You will be forgiven if you've not heard of Pine before or you forgot about it, I haven't kept track of it since the Kickstarter and it's releasing later this year!
It was funded way back in April of 2017, with over four thousand backers giving the developer Twirlbound over one hundred and twenty thousand euros! With so many games, it's easy to lose track but they've now announced a partnership with publisher Kongregate and a release window for Steam in August (but no exact date).
On top of that, the latest teaser trailer is looking good:
Direct Link
Features the developer said it will offer up to a willing adventurer:
- A seamless open world to explore, filled to the brim with secrets, puzzles and collectibles
- A smart simulated ecology of species who fight each other over food and territory
- A diverse cast of species to befriend or hinder through trading, talking, questing and fighting
- An engaging combat system that learns from your every move
- A sweeping story of a human tribe at the bottom of the food chain, struggling for survival
What has me excited, is they say it has a "smart simulated ecology that adapts to the player's actions and inactions" so I'm very keen to see more on this.
Since a Linux version was part of their original campaign and it's been a long time since I heard anything, I reached out to confirm it's still happening. The response I got was very positive:
That's definitely the plan. So far it's been working so unless major issues pop up that we can't fix in time being the small team, the game should be supported on Linux at launch! If not that, we definitely aim to release it at any point, but the goal is at launch.
Naturally, I've offered an additional hand at testing if they need it. Either way, I will absolutely be taking a look at release.
You can wishlist and follow it on Steam here and you can find the official site here.
Last edited by Beamboom on 26 March 2019 at 11:46 am UTC
Wishlisted!
Last edited by Nanobang on 26 March 2019 at 12:38 pm UTC
Quote* A smart simulated ecology of species who fight each other over food and territoryGames have been promising this sort of thing for years. It was called "emergent gameplay" a decade ago. I also have yet to see any game fulfill any of the lofty "emergent gameplay" promises made by developers. I think the best we've seen is the NPCs in the Grand Theft Auto series reacting in unexpected but not particularly meaningful ways.
* An engaging combat system that learns from your every move
Quoting: Mountain ManQuote* A smart simulated ecology of species who fight each other over food and territoryGames have been promising this sort of thing for years. It was called "emergent gameplay" a decade ago. I also have yet to see any game fulfill any of the lofty "emergent gameplay" promises made by developers. I think the best we've seen is the NPCs in the Grand Theft Auto series reacting in unexpected but not particularly meaningful ways.
* An engaging combat system that learns from your every move
True, although I have heard some good things about Dwarf Fortress in that regard.
Quoting: Mountain ManQuote* A smart simulated ecology of species who fight each other over food and territoryGames have been promising this sort of thing for years. It was called "emergent gameplay" a decade ago. I also have yet to see any game fulfill any of the lofty "emergent gameplay" promises made by developers. I think the best we've seen is the NPCs in the Grand Theft Auto series reacting in unexpected but not particularly meaningful ways.
* An engaging combat system that learns from your every move
The NPCs in Shenmue would leave for work or go out into town and come back at night. That was awesome for 1999. Zelda: Breath of the Wild also added this and it really added to the feeling of the game.
I agree with you that in 20 years it hasn't been improved upon at all and that is disappointing. Hopefully this game can pull through and make a truly immersive world that is different for everyone.
Quoting: KohlyKohlQuoting: Mountain ManQuote* A smart simulated ecology of species who fight each other over food and territoryGames have been promising this sort of thing for years. It was called "emergent gameplay" a decade ago. I also have yet to see any game fulfill any of the lofty "emergent gameplay" promises made by developers. I think the best we've seen is the NPCs in the Grand Theft Auto series reacting in unexpected but not particularly meaningful ways.
* An engaging combat system that learns from your every move
The NPCs in Shenmue would leave for work or go out into town and come back at night. That was awesome for 1999. Zelda: Breath of the Wild also added this and it really added to the feeling of the game.
I agree with you that in 20 years it hasn't been improved upon at all and that is disappointing. Hopefully this game can pull through and make a truly immersive world that is different for everyone.
First game I saw do that was Gothic 1
People would go wash their face in the morning , eat , smith , travel to where they needed to be etc.
It blew my mind to see a game that "complex" when i first played it.
Quoting: KohlyKohlNPCs in 1996's Daggerfall also had schedules. There was a hilarious bug where you could wait in a shop until the keeper locked up for the night and went home, and then you were free to loot the place without consequence, because there was nobody around to see you stealing!Quoting: Mountain ManQuote* A smart simulated ecology of species who fight each other over food and territoryGames have been promising this sort of thing for years. It was called "emergent gameplay" a decade ago. I also have yet to see any game fulfill any of the lofty "emergent gameplay" promises made by developers. I think the best we've seen is the NPCs in the Grand Theft Auto series reacting in unexpected but not particularly meaningful ways.
* An engaging combat system that learns from your every move
The NPCs in Shenmue would leave for work or go out into town and come back at night. That was awesome for 1999. Zelda: Breath of the Wild also added this and it really added to the feeling of the game.
I agree with you that in 20 years it hasn't been improved upon at all and that is disappointing. Hopefully this game can pull through and make a truly immersive world that is different for everyone.
Quoting: Mountain ManQuoting: KohlyKohlNPCs in 1996's Daggerfall also had schedules. There was a hilarious bug where you could wait in a shop until the keeper locked up for the night and went home, and then you were free to loot the place without consequence, because there was nobody around to see you stealing!Quoting: Mountain ManQuote* A smart simulated ecology of species who fight each other over food and territoryGames have been promising this sort of thing for years. It was called "emergent gameplay" a decade ago. I also have yet to see any game fulfill any of the lofty "emergent gameplay" promises made by developers. I think the best we've seen is the NPCs in the Grand Theft Auto series reacting in unexpected but not particularly meaningful ways.
* An engaging combat system that learns from your every move
The NPCs in Shenmue would leave for work or go out into town and come back at night. That was awesome for 1999. Zelda: Breath of the Wild also added this and it really added to the feeling of the game.
I agree with you that in 20 years it hasn't been improved upon at all and that is disappointing. Hopefully this game can pull through and make a truly immersive world that is different for everyone.
If i ever get to playing Daggerfall i might exploit that :P
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