Planet Nomads [Steam, Official Site, GOG], the utterly gorgeous sandbox survival game has a fresh update out that adds in plenty of extremely useful features.
I should note, that the game is Early Access and it's very rough around the edges, but it is one of the most promising sandbox survival games I've played for some time now.
Check out the trailer for this update:
For those of you who get sick with a low field of view, rejoice! There's now a FOV slider in the game for both first and third person modes. I always like to crank mine up somewhat, so I'm especially happy about this.
You can now customize your controls, which should be in any game really. Forcing people to use a specific layout is never a good thing, especially with different types of keyboards around.
They've added basic gamepad support, but it currently doesn't work in menus and inventory. Hopefully they will continue to improve it.
There's plenty more, so check out the release notes.
I should note, that the game is Early Access and it's very rough around the edges, but it is one of the most promising sandbox survival games I've played for some time now.
Check out the trailer for this update:
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Direct Link
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For those of you who get sick with a low field of view, rejoice! There's now a FOV slider in the game for both first and third person modes. I always like to crank mine up somewhat, so I'm especially happy about this.
You can now customize your controls, which should be in any game really. Forcing people to use a specific layout is never a good thing, especially with different types of keyboards around.
They've added basic gamepad support, but it currently doesn't work in menus and inventory. Hopefully they will continue to improve it.
There's plenty more, so check out the release notes.
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It runs ok under amdgpu mesa driver, however still needs allot of work before 4k resolution is considered playable. I run at 1440p for any sort of sensible framerate.
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As a non-qwerty typer, I had actually left it alone for a while due to the fixed key binding. So good that it's finally changeable.
2 Likes, Who?
QuoteThere's now a FOV slider in the game
Somewhere, Total Biscuit is smiling.
5 Likes, Who?
Ooh, I didn't know it had enforced key bindings before. As a dvorak user I'm glad that I've not had chance to pick the game up before they fixed this. Good to see it didn't take them long to get it fixed. :)
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I'm letting this one bake in the oven a little bit longer before buying in.
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Quoting: AnxiousInfusionI'm letting this one bake in the oven a little bit longer before buying in.
Ditto.
Early access survival seems to be a fungus on steam.
Based on comments not much you can do(yet).
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If it gets multiplayer / co-op, I'll get it, otherwise I'm personally not interested in playing by myself.
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From what I know of the game so far (mainly from the updates on Steam and a bit of your gameplay a few months ago), I'm surprised they waited this long to add a FoV slider. The devs seem to be the types to be on top of that sort of thing.
I'm very interested in the game, and this only helps. It's got a lot going for it, like non-fantasy basebuilding and the vehicle assembly stuff.
I'm very interested in the game, and this only helps. It's got a lot going for it, like non-fantasy basebuilding and the vehicle assembly stuff.
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Quoting: GuestYes, all games should have key binding settings. Unfortunately even those who have them usually do it wrong:
- they only support ASCII characters (good bye "éèà«»", all keys conveniently placed under my left hand on my bépo keyboard), instead of unicode.
- they do not update tutorial messages to take into account the user key bindings.
- the key binding settings GUI refuses to assign a key if it’s already assigned to another action, instead of simply swapping the keys or deleting the other assignment.
- they do not automatically reassign the keys to the current keyboard layout.
Unfortunately it seems all developers have to write their key binding code from scratch so we see the same mistakes again and again…
Those things are typically engine-limitations, there is not much game developers can do (except for writing their own input-handling instead of using functionality already present in the engine). For instance, in Unity there is no way I would know of for the game code to determine which key is bound to which input event, what makes it pretty much impossible to display correct key bindings in tutorials.
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I'm waiting for Vulkan update. Current version is barely playable (except on min settings).
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