Current Video Game Statistics for the Current-Gen Gamer
220.127.116.11 Update NotesJul 18, 2017 - Community AnnouncementsUpdate Notes: Additions: Added Secrets of Neuschwanstein easter egg. Added Prison Warden's Key and ability to lock and unlock cell doors. Added German versions of emergency vehicles. Added support for guns with multiple calibers. Added option for certain areas to have a higher max number of zombies. Tweaks: Tweaked Berlin to have a higher max number of zombies to be more lifelike. Tweaked Augewehr, Nightraider and Fusilaut to take both ranger and military ammunition. Tweaked Syndicate to look more serious. Tweaked to prevent exiting vehicles when a good exit point isn't found. Fixes: Fixed line color of road over dam. Fixed building underneath rocket chamber. Fixed German tree radius inconsistencies. Fixed misplaced water in waterfall cave entrance. Fixed damaging vehicle on busted coalition doors. Fixed scrapping empire blueprint. Fixed (finally) horde beacon difficulty to get set when initially placed. Fixed zombies falling into blast chamber of rocket launch pad. Fixed baking navmesh on extra tall maps. Fixed beta shirt on left-handed characters. Fixed canned food animation cut off. Fixed devkit objects loading after items. Legacy objects didn't have this problem. Fixed Germany analytics. Feedback: Thank you to everyone who's been posting feedback and bug reports around Germany! I've been trying my best to read through all of it and as always it's been a big factor in the changes this update. My intention is to focus on more general changes next update.Grrg! Arrrg! Unturned leaves early accessJul 10, 2017 - Rock, Paper, ShotgunFree-to-play DayZ-o-Minecraft ’em up Unturned has launched in full, after three years in early access. The biggest part of the update taking it to full release is a new sandbox map set in Germany. Chris Livingstone had a crack at Unturned after it rocketed into Steam’s top 10 most-played games within a week, a position it has impressively clung close to ever since (it’s twelfth right now, with around 32,000 players in-game). Perhaps we should feel guilty about how many early access survival games he played for us. But this, this one is meant to be pretty good as they go. … Now Available on Steam - UnturnedJul 7, 2017 - Product ReleaseUnturned is Now Available on Steam! You're a survivor in the zombie infested ruins of society, and must work with your friends and forge alliances to remain among the living. 18.104.22.168 Update NotesJul 7, 2017 - Community AnnouncementsGermany Map: http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/6119952/ccdcea30b4863ee25e32835bcf9336322f6f4744.png The new Germany map is finally here and available to play under the Official maps tab! Germany is a new large sandbox survival map trying out several gameplay twists. It's more vertically oriented than any previous map with medium cliffs in the East blending into towering mountains in the West. It's more spaced out than Russia and has increased military presence similar to Washington including Coalition encampments. For the first time the military is using a mix of Military and Ranger grade weaponry. It also makes use of the features I've been adding the past couple months through areas like a submerged town with the most useful loot deepest underwater, cascading waterfalls, a burning crash site with primarily burning zombies, pathfinding for zombies over the city rooftops and quite a few underground locations. 3 Year Anniversary Event: Today marks 3 years together on Steam and Unturned's transition out of Early Access! To celebrate anyone that plays over the next 3 days will have a chance to be dropped the Anniversary Gift Bag and everyone who's helped out over the course of Early Access will receive some special cosmetics! These past ~4.5 years have been a crazy journey and I'm very proud to see how far we've come from the first version of Deadzone to Unturned 3.20 now. It's been a pleasure and lots of fun evolving the game this whole time alongside you. It boggles my mind how long some of you have been with me and I can't thank you enough for your support, but a huge thank you nevertheless. This community has changed my life and opened up so many cool opportunities, and I'm incredibly excited looking to the future with all the awesome updates and directions I want to take the game. I hope you enjoy the update and as always I'm eagerly awaiting your feedback to improve Germany! Update Notes: Additions: Added Germany map. Added Swissgewehr. Added Swissgewehr Magazine. Added Fighter Jet. Added Dumptruck. Added Prison Transport Truck. Added Eagle. Added Rabbit. Added Beetle. Added many new level editor assets. Workshop: Accepted several workshop items into the July 2017 Workshop Crate #3. Accepted many new workshop items to the Stockpile. 22.214.171.124 Update NotesJun 30, 2017 - Community Announcements3 Year Anniversary Event Upcoming: Next Friday 07/07/17 marks Unturned's 3rd year on Steam! I can't believe it's been so long already. The time has just flown by, I've loved every second of it, and I'm excited to continue working on Unturned in the years to come. As part of the event Unturned will finally be transitioning out of early access, and to celebrate it will be accompanied by the 126.96.36.199 update containing the new map I've been working on these past months! (Spoiler warning!) Click below to watch the trailer for 188.8.131.52: New Map Trailer The main release trailer for Unturned has been updated as well: Unturned Trailer Thanks to the Hawaii team for acting in these new trailers! Update Notes: Additions: Added no weapons/no buildables safezone node options. Added Flag_Short_Random NPC reward type. Improvements: Improved landscape and foliage system to automatically spawn when clicked in the type browser. Tweaks: Tweaked ambient audio to randomly increase and decrease in volume. Fixes: Fixed landscape holes interfering with interacting. Fixed multiple quest related bugs on Hawaii. Fixed underground player spawns on Hawaii. Fixed water volume near Kailua Kona on Hawaii. Fixed lava killboxes at Muana Kea on Hawaii. Fixed some minor visual bugs on Hawaii. Fixed abuse in magma boss chamber on Hawaii. 184.108.40.206 Update NotesJun 23, 2017 - Community AnnouncementsMap Progress: http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/6119952/f92919ac16a4d928f5ee0c58290db6a896645630.png Everything in the new map is coming together. Next up the polishing steps such as lighting, balance adjustments, story notes, etc! Update Notes: Additions: Added achievement for defeating the magma zombie boss. Added per-navmesh zombie difficulty option. Added nav clip volume for helping zombies navigate complex areas. Improvements: Improved navmesh baking to work with landscape holes. Tweaks: Tweaked Hawaii gyrocopter to only be craftable on Hawaii. Tweaked HMG rounds to deal explosive splash damage. Fixes: The Hawaii crew fixed many issues with the map and its content. Fixed rewards on NPC goodbye messages. Fixed some issues with swimming near the surface of water volumes. 220.127.116.11 Update NotesJun 18, 2017 - Community AnnouncementsHawaii Expansion Release: http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/6119952/2986ac2c66a01a2e690e76ab5beca4aee785596c.png The community team which created Hawaii has been hard at work on an expansion to the map with tons of new content and locations to discover! It's now available to play and includes 30+ new quests. Update Notes: Additions: Added Hawaii Expansion. Added 7 new cosmetics/skins to the Hawaii Mystery Box. Added gameplay config for min/max drops from normal, mega and boss zombies. Added emission multiplier to effect volumes. Added ability to delete groups. Leaving requires a new owner or only one member whereas deleting kicks all group members. Tweaks: Tweaked all sight aiming distance to be more consistently further back. Tweaked tutorial messages to be slightly more clear. Fixes: Fixed building interior LOD on maps using newer objects system. Fixed unable to scale water volumes. Fixed loading water volumes with surfaces disabled. Map Progress: This week I finished detailing all but one of the locations on the new map and am aiming to finish that and the spawns next week.18.104.22.168 Update NotesJun 9, 2017 - Community AnnouncementsUpdate Notes: Additions: Added Empire. Added Empire Magazine. Added Devil's Bane. Added Devil's Bane Magazine. Added Luger Magazine. Added landmarks quality graphics option. Added teleport NPC reward type to move player to specific spawnpoint in level. Added crouch as a NPC pose option as well as Pose_Lean, Pose_Pitch and Pose_Head_Offset options. Added invulnerable and explosion proof tags for destructible objects. Added new guns and melees to skin source files. Improvements: Improved several furniture objects to be randomly colored. Tweaks: Tweaked foundation height shorter. Tweaked forageable resources to support spawn tables. Fixes: Fixed misaligned glass in Seattle fire station window. Fixed satellite image for maps taller than 256m. Fixed sound effect pitch deviation to scale with pitch. Fixed incorrectly colored upstairs walls in house_3. Map Progress: http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/6119952/6d3b0cfbfb081c7a2bfba05b95a71cbb960c2fc7.png Flooded portion of town beginning to develop overgrowth This week I finished detailing the environment and made tons of progress on filling in the some of the most time consuming locations: towns and cities. In the coming week I'll finish up the remaining work in the big city and move onto detailing the smaller locations.22.214.171.124 Update NotesJun 2, 2017 - Community AnnouncementsNew Weaponry: Two new guns planned for the new map were finished this week and can now be found in airdrops. The MP40 is an antique SMG bridging the gap between carbines and assault rifles which will be improved upon in another upcoming gun, and the Determinator is a shotgun revolver with longer range but requiring better aim. Update Notes: Additions: Added MP40. Added MP40 magazine. Added Determinator. Improvements: Improved scale tool to adjust sensitivity by bounds of mesh. Tweaks: Tweaked chainsaw and jackhammer to alert zombies in a larger area. Fixes: Fixed to only allowing climbing while standing, sprinting or swimming. Fixed off by one error when killed while spawning into server. Fixed to scale up backpacks/vests slightly on mega zombie model. Map Progress: http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/6119952/1aee180d9e01d913699bbea908f4d9e51f3ff5ab.png This week I mostly finished decorating the landscape - I underestimated just how long it takes to place down all those boulders on the cliffsides so there's a few patches that still need doing. My goal for next week is to make good headway on finalizing the layouts of each location and filling buildings with furniture.126.96.36.199 Update NotesMay 26, 2017 - Community AnnouncementsUpdate Notes: Additions: Added Jackhammer to mining locations. Added Luger to care packages. Improvements: Improved area selecting to work with shift expand selection. Improved multiselect enum dropdowns to highlight selected flags. Tweaks: Tweaked devkit search to sort alphabetically. Fixes: Fixed tire/battery spawn chance working opposite of intended. Fixed to allow sprinting in shallow water. Fixed launch preferences getting overwritten by some updates. Fixed server incorrectly sending large buildable packets. Fixed not granting quest note rewards clientside. Fixed some curated objects still showing with Object_Browser.Show_Curated_Objects set to false. Fixed area selecting flick of the mouse wrong size and items behind camera. Fixed area select to respect selection mask. Fixed resetting devkit search scroll between searches. Map Progress: This week the map started properly taking shape with the rough landscape in place and the planned locations in their final spots, though a few new ideas have come to mind I'd like to work on soon. A couple places are somewhat detailed, this being one of the less spoilery ones: http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/6119952/9862e893865cef6f52b558c107564dc8e16fda02.png Over the next week I'll be polishing/finalizing the landscape with materials, foliage, trees, boulders, erosion, etc and continuing to detail the locations themselves.Inside Roblox, the game platform that s rivaling MinecraftMay 26, 2017 - Rock, Paper, ShotgunI m camped at the end of a large hall, hoping my view over a tunnel leading to the capture point covers the enemy team s entry through the large windows and skylights. Distant gunfire rattles from the other end of the map and I see grenades popping on the point. And yep, I m right. Someone jumps down from above and I shoot, taking them by surprise – 100 XP – but not before a buddy spawns on them. I m down, killed by an AUG HBAR with Coyote Sight, Muzzle Brake, Angled Grip and Green Laser. Roblox has come on some lately. Phantom Forces is a full-featured modern FPS that runs on Roblox, offering multiple map types with 32 players, a daily login bonus and ranks. It tracks kill-death ratios, its guns feature bullet drop dynamics, sprints into slide moves, Battlefield-style spotting, and hundreds of weapons and attachments. And you can be playing it, for free, in seconds from launching via a link on its Roblox web page, and it ll run smoothly on a basic PC. On the Thursday morning I try it out, nearly 4000 other players are online with me, and since it was launched in September 2015, it s been played over 120 million times. … 188.8.131.52 Update NotesMay 20, 2017 - Community AnnouncementsMap Progress: http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/6119952/ae7f8c4543411ea56ea5cdaac2b94e1565c929b1.png All of the objects, nature assets and vehicles on my to-do list for the new map are now done! Though a few more are bound to come up as I go I think there's a lot of exciting stuff including suggestions going back several maps. The next step is creating the level itself: from the landscape to the decorations, spawns, lighting, etc. I'd hoped to have some new content this update for you but ran out of time, so my goal is to work on some of the new items to release ahead of the map in the coming weeks while primarily focusing on the level itself. Update Notes: Additions: Added Allow_Shoulder_Camera gameplay config option. When disabled your third person view is centered except when leaning. Added vehicle config options for chance to spawn without a battery or tire. Added angle and obstruction based automatic landscape painting options. Added exact foliage tool mode. Added auto splatmap brush. Added smooth splatmap brush. Tweaks: Tweaked consumeables that provides more food than water to constrain the amount of water to food gain. Fixes: Fixed foliage dithering option not working correctly. Fixed to stop shooting automatic weapons when entering safezone. Fixed deselecting newly copied object in devkit. Fixed drag selecting in fullscreen devkit. Fixed cleaning up server info refresh requests. Fixed old tree models specular lighting. Fixed old tree skyboxes getting cut off. Fixed sending commands faster than chatrate. 184.108.40.206 Update NotesMay 13, 2017 - Community AnnouncementsUpdate Notes: Additions: Added Top Gun quest for Andy on the Liberator. Added Fighter Jet. Added Fighter Pilot Outfit. Added assets for waterfalls, simple example in Devtest4. Added effect volumes to devkit for placing particle effects. Added lock handles option to selection tool. Added ability to spawn objects/types by E hotkey in devkit. Added search fields to landscape and foliage filtered browsers. Improvements: Improved to run execute.config from cloud folder as well. Tweaks: Tweaked graphics draw distance to affect decal draw distance. Fixes: Fixed a performance problem with debug visualization in devkit. Fixed devkit save window checkboxes. Fixed some bugs with pilot weaponry in multiplayer. Fixed decal visibility group visible option. Fixed copying decal selection in devkit. Fixed discolored corner of Diner #3 window. Map Progress: I made quite a bit more progress on the assets this week, and will continue with that next week hopefully wrapping up the objects/nature stuff before Friday, then leading into working on the map itself properly. Thanks for all the great suggestions/feedback - keep it coming! One of the areas I mentioned last week that I worked on are the burning city assets which I teased here if you missed it: Link220.127.116.11 Update NotesMay 5, 2017 - Community AnnouncementsMap Progress: This week I've been continuing work on the objects for the new map, Silo 22's big brother being the most exciting, and looking through the suggestions/feedback many of you have been posting. If you have any city/town related ideas I'm especially curious to see those at the moment, for example Washington had the new largest city with overpasses and skyscrapers and Russia had the underground metro system, thinking of a few unique ones for this map like burned to the ground in rubble, flooded district, Coalition fortified encampment - no guarantees but along those lines. My thinking with the zombie difficulty assets is to allow a new sort of progression where the higher tiered areas of the map have higher concentrations of the more challenging zombie types. Very tangential but Silo 22 was the first object I made the same day we started planning Russia which got me really excited to release the map, I think it's kind of the centerpiece/setpiece, and these new bases have given me the same feeling again! The goal for next week is to continue new objects, start on the landscape details and potentially begin making new items some of which might come out before the map. Update-wise the next version of Hawaii will ideally be ready sometime before this new map I'm working on. Update Notes: Additions: Added zombie difficulty assets. Added shift-# hotkeys for devkit tools. Added quaternion inspector to devkit. Added transform copy/paste ctrl-b/n hotkeys to dekvit. Added selection mask option to selection tool. Added object browser to devkit. Improvements: Improved houses to have randomized colors. Improved devkit to save tool configurations. Improved visibility groups panel layout. Tweaks: Tweaked carepackage fall speed slightly slower. Fixes: Fixed misaligned save/load button labels in devkit. Fixed quest objects not showing up after loading in. Fixed imported workshop skins emissive maps. Fixed using flares to destroy rotors in PvE. 18.104.22.168 Update NotesApr 28, 2017 - Community AnnouncementsUpdate Notes: Additions: Added support for shooting turret from pilot seat. Fixes: Fixed some cases where neck could get stuck. Fixed exploit using crops to push camera through wall. Fixed off scope reticule scaling. Fixed several buildables showing flat white. Fixed potential problem corrupting long text on signs. Fixed popping some vehicles' wheels off. Fixed turning off vehicle exhaust after death. Next Official Map: This week I've been working on new vehicles and objects for the next official map. The exact geographic position isn't decided yet, but I've got some interesting locations in mind and aiming for something more mountainous and vertical. If you have feedback/suggestions for what you'd like to see in this map make sure to post them and I'll be keeping an eye out! It's still aways out so don't get hyped up yet, though I wanted to let you know what I'll be working on (do you prefer that I keep it secret or should I hint at the progress each week?), in the meantime here's a small teaser: http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/6119952/55db08819248814d8d8205b75be7958dddf96574.png22.214.171.124 Update NotesApr 21, 2017 - Community Announcements126.96.36.199 Patch Information: In this patch I reverted the Unity 5.5->5.6 upgrade due to numerous issues and reduced performance. All the other changes and performance improvements from 188.8.131.52 are still in effect. Update Notes: Additions: Added radio frequency option to groups menu. Added planar reflection quality setting. Added tile draw distance option to instanced foliage mesh assets. Added options for max ping and queue/game timeout to server config. Added placard signs. Improvements: Improved holographic sights to stay centered. Improved scope off performance and scaling. Improved ocean reflection performance. Improved mp position compression to work with taller maps. Updates: Updated to Unity 5.6 Tweaks: Tweaked to cap aspect ratio at 21:9 Tweaked stereo audio range lower. Tweaked small pebbles tile draw distance lower. Fixes: Fixed server asking itself for quest info. Fixed using asset/type browsers outside of editor. Fixed an exploit with NPC vendors. Fixed tourist hat mythical hook. Fixed moonbuggy misconfigured seats. Tutorials: This week I also uploaded two new video tutorials: Creating Custom Songs Uploading Skins to the Curated Workshop Unity 5.6: My primary motive updating to Unity 5.6 was for the new navmesh system, but unfortunately the navmesh data cannot yet be saved/loaded at runtime. This means it would have to be re-calculated when loading the level bringing loading times up into several minutes at least, so we're stuck with the old system for the moment. Here's hoping Unity will add support for getting/setting the navmesh at some point in the future! Note there's still a bug with canvas sort override in this version of Unity, so while dragging/dropping items in the Devkit still works you won't be able to see them.184.108.40.206 Update NotesApr 13, 2017 - Community AnnouncementsGroups Changes: You can now set your character's main group from the survivor screen which uses the Steam groups system. When joining a server it will automatically place you into your Steam group, or a group with the friends from your lobby if you're in a lobby. From there you can choose to form/join groups using the new dynamic group features, or rejoin your Steam group using a persistent invite at the top of the queue. For servers which rely on groups for teams or don't want players able to manually join/leave groups (e.g. using a plugin that automatically places you into a group) you can set Allow_Dynamic_Groups in the Gameplay config file to false. This will keep the player in whichever Steam group they have selected or the group your code/mods set PlayerID.Group to. Update Notes: Additions: Added features to use Steam group alongside in-game groups. Added Allow_Dynamic_Groups option to Gameplay config. Fixes: Fixed missing salvage interaction after changing group. Fixed opening quests rather than players list by default. Fixed blue knight top compression. Fixed queen's guard outfit compression. Fixed swashbuckler outfit compression. 220.127.116.11 Update NotesApr 12, 2017 - Community AnnouncementsLobbies: Under the play menu you can now form a lobby and invite friends from your Steam friends list. When the lobby leader joins a server everyone else in the lobby will automatically join as well and form a group in-game. Matchmaking: To quickly find an ideal server (especially for new players) you can use the matchmaker under the play menu which will find a server with the most players and lowest ping it can. In the options menu you can configure the minimum players and maximum ping as well as show the full list of maps. Groups: Previously you could form alliances in-game by forming a Steam group, but this was a lot of hassle. Now you can create, join and leave groups in-game from the playerlist, and automatically get put into a group when playing in a lobby. As group owner you can rename the group and promote/demote admins to invite and kick members. Edit: Old groups were converted to the new group system when joining the server with the first player to join as the owner so bases should still be functional, but I'm seeing a lot of feedback arguing for some of the pros of the old system like managing huge groups across multiple servers. If you have suggestions on how to merge the two systems post your ideas; right now I'm considering bringing back Steam groups as a default group when you first join the server with lobbies overriding that, and then the ability in-game to leave or rejoin your Steam group. Update Notes: Additions: Added April 2017 Workshop Crate #2 Added Lobbies. Added Matchmaking. Added revamped in-game group system. Accepted 2 new outfits to the Stockpile. Updates: Updated BattlEye. Tweaks: Tweaked NEW labels and Steam status to be translatable. Fixes: Fixed potential for dropped chat messages. Fixed loading into third person only servers. Fixed hangar #2 doorway height. 18.104.22.168 Update NotesApr 1, 2017 - Community AnnouncementsUpdate Notes: Additions: Added stereo. Added playtime drop skins for all melee weapons. Added option to disable featured workshop item section. Added moon buggy. Added Use_Legacy_Fog_Height and Use_Legacy_Oxygen_Height to level config. Improvements: Transplanted PEI and surrounding waters to another planet for a change of scenery. Tweaks: Tweaked more food items to cause hallucinations in line with their real life counterparts. Fixes: Fixed devkit browsers to reset scrollbar when refreshed. Fixed naming of skin creator secondary folders. Fixed several objects showing up black. Fixed coastguard window collision. Stereo: For the moment only Unturned's theme song is available officially, but adding custom music is relatively straightforward. Export audioclips from Unity into an assetbundle ending with .content. Then create a stereo song asset from the asset browser (right click) and drag/drop the audioclip into the song slot. The theme song example file can be found in Bundles/Assets/Songs.22.214.171.124 Update NotesMar 24, 2017 - Community AnnouncementsUpdate Notes: Additions: Added popular workshop item display to main menu news. Added ability to spawn level objects from the asset browser and modify them in the devkit. Added object upgrade wizard to convert old objects to work in the devkit and Use_Legacy_Objects option. Added new upgraded visibility groups options to devkit. Improvements: Improved skin acceptor tool. Improved images in news to expand/contract when clicked. Improved RAM usage. Updates: Updated BattlEye. Fixes: Fixed timing related duplication bug with a few item types. Fixed getting stuck in corner of windmill. Fixed closing doors into vehicles. Fixed incorrectly formatted secondary skin outputs. Featured Workshop Slot: The main menu now automatically features an announcement post about one of the top three workshop items from the past month. The goal here is to help give traffic to some of the best community content when you might not otherwise see it, and I can manually highlight/promote specific high quality workshop items that aren't getting the attention they deserve. Devkit Objects: http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/6119952/3e7b48e5b3cef48d84f6b69e99d11d578a9205e3.png If your map is using the devkit you can now convert old objects to work properly with the devkit tools by using the upgrade wizard and then setting Use_Legacy_Objects to false in the map config. I'd recommend making a backup first though because this is still probably a bit wonky. If you're using the new landscape features this will speed up iteration significantly rather than swapping between the editors, and the new selection tool is far superior even in its unfinished state. Skin Tools: While not publicly useful I did put a couple more days this week into improving the skin accepting tools, so future stockpile waves/crates will be much faster to setup on my end.