Uncategorized

Weekly Log – TR Soundtrack Preview, Lobby Progress, API Fixes, KAG Build Inbound

Hey everyone, sorry for the late log, here’s what’s happened this week at THD!

For those who missed it last week, you can listen to a preview of the main theme on youtube:

We’re committed to this gypsy style but we’re keen to hear what people think of it as well; what sort of feelings and images it conjures up for our players.

Lobby progress this week has been good; the old lobbies have been converted to the new truck system and it all feels quite a bit more polished and fun. There are still some issues getting all the servers to talk to each other promptly for things like synchronising coin changes, but the system is mostly working, with trucks coming and taking people off to games, and testers able to gain and lose coins based on the outcome of the games. So far, the coins are just used for entry costs for games (harder lobbies cost more per game), but we have plans to allow spending them to change outfits, buy booze, bet on card games and perhaps high-stakes duelling!


For now, you can spend your coins on the driver’s fuel money,
and ammunition costs! ;^)

Campaign mode (the major team-based TR mode) is not yet properly functional, but will be our main priority for next week now that most of the lobby stuff is working. We’re really excited to start experimenting with the class interactions that become possible in a 5v5.

The API Issues that have been plaguing hosts have been investigated a little more and we may have found a workaround, thanks to Asumagic from the community for giving us a tip-off on a modded partial solution. Thankfully, we avoided touching the API Client code, which would be a very big job to rewrite, and is not friendly to modification. For players, this will mean fewer unstable servers, should the changes work as intended. These changes will affect KAG and TR.

In KAG-specific news, we’ve had some issues with new menu code and still need to test various balance changes that have been applied. Our plan is to disable the new menus until they can be properly tested accross all platforms, and take the balance changes and reversions through their paces. We’ll try for a build next week, but it’s quite a busy time, so at worst we’ll keep you informed and aim for the following week.

Have Fun!

Max

TR Log – Lobby Redesign and Finished Soundtrack!

This week in Trench Run news – some clarification on our current direction with the lobby!

Over the week we’ve had a big discussion about what we really want to get out of the lobbies – and decided that it should be a social as well as functional place for players of a similar level to gather. To that end, we’ve reduced the number and variation in lobbies immensely from what was planned. This has meant scrapping some previous work, but we feel like the new direction is much more focussed and will make more sense for players in the long run.

Before we get into the new one, the previous plan was to have a lobby per-gamemode, as well as some minigame lobbies, and to swap between them with a menu. While this is an achievable and practical goal, it led to quite a large number of lobbies per region, with concerns about being able to reliably fill the lobbies each day, even at peak time. As we all know, a surefire way to ensure a game dies early is to split up the players.

image
Current concept sketch of the lobby plans, complete with VIP Bar!

The current aim is to have Novice, Regular, and Master lobbies in each region, and to do gamemode selection (currently just skirmish/campaign) within that lobby. This makes it so you can see everyone who’s playing at your skill level in your region, and where they are playing their games. To accomplish this, we’ve had to create some new assets and still need to create new code to run and maintain the multi-gamemode lobbies, but we think it will be well worth it in the end.

The physical structure of the lobby is still in flux but the plan is to have a recreational area in the middle, initially featuring a bar, band and basketball hoop, and trucks at the sides that players can get into to join games. This gives quick, physical feedback on which gamemodes have faster queues, and allows easy switching between waiting for each mode – you just go and get in the other truck.

image
An early mock-up of the truck with players inside waiting for skirmish.

Whatever ends up happening, the Novice lobby should feature an expanded help HUD to help new players understand the lobby system quickly. This would be absent in the Regular and Master lobbies as players there will already have an understanding of how the lobby works, meaning new players can learn quickly but old players dont get nagged by tooltips!

Let us know what you think of this lobby direction on the forums! It’s still in flux and your ideas could help shape the game for the better!

In other news, Paul has finished the bulk of the soundtrack, including the main theme and themes for each biome! We’re working on getting the new tracks in game asap and have been looping them in the background while we work. The soundtrack is the kind of music that gets into your head easily, you’ll be humming the tracks on the way to work or school we promise! We’re so happy with how easy the process has been and how nice Paul is to work with. Definitely a highlight of the week!

KAG news will be coming shortly as we’ll try to get a build out next week if all goes well; Norill’s work on menus may be released if everything tests well, but otherwise the impending changes are mainly bugfixes, balance changes and reversions.

Don’t forget you can follow us on twitter (@thdtweet and @1bardesign) or like us on facebook (here and here) to get these updates direct via your social media channel of choice and show your support!

Have Fun!

Max

TR Log – Lobby Band, Soundtrack Development, and Future Plans

Hey guys, we’re going to be ramping up the news and previews of Trench Run as we come up to the next build launch; there’s still a while to go before we can give a full public release of everything but we’ll keep you up to date with anything that’s happened, good or bad. We’ll be trying to do the same for KAG, but progress there is likely to be more sporadic.

The next release of Trench Run will be focussed on online play for supporters – remember you can pre-order the game here to ensure you can play as soon as it’s out!

This week MM was sick, so I worked on animations for a band to play the in-game music in the lobby, requiring quite a few frames of animation and somewhat careful animation speed synchronisation (they don’t play exactly the tune but keeping in time with it is always nice, haha). I’m quite happy with the result, which you can see in gif form below.


The band are playing on a little stage amidst the bushes on the lobby map.

Paul (the composer for TR, @pz_music on twitter) has almost completed the soundtrack, which we’re very excited about. We’ve already got gypsy guitar tracks per-biome, and the main theme has been beefed up with drums and double bass, which will really takes the tracks that need it up on another level! It’s been great having a musician in-house to really nail the feel we want, and Paul continues to amaze! We’ll see if we can give some track previews next time around!

Once MM is back he’ll be working on a few engine-side bugs, and then we’ll be working towards finishing our skirmish lobby milestone in the next week or so – from there we’ll be polishing the major team-based mode, Campaign, which is the last big thing to do before the next release. Campaign is a tug-of-war mode with fixed class balance and a cast of unique characters – it’ll take some time to finish, but once we have a working proof of concept, we’ll look to open it up to all supporters!

We’re looking forward to sharing the last few months’ improvements with you as soon as possible! Watch the blog or the forums, or follow us on twitter (@thdtweet) or like us on facebook (TrenchRun and THD) to stay up to date with the game!

Have Fun!

Max

[KAG] BUILD 1537 – Quality of Life

Hey guys, mostly a “quality-of-life” build this time but also brings some important balance changes and content.


Prepare to get creative!

Before we get started, there are a few minor issues that have bled through from TR development into KAG, the “big” one is that fonts are smaller in various places – including the “Respawn In” dialogue and the loading screens. The old fonts will be back as soon as we find out exactly where they should be changed back properly (rather than a band-aid fix). If you notice any other strangeness please let us know ASAP so we can fix it!

Major Changes:

  • Mechanisms in Sandbox:
    That’s right, mechanisms are finally available for building in sandbox and mods; along with a fancy “paged” building menu. There’ll be a guide coming in future about how the mechanisms system works with examples, but for now they’re there to play with and can be saved into custom image maps with the usual /savemap setup – this works for loading (for example) an unpopulated TDM map and adding in traps to the design. Be sure if you do later editing of the image that you use an image that can handle transparency – no MSPaint for mechanisms maps I’m afraid!
  • Surrender Vote:
    There are some games that end up very one-sided – rather than having 5 players yelling “please cap, please” and the entire enemy team destroying your base for twenty minutes before they finally realise theres a flag to take, you can now “gg” out of the game with a vote. We’ll be monitoring abuse of this currently experimental feature but we earnestly hope it’ll help ease the frustration of a stomp.
  • Vehicle Conversion:
    There’s a new GUI and better mechanics for vehicle conversion, based on live players within a generous radius – this allows capping siege engines from a little further away, but also allows defending them; the time to convert is also a bit longer. We’ll address the issues with spawning on contested engines soon.
  • Trap Block Behaviour:
    Trap blocks now can be opened by same-team players, much like doors, which prevents them from team-trapping people and limits the amount of damage a new builder can do in building their “genius trap”.
    There is also a simple way to disable the new trap block functionality, which it utilised in TDM because some map designs rely on the old functionality.
  • Materials Back from Many Blocks:
    In particular, doors and trap blocks give a fair percentage of the materials used for construction back, which punishes misclicks less and allows counter-tunnellers to get rewarded for their trouble. Plaforms do not give material back at this point due to them already being ubiquitous and not being team-biased.
  • Wood doors decay Under Water:
    A suggested counter-tunneling mechanic that we’re trying, stone doors and U-bends will have to be utilised more to defend against flooding in tunnels, rather than simply spamming cheap wood doors every few blocks.

Minor changes:

  • New Mechanisms:
    A motion sensor source block, directional wires for packing in dense designs, and a new appearance for the light component!
  • Cancel Building Button:
    Oddly this is one of the most-requested functionalities of new players coming to KAG from minecraft and the like; a way to put away any block. While it may not really affect you, a lot of players have a simple mental disagreement with it, so we’ve added a button to allow you to cancel building completely. Old players may or may not wish to use it.
  • Traders aren’t in the way:
    Traders are now no longer able to block arrows, explosions etc at their posts.
  • Nicer TDM Scoreboard:
    More changes will inevitably follow, but we took the feedback recieved about the TDM Scoreboard to heart and made some changes; clan tags and usernames can now be seen, the spectators list renders correctly, and colours are back to indicate various user types.

Have Fun!

Geti/Max

Full Changelog:
[moved] traders into sprite layer rather than separate blob (thanks Verra)
[fixed] a few rules that were still using traders as blobs
[added] clantag/username support to the TDM scoreboard (partial thanks to verra)
[added] "admin colours" to TDM scoreboard (thanks Verra)
[modified] ctf_givespawnitems sets timers reliably at start of game
[added] water decays wooden doors quite quickly in CTF, Sandbox and TTH (not TDM to avoid breaking maps)
[updated] engine - fixed missing map edges, Maths::Clamp/Clamp01
[added] fire spreads on some blocks dying as well as over time
[added] materials back from some constructed blobs when destroyed as builder
[added] can move through trap-blocks like doors if they are like-team (prevents getting trapped in giant pits by "genius" teammates)
[added] old trap block behaviour to TDM (set with tag on rules "old trap blocks")
[added] Elbow and Tee Wires to BasePNGColors.as and BasePNGLoader.as
[added] elbow wire junction
[added] tee wire junction
[fixed] wire background layer
[modified] Wire.as to include functionality for elbow and tee wire junctions
[added] functionality in BlobPlacement.as for held blocks to ignore builder facing
[updated] Lamp component to be directional, and more visually distinct
[added] early opt tag checking for BuilderHittable.as, use "builder always hit"
[modified] CommonBuilderBlocks.as to add blocks based on gamemode
[MOD WARNING][removed] CTF_BuilderMenu.as, CommonBuilderBlocks.as inherited this scripts functionality
[MOD WARNING][removed] WAR_BuilderMenu.as, CommonBuilderBlocks.as inherited this scripts functionality
[added] Mechanisms to Sandbox
[updated] engine with changes for snapping camera to pixels + changes to minimap
[added] GamblersDen map for TDM
[updated] BuilderInventory.as to use CInventory::getInventorySlots()
[added] arbitrary costs to CommonBuilderBlocks.as for Mechanisms
[added] new mechanism component, motion sensor
[added] another constructor to the Component class
[added] Mechanical click sounds for mechanisms, thanks Rayne!
[fixed] connecting to non-LAN hosts while server is running (caused all sorts of weird bugs, thanks makmoud98)
[fixed] unsigned issue with fire_time (could cause lock-ups of vehicles)
[added] new vehicle conversion HUD + fixed vehicle convert sync + made rules more "fair" to both sides (defenders dont hard-reset the timer, but attackers can win by majority - both are displayed)
[added] Stop Building button and functionality to BuilderInventory.as
[added] ClearCarriedBlock(CBlob@) to BuilderCommon.as
[modified] BuilderIcons.png to include the new stop building icon
[MOD INFO][modified] CommonBuilderBlocks.as to include documentation for adding your own pages
[updated] GenerateFromKAGGen.as, fixes tile map hooks not working
[updated] BasePNGLoader.as
[added] LoaderColors.as, replaces BasePNGColors.as
[added] LoaderUtilities.as, holds tile map hooks
[added] vote surrender - experimental

KAG – Build Server Issues + Revert

Hey guys, some might have noticed a new build come out of OSX/Linux but not make it to windows – the windows build machine is unable to push to release at the moment, so we’re totally reverting the build now, and will work on getting the next version re-released ASAP. Sorry for any confusion or hassle in the meantime, we’ll be working to get the issues sorted out come Monday.

Thanks for bearing with us!

Cheers,
Max/Geti

Issues with authentication

Hello,

We are terribly sorry for any problems that you’re facing at the moment. It appears that due to KAG being featured in flash sale and some minor on-going issues with our ISP where the authentication server resides, many of you are having problems with logging in.

We are aware that timing couldn’t be worse but please bear with us. We’re doing our best to fix the issues.

Discussion thread.

Cheers,
Furai

[KAG] BUILD 1500

Hey everyone!

1500 days since we started KAG, who knew? A medium-size patch today, more mechanisms/TDM stuff but we’re sorry to say that building them is gonna have to wait until next time. There’s lots of fixes and tweaks inbound and a couple of things for modders to watch out for, so let’s get cracking!


Lots more dastardly contraptions await!

Heads up: if you want an early preview of the mechanisms stuff as a mod that works in Sandbox, you can PM Skinney on the forums.

More TDM maps!

There are quite a few more maps in the TDM pool, often utilising the new mechanisms stuff. If you haven’t already, give TDM another go, it’s quite a fresh mode now and the mechanisms help avoid maps becoming samey too fast.

New TDM Scoreboard!

There’s a new TDM Scoreboard as an example of the new scoreboard override functionality! Let us know if there’s any issues with it and see the script TDM_Interface for a code example – be sure to set showscoreboard to false in the corresponding gamemode.cfg if you do anything with it!

Various Mechanisms Bugs Fixed

A few of the new maps and some of the old ones brought out bugs in the mechanisms we hadn’t seen before, these have been fixed this time around. Keep the reports coming if you see anything fishy!

Boulders Fixed

Boulders have had this a long time coming and you know it. Boulder-fu is still possible, but significantly less insta-kill. They also bounce off a bit which makes it much harder to chain, and a lot funnier to look at.

Slash Cancelling Bug Fixed

Only a few people knew about this, thankfully, but it’s been removed. It won’t be re-added if we can help it.

Buttons Fixed!

A long standing issue with the activate buttons has been found and fixed, which was a combined effort between myself and Skinney; they are now activated based on world distance and blob position, not screen distance, which means that zooming in and out isn’t necessary for very small buttons to work any more! Let us know if we’ve missed any buttons that are unaligned as a result of this ASAP!
A heads up to modders: this will break the positioning of anything that uses the activate buttons! Please revisit your mods and adjust the offset vectors, they’re now in world space.

There are quite a few other minor bugs fixed as well, check the full changelog for those.

Have Fun!

Max/Geti

Full Changelog: 
[updated] engine with fix for CButton stuff
          needs checking all instances of the interaction buttons
[fixed][test] slash cancelling
          need opinions on if knights damaging stuff while using menus is a real issue
[added] arrowdown.png - not sure why it went missing
[added] new TDM scoreboard with kills, deaths, kdr, spectator list, and sorted by kdr :)
[fixed] shop default button position
[fixed] CTF shop button positions
[fixed] trading shop button position
[fixed] storage drop backpack and inventory button positions
[fixed] OneClassAvailable.as default button position
[fixed] CTF class button positions
[added] enable radius to shop, and class change buttons
           (radius or mean of width and height, uses the larger of the two)
[removed] Storage.psd
[fixed] BasePNGColors.as alpha documentation example
[fixed] TDM_Ruins.as button position
[fixed] Warboat.as change class button position
[fixed] Ballista.as class change button position
[modified] Ballista.as conditions for creating class change button
           now requires !isFlipped so buttons don't weirdly overlap
[fixed] PopWheelsOff.as immobilize button position
[fixed] VehicleCommon.as flip button position
[fixed] hall button positions
[fixed] crate buttons
[fixed] a few more hall buttons
[removed] 8x_Level2.png from TDM mapcycle
[removed] Torment.png from maps and TDM mapcycle
[added] new TDM map, RumbleGround.png
[added] new TDM map, RoyalTomb.png
[added] new TDM map, ForgottenHero.png
[added] new TDM map, BorgRuins.png
[added] new TDM map, RattleCage.png
[added] new TDM map, LonelyTreasure.png
[modified] TDM mapcycle to include new maps
[fixed] receiver not always being powered by emitters
[modified] receiver sprite
[modified] emitter sprite
[fixed] obstructor sound bug
[modified] increased emitter/receiver distance to 20
[fixed] boulders

[KAG] Build 1492 – Mechanisms and More!

Hey guys and girls, pretty big build coming today which is why there’s been such a delay between releases!

Without further ado lets get right into the changes:


Diabolical contraptions await in TDM!

Mechanisms

    A whole host of mechanisms to build the dynamic structures of your dreams! From randomisation and memory to routing and logic to multiple inputs and outputs, Skinney’s work on mechansisms is finally getting a fully networked public release!

    This is the intial testing release, so we’re not quite ready to give you the keys to the car – we’ll be doing another build very soon allowing you to build with these mechanisms in sandbox, but we want to do a pilot release with them just in TDM for testing that they work on a bigger scale!

    Be sure to check out the TDM servers and report any and all bugs in the forum thread and let us know what you think of the potential!

Balance Tweaks

  • Resupply
    You can now resupply at your matching class shop in CTF without switching class. This allows more forward builder action, and easier archer resupply on the frontlines as well. Hopefully we’ll be seeing more forward expansions as a result!
  • Maps
    Some maps with balance/fun issues have been removed from CTF and TDM, and a “simple” map has been added to the CTF pool. This should give a taste of the straight-up, no-gimmicks play that’s been very popular on the flat maps server – the map isn’t a completely flat line like the ones there, but it’s as close as we’d like to come without stealing their thunder.

Better Drowning

    Drowning has long been a sore point for many people – the sync issues have been fixed and the interface has been replaced with bubbles that indicate how much air you have left. Let us know what you think of the changes!

Anti-Hack

    Work has been done on detecting the most common form of speed-hack for KAG, Cheat Engine’s Speedhack. Upon detection the game will disconnect you, issue a warning to the server, and the server will log the event for administrator action. This can result in your account being permanently flagged as a hacker, so don’t do it.

    This Anti-Hack is by no means unbeatable, but should definitely spoil the fun of several repeat offenders. Enjoy.

Translation

    Work has been done on making translation of the game possible by simple substitutions from json files – this is currently not utilised throughout the game code but will be in time, and will allow translation work to be done by anyone interested – modders in particular can look into the getTranslatedString function and the g_locale setting, as well as checking out the new locale files.

Bug Fixes

    The following bugs have been fixed:

    • Cant bind up/down arrow keys
    • Cant double-bind keys (will warn you now)
    • Crash on removing server from favourites
    • News reader broken
    • More – see the full changelog for details!

That’s all for this time, but as I said there’s more coming soon, stay tuned to the blog or forums for more news!

If you can’t be bothered checking frequently, you can always follow us on twitter or like us on facebook if you’d prefer to stay up to date that way!

Have Fun!

Max/Geti

Full Changelog:
[added][script] direct icon rendering functions (without frame numbers) - warning, dont use with anything you want pixeloffsets out of (eg actor sprites)
	        void GUI::DrawIconDirect(const string &in textureFilename, Vec2f pos, Vec2f framePos, Vec2f frameDimension)
	        void GUI::DrawIconDirect(const string &in textureFilename, Vec2f pos, Vec2f framePos, Vec2f frameDimension, f32 scale, int team_num, SColor color)
[removed] shadowor minotaur map
[added] hearth plains map
[modified] options for chat filter + updated noswears script
[added] mazey box head (welcome back)
[fixed] crash on removing server from favourites
[removed] screen blinking while rebinding keys
[added] word wrapping for a bunch of menu controls
[fixed] news reader
[added] some really crappy pl translations :)
[modified] improved look of resolution setup in starter
[fixed] cant bind up/down arrow keys
[modified] can double-bind keys, will warn you now
[added][script] string.toLower and toUpper
[script][added] Callback for tile collapses: bool onMapTileCollapse(CMap@ this, u32 offset)
[script][added] Tranlsation functionality:
	string getTranslatedString( const string &in toBeTranslated )
	void GUI::DrawTranslatedText( const string &in text, Vec2f upperleft, Vec2f lowerright, SColor color, bool HorCenter, bool VerCenter, bool drawBackgroundPane )
	void GUI::DrawTranslatedText( const string &in text, Vec2f upperleft, Vec2f lowerright, SColor color, bool HorCenter, bool VerCenter )
	void GUI::DrawTranslatedText( const string &in text, Vec2f pos, SColor color )
	void GUI::DrawTranslatedTextCentered( const string &in text, Vec2f pos, SColor color )
[modified] TDM map cycle - has mechanisms maps now, retired a few maps as well.
[fixed] drowning desync issues
[added] bubbles to indicate air instead of screen flash
[added] mechanisms
[added] quickjoin does not join known-banned servers
[added] can resupply at ctf shops without changing class (class must match)
[modified] Duke_Jordan head to MadRaccoon head at request of both of them
[fixed] emitsound issues for loaded blobs

[TR] Demo Build 2!

Hey folks! Time for a new demo build of Trench Run!


Make those shots count, snipers, as there’s more cooldown before you can fire again!

This build is to polish up a few issues before moving onto the online multiplayer stuff, which will be coming quite soon to those that have pre-ordered. Friendly reminder that you can preorder at trenchrun.thd.vg to support development, and for early preview access to the full version builds, including online builds as soon as they’re out. The demo will remain free of charge.


A sneak peek at the new mountain biome coming to supporters soon!

This build contains balance and map tweaks, and a lot of bug fixes and general changes – here’s a look at the changes in depth:

Balance Tweaks

  • The sniper recycle times have been increased so there’s a full 1 second between shots – this makes the class less spammy and more tactical.
  • The engineer drops crates closer to itself, to avoid dropping crates “behind” people in some situations.
  • The engineer can steer the missile more accurately.

Map Tweaks

  • Lots of small choke points and unreachable ladders have been fixed or tweaked.
  • Some extra auto-tiling and map smoothing has been added, particularly applying to the vegetation tiles.

Bug Fixes and Miscellaneous

  • The commando doesn’t start “holding the air” every round.
  • “Setup” was renamed to “Options” after it confused a few people.
  • Emoticons removed (at least for now) as they have something to replace them planned + they dont work properly in local multi.
  • A lot of non-demo or old content stripped out to prevent too much speculation.
  • Readme and T+C patched – no more KAG readme, relevant credits included, and the T+C is much much more concise and relevant.
  • Fixed a bug where extra bots would spawn when sv_bots was set non-zero.
  • Fixed the volume slider stuff in the menu.
  • Fixed cant climb ladder from ground with up.
  • Fixed a keys lockup with the engineeer.


It’s much easier to get missiles around corners, at least when they’re at low speed!

There’ll be a few more tweaks to make to the demo build before moving on, but after that it’ll be onto online play, new gamemodes and a lot more!

Make sure to check here regularly to stay up to date, or follow us on Twitter or like us on facebook for regular updates that way!

Have Fun!

Max and Michal

[TR] Demo is Live!

It’s the 28th! That means you can now grab the first demo build of Trench Run! Keep in mind that this is not an online multiplayer version of the game; it’s a preview release to let you experience the game with friends or bots ASAP.

Get it here!

Quite a lot of changes have been made in the last week; adapting to constant expo and other dev feedback, so there might be some stuff in there that’s under-tested. That said, the game stood up well to being projected on the wall and played and spectated by rows of (possibly drunk) people, so we’re pretty confident you’ll enjoy yourselves.

What to expect:

  • Quick turnaround, couch-friendly skirmish mode
  • Four classes designed to be as orthagonal as possible
  • Bullet spamming and tactical nades as Assault
  • Best *blam chk chk* experience out there as Sniper
  • Rockets and crates, crates, crates as Engineer
  • Sneaky backstabbing flashbanging action as Commando

What’s Coming:

  • All the good stuff from the preorder poster.

  • Most important “Not Included Yet” points:
    • Online Multiplayer
    • Bigger/Longer/Sillier Game Modes
    • More Maps, Music and Overall Polish
    • A new class

What to keep in mind:

  • This is the initial release; everything’s subject to change etc etc etc. Standard “preview build” disclaimer stuff here, you should know the drill by now.
  • We’re a bit fried from A MAZE Berlin, so some of the more recent changes might be a little rough. Let us know if there’s anything broken that we’ve missed.
  • Have fun! It’s not a “serious” game and definitely a change of pace from KAG (or soldat!), so be sure to go in with an open mind and a smile on your face.
  • The game works best and is tested most on windows.
  • You’ll get a feel for some of it playing alone with a keyboard with bots, but TR is best enjoyed with four gamepads, four (or more) good friends, your choice of beer or wine (adults only of course) and a fat squishy couch.

Get it here!

Currently the game is available for pre-order for 33% off, with a four pack available at a rate of 50% so you and your couch buddies can continue playing together when the online modes come. Steam keys will of course be included once the game is on steam. You can buy it on the page above.

Have Fun!

Max, Michal, and everyone at THD

Social Media

Stay up-to-date with our latest news - make sure to follow us on Social Media!