+-

News

It’s a great day for puzzle lovers on iOS! Croteam’s award-winning philosophical puzzler The Talos Principle has landed on iOS via the App Store for $4.99.  The launch is followed by the release of a beautiful limited edition two-disc vinyl soundtrack set by the composer extraordinaire Damjan Mravunac, available via the Laced Records website (US, Global). With the innovative tap-and-swipe control system that immediately feels natural – optional gamepad emulation and MFi gamepad supported – an engaging story and cleverly designed challenging puzzles The Talos Principle is a full-fledged game with over 20 hours of content and entertainment, be it a short challenge for the brain or an entire afternoon filled with exploration and excitement. To round the experience out – the combination of Metal API and the cutting-edge Serious Engine ensures jaw-dropping graphics and amazing performance on iOS devices (iPhone 5S and up) without compromise. Coinciding with the iOS launch of The Talos Principle is the teaming up Laced Records and Croteam to release Damjan Mravunac’s beautiful soundtrack on vinyl. The deluxe double album is a tranquil collection of 28 tracks drifting between ambient, melodic and dramatic moments, spread across two heavyweight 180g LPs and collected in a deluxe gatefold sleeve featuring original artwork designed by Tom J Manning.

The post Award Winning Puzzler The Talos Principle Launches On iOS appeared first on Croteam.

It’s a great day for puzzle lovers on iOS!

Croteam’s award-winning philosophical puzzler The Talos Principle has landed on iOS via the App Store for $4.99.  The launch is followed by the release of a beautiful limited edition two-disc vinyl soundtrack set by the composer extraordinaire Damjan Mravunac, available via the Laced Records website (US, Global).

With the innovative tap-and-swipe control system that immediately feels natural – optional gamepad emulation and MFi gamepad supported – an engaging story and cleverly designed challenging puzzles The Talos Principle is a full-fledged game with over 20 hours of content and entertainment, be it a short challenge for the brain or an entire afternoon filled with exploration and excitement.

To round the experience out – the combination of Metal API and the cutting-edge Serious Engine ensures jaw-dropping graphics and amazing performance on iOS devices (iPhone 5S and up) without compromise.

Coinciding with the iOS launch of The Talos Principle is the teaming up Laced Records and Croteam to release Damjan Mravunac’s beautiful soundtrack on vinyl. The deluxe double album is a tranquil collection of 28 tracks drifting between ambient, melodic and dramatic moments, spread across two heavyweight 180g LPs and collected in a deluxe gatefold sleeve featuring original artwork designed by Tom J Manning.

The post Award Winning Puzzler The Talos Principle Launches On iOS appeared first on Croteam.



Another week, another release! That’s just how we roll. 🙂 We are glad to let you know that The Talos Principle has finally the reality it was always supposed to be a part of,  as we have released the eagerly awaited virtual reality reimagining on Steam for HTC Vive and Oculus Rift. The Talos Principle VR is priced at $39.99 with automatic 25% off available for all existing owners of The Talos Principle. Along with the content available in the base game, the VR adaptation features the full Road to Gehenna expansion free of charge. Redesigned from the ground up to provide virtual reality fans with the experience they have come to expect from Croteam, The Talos Principle VR introduces a fresh take to the contradictory world of ancient ruins and advanced technology. With roomscale support, four different movement presets and advanced VR controls, the game is perfectly suited for casual virtual reality gamers and enthusiasts alike. “The VR reimagining truly is a homecoming moment for The Talos Principle. We have always felt this game was a perfect fit for virtual reality, and it turned out to be true. I can’t wait for everyone to jump in and, hopefully, enjoy playing the game as much as we’ve enjoyed making it,” said Croteam’s TTPVR project lead and VR enthusiast Mario Kotlar.

The post The Talos Principle VR Available NOW on Steam! appeared first on Croteam.

Another week, another release! That’s just how we roll. 🙂

We are glad to let you know that The Talos Principle has finally the reality it was always supposed to be a part of,  as we have released the eagerly awaited virtual reality reimagining on Steam for HTC Vive and Oculus Rift.

The Talos Principle VR is priced at $39.99 with automatic 25% off available for all existing owners of The Talos Principle. Along with the content available in the base game, the VR adaptation features the full Road to Gehenna expansion free of charge.

Redesigned from the ground up to provide virtual reality fans with the experience they have come to expect from Croteam, The Talos Principle VR introduces a fresh take to the contradictory world of ancient ruins and advanced technology. With roomscale support, four different movement presets and advanced VR controls, the game is perfectly suited for casual virtual reality gamers and enthusiasts alike.

“The VR reimagining truly is a homecoming moment for The Talos Principle. We have always felt this game was a perfect fit for virtual reality, and it turned out to be true. I can’t wait for everyone to jump in and, hopefully, enjoy playing the game as much as we’ve enjoyed making it,” said Croteam’s TTPVR project lead and VR enthusiast Mario Kotlar.

The post The Talos Principle VR Available NOW on Steam! appeared first on Croteam.



As many of you know, to celebrate the launch of The Talos Principle iOS we are giving away two iPhones 8, but that’s not all. In our Gleam giveaway we are looking for new owners for 10 exclusive The Talos Principle Deluxe Edition soundtracks on vinyl, as well as 10 amazing T-Shirts designed by  Tom J Manning. Secure your entry now! The winners will be announced on Monday, Oct 23, 2017. The Talos Principle iOS Giveaway

The post Final Chance to Enter our The Talos Principle iOS giveaway! Two iPhones 8 are waiting for new owners appeared first on Croteam.

As many of you know, to celebrate the launch of The Talos Principle iOS we are giving away two iPhones 8, but that’s not all. In our Gleam giveaway we are looking for new owners for 10 exclusive The Talos Principle Deluxe Edition soundtracks on vinyl, as well as 10 amazing T-Shirts designed by  Tom J Manning.

Secure your entry now! The winners will be announced on Monday, Oct 23, 2017.

The Talos Principle iOS Giveaway

The post Final Chance to Enter our The Talos Principle iOS giveaway! Two iPhones 8 are waiting for new owners appeared first on Croteam.



We’ve sat down with Mario Kotlar, Project Lead on The Talos Principle VR, a VR aficionado that has preordered every headset imaginable (except for one) and perhaps the main culprit for Croteam’s involvement in VR. He’s been a vocal advocate of the VR tech on Reddit and forums but spends his days in the office silently working long hours just to create what he feels the VR space needs the most – great games. Although The Talos Principle VR is now available on Steam, Mario doesn’t look any less busy. Still, we felt there are some questions that only he could answer. Mario, how do you feel about The Talos Principle VR now that the game is finally out? I often see people saying how Talos is just the perfect game for VR. That it must have been designed with VR in mind, and such. One would think adapting it for VR would be a breeze. I wish I could show you how long our list of bugs and necessary new features was. And this was after the engine already had fully functional VR support from a technical standpoint, which was worked on for over two years now, mostly throughout the development of Serious Sam The Last Hope. Flat games can feature all kinds of limitations in order to shape the gameplay, and nobody will bat an eyelash. Can’t throw jammer through a window-sized hole in the wall? Oh well, there just isn’t a button that does it so you move on. But in VR, if you can’t do something that would otherwise be possible in real life, suddenly it’s a little bit weird! But when the alternative is allowing something that would break the entire game, best you can do is try to make it subtle. So we had to go through a lot of extra effort as this kind of game-breaking situations were omnipresent within the game. For pushing or grabbing jammer through a hole in the wall, we detect when a player is attempting to do it, then teleport him a little bit back, so that it appears that such an action just happens to be somewhat out of reach. It’s the same teleport-pushback that we use to prevent player from clipping through walls, so it’s the closest VR can get to simulating a solid surface where there is none. Since this is something people are relatively used to by now, relying on the same mechanic in order to simulate something supposedly being out of reach isn’t that far of a stretch. It still requires some suspension of disbelief, but ultimately it has to be a compromise or we’d end up having to design a whole new game with a different set of mechanics and puzzles. But that was just the tip of the iceberg. First time I walked up to a platform mechanic in VR, and picked it up, I just went “oh…”. We really wanted to try and keep mechanics as immersive as possible, to achieve as much presence as we can, but platform just flew straight in the face of that. For those unfamiliar, in Talos player is supposed to turn on the recorder, pick up the platform and then hold it above his head, go places, then turn off the recorder to start the playback. At which point his recorded ghost appears, which enables the player to jump on top of himself. In flat Talos, merely picking up the platform would have the player hold it flat above himself automatically, there was nothing else player could do with it, it was the default and only animation, and this itself is a conscious design decision. It’s a very important hint which enables player to solve the first puzzle that features this new mechanic, by figuring out how to use it. It would be far from impossible to create a VR tutorial that teaches this step-by-step, but once you try actually play-pretending this in VR, you quickly realise that it isn’t going to work. Firstly, holding both hands up leaves you with no artificial locomotion, and even if you only held one hand up, it’s not only hard and exhausting to keep level, it’s our biological arms that are the problem, as they just hate being held up for longer than few dozen seconds. If we went and did this for the sake of presence and immersion, most people would go play flat Talos instead within 10 seconds of trying to solve a recorder-platform puzzle. After we spend a few minutes mourning the immersion and presence that had to be sacrificed at the altar of gameplay, we got busy finding a way to make the platform in VR work at all. Obvious thought was having the player carry it above his head automatically, so we auto played this hand animation to snap hands and platform above players head, without the need for players to actually keep their hands up. Quickly we realized not having tracked hands in the game… prevents the player from moving, at all. Oops! In VR you move using your hands, much more than your legs, after all. For this purpose, we decided to add “ghost controllers” into the game, which appear so that player could move around. We made them ghost looking, because they aren’t supposed to be really seen there, in the game world, as they don’t exist there, so we didn’t want them appearing solid the way other objects do. One of the big issues was artificial involuntary locomotion. Talos, after all, not only features electric mines that can bump you around and underlying physics system that could cause literally anything to push you in any direction, but also plenty of giant fans, some of which are capable of blowing you away halfway across the map at speeds and accelerations jetliners wouldn’t be ashamed of. Figuring out the solution to fans wasn’t too difficult, as third-person camera looked like the only viable approach from a mile away. But actually implementing it, meant going through all the fans in the game and manually carefully defining camera locations in order to make potentially unexpected camera jumps less disorienting. But what about jumping down from the tower? Can’t define custom camera locations for that. So we approached this and all other such situations in a similar way. We dynamically place a virtual camera at your exact eye coordinates, the moment we detect involuntary artificial movement, and then immediately switch to it, whether the movement was caused by gravity or something bumping into you. We then make the player’s full body visible and make ghost controllers appear instead of robot hands, which serve as cues for not actually being where you are. Ghost controllers also allow some level of control over the 3rd person character, because after all, involuntary moving a little never stopped you from being able to control yourself in the flat game. However, there was one involuntarily movement not even the third person camera could handle. The type of movement where you actually need to have precise input, in order to interact with other puzzle elements in real-time, while involuntary moving. You might have guessed it – riding on cubes that are riding on mines. There were no elegant solutions to be found here anymore, as we definitely needed 1st person control, and we definitely needed to avoid motion sickness from mines moving, changing direction, accelerating and decelerating. So we did the only remaining thing that came to mind, auto-micro-teleports. And it actually worked! Sure you will spend a fraction of time floating midair, your floor will be sliding below you, and you’ll be teleported multiple times per second, but it works! Involuntary, first person, motion-sickness-free motion, in VR. This method we found works for low to medium movement speeds. At first, we had the vision of player physically grabbing items like rods and jammers in order to pick them up, and then let go to place them anywhere in the world, to just have them physically fall down whenever and work. Immersive right? Unfortunately, it turns the gameplay from fun into a horrible chore. It’s great the first few times, but when walking up to jammer for the 500th time, you just want to murder the developer who made you walk that extra step, who forced you to precisely touch the object with your hand, rather than just quickly reach out in the general direction. Oh, and did I mention that merely trying to implement this broke more than a dozen puzzles that flat out (heh) relied on being able to pick objects up from 3 meters distance. What? You never noticed you were able to interact with everything from 3 meters away in flat Talos? 😉 My point exactly. For the sake of immersion and presence, we actually did lower the range by half a meter. If we left it at 3 meters, we might as well have given you a lightsaber. Funnily enough, having third-person camera handle fan-related motion sickness, did break one of the puzzles in Gehenna. I won’t tell you which one, as that could be a spoiler for both flat Talos, and VR Talos played with 3rd person camera option disabled. Our goal was to adapt the game, without changing the puzzles, if at all possible, so that people who chose to play it in VR, get the same puzzle solving gameplay experience that the flat Ttalos players loved so much. We’re happy to say we more than 99% achieved this, and in this 1% situation, we managed to preserve the original puzzle for the most part. So now there is one puzzle, which will automatically reconfigure itself to be ever so slightly different when your motion sickness options feature 3rd person camera fallback. I’ll leave it to you to figure out which puzzle that is. All right. Next question? Nah. I think we’re good here.

The post Project lead Mario Kotlar shares his thoughts on The Talos Principle VR launch – and you can’t stop him! appeared first on Croteam.

Mario – a VR aficionado always ready to try out new accessories and technologies.

We’ve sat down with Mario Kotlar, Project Lead on The Talos Principle VR, a VR aficionado that has preordered every headset imaginable (except for one) and perhaps the main culprit for Croteam’s involvement in VR.
He’s been a vocal advocate of the VR tech on Reddit and forums but spends his days in the office silently working long hours just to create what he feels the VR space needs the most – great games. Although The Talos Principle VR is now available on Steam, Mario doesn’t look any less busy. Still, we felt there are some questions that only he could answer.

Mario, how do you feel about The Talos Principle VR now that the game is finally out?

I often see people saying how Talos is just the perfect game for VR. That it must have been designed with VR in mind, and such. One would think adapting it for VR would be a breeze. I wish I could show you how long our list of bugs and necessary new features was. And this was after the engine already had fully functional VR support from a technical standpoint, which was worked on for over two years now, mostly throughout the development of Serious Sam The Last Hope.

Flat games can feature all kinds of limitations in order to shape the gameplay, and nobody will bat an eyelash. Can’t throw jammer through a window-sized hole in the wall? Oh well, there just isn’t a button that does it so you move on. But in VR, if you can’t do something that would otherwise be possible in real life, suddenly it’s a little bit weird! But when the alternative is allowing something that would break the entire game, best you can do is try to make it subtle. So we had to go through a lot of extra effort as this kind of game-breaking situations were omnipresent within the game. For pushing or grabbing jammer through a hole in the wall, we detect when a player is attempting to do it, then teleport him a little bit back, so that it appears that such an action just happens to be somewhat out of reach. It’s the same teleport-pushback that we use to prevent player from clipping through walls, so it’s the closest VR can get to simulating a solid surface where there is none. Since this is something people are relatively used to by now, relying on the same mechanic in order to simulate something supposedly being out of reach isn’t that far of a stretch. It still requires some suspension of disbelief, but ultimately it has to be a compromise or we’d end up having to design a whole new game with a different set of mechanics and puzzles.

But that was just the tip of the iceberg. First time I walked up to a platform mechanic in VR, and picked it up, I just went “oh…”. We really wanted to try and keep mechanics as immersive as possible, to achieve as much presence as we can, but platform just flew straight in the face of that. For those unfamiliar, in Talos player is supposed to turn on the recorder, pick up the platform and then hold it above his head, go places, then turn off the recorder to start the playback. At which point his recorded ghost appears, which enables the player to jump on top of himself. In flat Talos, merely picking up the platform would have the player hold it flat above himself automatically, there was nothing else player could do with it, it was the default and only animation, and this itself is a conscious design decision. It’s a very important hint which enables player to solve the first puzzle that features this new mechanic, by figuring out how to use it. It would be far from impossible to create a VR tutorial that teaches this step-by-step, but once you try actually play-pretending this in VR, you quickly realise that it isn’t going to work. Firstly, holding both hands up leaves you with no artificial locomotion, and even if you only held one hand up, it’s not only hard and exhausting to keep level, it’s our biological arms that are the problem, as they just hate being held up for longer than few dozen seconds. If we went and did this for the sake of presence and immersion, most people would go play flat Talos instead within 10 seconds of trying to solve a recorder-platform puzzle.

After we spend a few minutes mourning the immersion and presence that had to be sacrificed at the altar of gameplay, we got busy finding a way to make the platform in VR work at all. Obvious thought was having the player carry it above his head automatically, so we auto played this hand animation to snap hands and platform above players head, without the need for players to actually keep their hands up. Quickly we realized not having tracked hands in the game… prevents the player from moving, at all. Oops! In VR you move using your hands, much more than your legs, after all. For this purpose, we decided to add “ghost controllers” into the game, which appear so that player could move around. We made them ghost looking, because they aren’t supposed to be really seen there, in the game world, as they don’t exist there, so we didn’t want them appearing solid the way other objects do.

One of the big issues was artificial involuntary locomotion. Talos, after all, not only features electric mines that can bump you around and underlying physics system that could cause literally anything to push you in any direction, but also plenty of giant fans, some of which are capable of blowing you away halfway across the map at speeds and accelerations jetliners wouldn’t be ashamed of. Figuring out the solution to fans wasn’t too difficult, as third-person camera looked like the only viable approach from a mile away. But actually implementing it, meant going through all the fans in the game and manually carefully defining camera locations in order to make potentially unexpected camera jumps less disorienting.

Mario testing new features, with support from his very serious colleagues.

But what about jumping down from the tower? Can’t define custom camera locations for that. So we approached this and all other such situations in a similar way. We dynamically place a virtual camera at your exact eye coordinates, the moment we detect involuntary artificial movement, and then immediately switch to it, whether the movement was caused by gravity or something bumping into you. We then make the player’s full body visible and make ghost controllers appear instead of robot hands, which serve as cues for not actually being where you are. Ghost controllers also allow some level of control over the 3rd person character, because after all, involuntary moving a little never stopped you from being able to control yourself in the flat game.

However, there was one involuntarily movement not even the third person camera could handle. The type of movement where you actually need to have precise input, in order to interact with other puzzle elements in real-time, while involuntary moving. You might have guessed it – riding on cubes that are riding on mines. There were no elegant solutions to be found here anymore, as we definitely needed 1st person control, and we definitely needed to avoid motion sickness from mines moving, changing direction, accelerating and decelerating. So we did the only remaining thing that came to mind, auto-micro-teleports. And it actually worked! Sure you will spend a fraction of time floating midair, your floor will be sliding below you, and you’ll be teleported multiple times per second, but it works! Involuntary, first person, motion-sickness-free motion, in VR. This method we found works for low to medium movement speeds.

At first, we had the vision of player physically grabbing items like rods and jammers in order to pick them up, and then let go to place them anywhere in the world, to just have them physically fall down whenever and work. Immersive right? Unfortunately, it turns the gameplay from fun into a horrible chore. It’s great the first few times, but when walking up to jammer for the 500th time, you just want to murder the developer who made you walk that extra step, who forced you to precisely touch the object with your hand, rather than just quickly reach out in the general direction. Oh, and did I mention that merely trying to implement this broke more than a dozen puzzles that flat out (heh) relied on being able to pick objects up from 3 meters distance. What? You never noticed you were able to interact with everything from 3 meters away in flat Talos? 😉 My point exactly. For the sake of immersion and presence, we actually did lower the range by half a meter. If we left it at 3 meters, we might as well have given you a lightsaber.

Funnily enough, having third-person camera handle fan-related motion sickness, did break one of the puzzles in Gehenna. I won’t tell you which one, as that could be a spoiler for both flat Talos, and VR Talos played with 3rd person camera option disabled. Our goal was to adapt the game, without changing the puzzles, if at all possible, so that people who chose to play it in VR, get the same puzzle solving gameplay experience that the flat Ttalos players loved so much. We’re happy to say we more than 99% achieved this, and in this 1% situation, we managed to preserve the original puzzle for the most part. So now there is one puzzle, which will automatically reconfigure itself to be ever so slightly different when your motion sickness options feature 3rd person camera fallback. I’ll leave it to you to figure out which puzzle that is.

All right. Next question?

Nah. I think we’re good here.

The post Project lead Mario Kotlar shares his thoughts on The Talos Principle VR launch – and you can’t stop him! appeared first on Croteam.



The time has come for us to announce the winners of our ‘The Talos Principle iOS Giveaway‘, but before we get to naming names please allow us to say thank you to everyone who participated and helped make it a success! Special thanks and congratulations go to two of the luckiest winners, Christopher Elder and Yves Yernaux, who will soon be enjoying The Talos Principle iOS on their brand new iPhones 8! The full list of winners is posted after the break.   2x iPhone 8 with The Talos Principle included – Christopher Elder – Yves Yernaux 10x Talos Principle Original Soundtrack Deluxe Double album on vinyl – Adam Benninger – Tina Tonks – Tobias Kramer – Ashley Coulthard – Abdo Aburawi – Teuvo Almgrén – Lennie Jansson – Eric Dean Campbell – Teemu Maininki – Ethan Ham 10x exclusive The Talos Principle T-Shirt – Frank Tout – Joe Draper – Carl-Johan Stiig – Gabriel Torres – Brooks Anderson – Travis Saul – Chloé Jurga – Ryan Missel – Alfredo Ghetta – Bram Teunissen Once again, congrats to all winners. We’ll be contacting you via email for details on delivery addresses shortly.

The post Announcing the Winners of our ‘The Talos Principle iOS Giveaway’ appeared first on Croteam.

The time has come for us to announce the winners of our ‘The Talos Principle iOS Giveaway‘, but before we get to naming names please allow us to say thank you to everyone who participated and helped make it a success!

Special thanks and congratulations go to two of the luckiest winners, Christopher Elder and Yves Yernaux, who will soon be enjoying The Talos Principle iOS on their brand new iPhones 8!

The full list of winners is posted after the break.

 

2x iPhone 8 with The Talos Principle included
– Christopher Elder
– Yves Yernaux

10x Talos Principle Original Soundtrack Deluxe Double album on vinyl
– Adam Benninger
– Tina Tonks
– Tobias Kramer
– Ashley Coulthard
– Abdo Aburawi
– Teuvo Almgrén
– Lennie Jansson
– Eric Dean Campbell
– Teemu Maininki
– Ethan Ham

10x exclusive The Talos Principle T-Shirt
– Frank Tout
– Joe Draper
– Carl-Johan Stiig
– Gabriel Torres
– Brooks Anderson
– Travis Saul
– Chloé Jurga
– Ryan Missel
– Alfredo Ghetta
– Bram Teunissen

Once again, congrats to all winners. We’ll be contacting you via email for details on delivery addresses shortly.

The post Announcing the Winners of our ‘The Talos Principle iOS Giveaway’ appeared first on Croteam.



The glorious action-packed throwback to the golden age of first-person shooters, Serious Sam 3: BFE, became a part of virtual reality as VR fans finally get a chance to experience a shooter where cover is for amateurs and pulling the trigger makes things go boom. Serious Sam 3 VR: BFE is available on Steam for HTC Vive and Oculus Rift owners, playable on Windows PC and Linux. Thinking of jumping in? Do it now as there’s a week-long 10% launch discount. The additional automatic 10% loyalty discount is available to all existing owners of Serious Sam 3: BFE. The Serious Sam 3 VR: BFE is a virtual reality action shooter serving as a prequel to the original Indie and Game of the Year sensation, Serious Sam: The First Encounter. The game takes place during an epic final struggle against Mental’s invading forces and lets you lay waste to an army of beasts and mercenaries from a whole new perspective. Redesigned to fit virtual reality, Serious Sam 3 VR: BFE features room-scale support, with true locomotion including teleport, instant teleport, blink teleport or smooth movement presets, with or without comfort mode. Also included are Croteam’s advanced VR controls, meant for the hardcore VR gamer. “Wishes of the VR community are always in the back of our minds, and we’re very excited to round out our virtual reality offerings in order to provide them with the full Serious Sam experience,” said Croteam VR lead and all-around nice guy, Davor Hunski. “Our goal was to deliver intuitive, thrilling and fun games and, hopefully, we made that happen.”

The post Dive into virtual reality chaos with Serious Sam 3 VR: BFE! appeared first on Croteam.

The glorious action-packed throwback to the golden age of first-person shooters, Serious Sam 3: BFE, became a part of virtual reality as VR fans finally get a chance to experience a shooter where cover is for amateurs and pulling the trigger makes things go boom.

Serious Sam 3 VR: BFE is available on Steam for HTC Vive and Oculus Rift owners, playable on Windows PC and Linux. Thinking of jumping in? Do it now as there’s a week-long 10% launch discount. The additional automatic 10% loyalty discount is available to all existing owners of Serious Sam 3: BFE.

The Serious Sam 3 VR: BFE is a virtual reality action shooter serving as a prequel to the original Indie and Game of the Year sensation, Serious Sam: The First Encounter. The game takes place during an epic final struggle against Mental’s invading forces and lets you lay waste to an army of beasts and mercenaries from a whole new perspective.

Redesigned to fit virtual reality, Serious Sam 3 VR: BFE features room-scale support, with true locomotion including teleport, instant teleport, blink teleport or smooth movement presets, with or without comfort mode. Also included are Croteam’s advanced VR controls, meant for the hardcore VR gamer.

“Wishes of the VR community are always in the back of our minds, and we’re very excited to round out our virtual reality offerings in order to provide them with the full Serious Sam experience,” said Croteam VR lead and all-around nice guy, Davor Hunski. “Our goal was to deliver intuitive, thrilling and fun games and, hopefully, we made that happen.”

The post Dive into virtual reality chaos with Serious Sam 3 VR: BFE! appeared first on Croteam.



Our last VR game, Serious Sam 3 VR: BFE, has been out for under a day and has already taken the 2nd place on Steam VR Top Sellers List. Serious Sam 3 VR: BFE is playable on HTC Vive and Oculus Rift, Windows and Linux, and is available with large discounts for owners of previous VR releases. We are also presenting 2 great deals for our fans, Croteam VR bundle and Serious Sam VR bundle which are offers that can’t be missed. Grab your headset and see you out there. Stay serious!  

The post Conquering the charts with VR appeared first on Croteam.

Our last VR game, Serious Sam 3 VR: BFE, has been out for under a day and has already taken the 2nd place on Steam VR Top Sellers List.

Serious Sam 3 VR: BFE is playable on HTC Vive and Oculus Rift, Windows and Linux, and is available with large discounts for owners of previous VR releases.

We are also presenting 2 great deals for our fans, Croteam VR bundle and Serious Sam VR bundle which are offers that can’t be missed.

Grab your headset and see you out there. Stay serious!

 

The post Conquering the charts with VR appeared first on Croteam.



Actually, you probably know already because It’s done and it works great. You can all check it out by downloading The Talos Principle from the iOS App Store. So much for the shock value, but the story on how Serious Engine was able to support Metal API and push the boundaries of iOS devices does make for a compelling read. Karlo Jež, one of Croteam’s senior programmers, tells the story. “I was just about finished with my work on single pass and multi-GPU rendering optimizations for VR titles and getting ready to start working on the next project. Alen (Croteam’s CTO) walked into my office and asked me if I knew anything about Metal API. I said ‘Yes. I know it’s out there’.”  “Just one short month later, the first builds were successfully tested on multiple iOS devices using Metal API.” “Apple’s graphics programming interface was well documented and not that different from the Vulkan API that our engine already supported,” Karlo explains. “This, together with my brains and good looks, enabled us to implement Metal in a very short amount of time.” It was just the first step in bringing to life the wonderful idea of having “console quality” (or for the PC master-race, “PC quality”) graphics, performance – and ultimately games – on devices we carry in our pockets. “Engine is more than just it’s rendering parts,” says Karlo. “UI was overhauled to support different screen sizes, touchscreen controls were built and fine-tuned, and there were, of course, bugs to root out. It was challenging adapting the interface to look and feel just right on a range of devices – from the smallest 3,5” iPod Touch to the largest 12,9” iPad Pro. To do that we had to scale different elements individually.” “Every now and then, when we figured out how the interface on a device should be set-up, we would test our new settings with different players – veterans and those who have never played our game. Those tests were crucial in adjusting our state of the art touch-screen interface.” Little things matter the most and small-scale tuning is just as important as big changes and this is what Karlo spent most of his time on after the initial alpha test. “We are devs, but we’re also gamers. There are things that we love and things we notice that can be better in games. So we take great care to create an enjoyable experience and prevent the frustration in players. Things like faster (instantaneous) recovery when the game is returning to the foreground are just as important as having a smooth frame rate.” With the engine in place, it was only logical to take the next step and publish a game, right? So we did just that and it went great.

The post We decide to implement iOS support to Serious Engine, you won’t believe what happens next! appeared first on Croteam.

Extra boost went in optimising rendering quality on higher-end devices (refraction effects, real reflection in waters/shiny floors, enabled FXAA antialiasing, enabled tree swaying, etc.)

Actually, you probably know already because It’s done and it works great. You can all check it out by downloading The Talos Principle from the iOS App Store. So much for the shock value, but the story on how Serious Engine was able to support Metal API and push the boundaries of iOS devices does make for a compelling read. Karlo Jež, one of Croteam’s senior programmers, tells the story.

“I was just about finished with my work on single pass and multi-GPU rendering optimizations for VR titles and getting ready to start working on the next project. Alen (Croteam’s CTO) walked into my office and asked me if I knew anything about Metal API. I said ‘Yes. I know it’s out there’.” 

“Just one short month later, the first builds were successfully tested on multiple iOS devices using Metal API.”

“Apple’s graphics programming interface was well documented and not that different from the Vulkan API that our engine already supported,” Karlo explains. “This, together with my brains and good looks, enabled us to implement Metal in a very short amount of time.”

It was just the first step in bringing to life the wonderful idea of having “console quality” (or for the PC master-race, “PC quality”) graphics, performance – and ultimately games – on devices we carry in our pockets. “Engine is more than just it’s rendering parts,” says Karlo. “UI was overhauled to support different screen sizes, touchscreen controls were built and fine-tuned, and there were, of course, bugs to root out. It was challenging adapting the interface to look and feel just right on a range of devices – from the smallest 3,5” iPod Touch to the largest 12,9” iPad Pro. To do that we had to scale different elements individually.”

Automated bots testing multiple iOS devices. Our engineers basically don’t do anything at all. Life is good at Croteam.

“Every now and then, when we figured out how the interface on a device should be set-up, we would test our new settings with different players – veterans and those who have never played our game. Those tests were crucial in adjusting our state of the art touch-screen interface.”

Little things matter the most and small-scale tuning is just as important as big changes and this is what Karlo spent most of his time on after the initial alpha test. “We are devs, but we’re also gamers. There are things that we love and things we notice that can be better in games. So we take great care to create an enjoyable experience and prevent the frustration in players. Things like faster (instantaneous) recovery when the game is returning to the foreground are just as important as having a smooth frame rate.”

With the engine in place, it was only logical to take the next step and publish a game, right? So we did just that and it went great.

The post We decide to implement iOS support to Serious Engine, you won’t believe what happens next! appeared first on Croteam.



Things just got more serious. Unleash Sam’s true potential and enhance his instincts with Tobii Eye Tracking. Now armed with several features, Aim at Gaze to target enemies by aiming with your sight. Features like Extended View and Clean UI make gameplay more immersive and allow you to seamlessly experience the spectacular landscapes – without modifying traditional controls. From invasions to battles, your gaze is your new weapon as you save the universe. To celebrate this awesome partnership between Tobii and ourselves, we have decided to award one lucky player with a Tobii Eye Tracker 4C, along with one amazing game that supports it – Serious Sam 3 VR: BFE. For a chance to win simply retweet the message embedded below. The winners will be announced on Thursday, 6 PM CET. Good luck! Serious Sam Fusion has recently been upgraded to support eye tracking by @tobiigaming and what better way to celebrate than to give away one tracker along with an amazing game that supports it? We can’t think of one, so RT for a chance to win a Tobii Eye Tracker 4C + SS3:BFE! 🙂 pic.twitter.com/Rj2dw9vHS2 — Serious Sam (@SeriousSamIAm) December 13, 2017 *Compatible Eye Tracking Devices: Tobii Eye Tracker 4C, Alienware 17 Notebook, Acer Predator Notebook 21 X, MSI GT72 Notebook, Acer Predator Monitors Z301CT, Z271T, XB271HUT.

The post Tobii Eye Tracking and Serious Sam are a Match Made in Heaven! appeared first on Croteam.

Things just got more serious. Unleash Sam’s true potential and enhance his instincts with Tobii Eye Tracking. Now armed with several features, Aim at Gaze to target enemies by aiming with your sight. Features like Extended View and Clean UI make gameplay more immersive and allow you to seamlessly experience the spectacular landscapes – without modifying traditional controls. From invasions to battles, your gaze is your new weapon as you save the universe.

To celebrate this awesome partnership between Tobii and ourselves, we have decided to award one lucky player with a Tobii Eye Tracker 4C, along with one amazing game that supports it – Serious Sam 3 VR: BFE. For a chance to win simply retweet the message embedded below. The winners will be announced on Thursday, 6 PM CET. Good luck!

*Compatible Eye Tracking Devices: Tobii Eye Tracker 4C, Alienware 17 Notebook, Acer Predator Notebook 21 X, MSI GT72 Notebook, Acer Predator Monitors Z301CT, Z271T, XB271HUT.

The post Tobii Eye Tracking and Serious Sam are a Match Made in Heaven! appeared first on Croteam.



So this is Christmas… and what have you done? Another year almost over but we’re not free of Mental scum. That being said, it’s about time for all of you to jump back in and help Sam defeat those ugly bastards. What’s that? You’ve missed some of Sam’s adventures? No matter – they are all heavily discounted during the Steam Christmas Sale 2017. If blowing stuff up is not your cup of tea, you can always spice your Christmas up with something philosophical. Oh, we don’t know… something like The Talos Principle that got the biggest price cut to date for both regular and VR versions. Happy holidays!

The post So this is Christmas… appeared first on Croteam.

You get a discount! You get a discount! You get a discount! Every one gets a discount!!!

So this is Christmas… and what have you done? Another year almost over but we’re not free of Mental scum.

That being said, it’s about time for all of you to jump back in and help Sam defeat those ugly bastards. What’s that? You’ve missed some of Sam’s adventures? No matter – they are all heavily discounted during the Steam Christmas Sale 2017.

If blowing stuff up is not your cup of tea, you can always spice your Christmas up with something philosophical. Oh, we don’t know… something like The Talos Principle that got the biggest price cut to date for both regular and VR versions.

Happy holidays!

The post So this is Christmas… appeared first on Croteam.



Основная информация

isikile Турист

  • However, cialis deceive nail-fold, teams itch.
Оффлайн Оффлайн
Сообщений:
0 (0 в день)
Подпись под аватаром:
Дед Пихто
Seriousness
+0/-0
Пол:
Мужской
Возраст:
32
Расположение:
Nigeria
Дата регистрации:
26 Январь 2017, 18:39:16
Время:
19 Январь 2018, 18:27:13
Язык:
Russian
Последняя активность:
27 Январь 2017, 00:43:10

Powered by EzPortal