.
But wow, they've made a ton of improvements since the last time I played. I look forward to getting back into it, but I may wait until the final releases instead of jumping in now.
jdodson Admin Post Author
wrote on 12/15/2014 at 03:30pm
I think I might check out the changes in the Winter update. Not sure if i'll play a ton of it, but if I do, i'll be talking about it here
Azurephile Super Member
wrote on 01/29/2015 at 12:29am
It's time to get back into Starbound! I'm very happy to report, in short, that the game is worth getting back into. I've been enjoying it and am working on a much more in-dept post about my most recent game play.
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