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GameMaker 2.2.3 Released

YoyoGames have just released GameMaker 2.2.3.  If you have the Mobile version of GMS, you can now target the tvOS platform.  The release also contains a number of new features including DND (drag and drop) programming support for comments, several fixes and more.

Summary of the 2.2.3 release:

2.2.3 introduces tvOS as a new export target if you have the Mobile licence, the ability to add comments to your DnD projects (and lots of other DnD fixes), the option to turn off the file system sandboxing on Desktop platform, support for exporting asset packages locally so you can share with your team more easily, and better communication of when your licences are to expire. Plus, this release has a whole bunch of major stability fixes to stop startup crashes and various other issues whilst using the Windows IDE, and issues with keychain certificate trust settings and building for Ubuntu on the Mac IDE.

We have also changed the way we handle startup crash messages on Windows, so that now (should you even see issues after all the fixes in this release…) it’s a one-click report submission tool which automatically gets all the info we require for us to fix your issue and sends it directly to us without you having to file a Helpdesk ticket.

Be sure to check the full release notes available here for in-depth details of this release.  If you want to learn more about GameMaker Studio 2, be sure to check out our Closer Look available here or watch the video available here and embedded below.

[youtube https://www.youtube.com/watch?v=WvRLAhsYKIE&w=853&h=480]

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The Weekender: Tower Edition

This is a slightly short and sweet entry this week because I’m out and above for work reasons, but still a few things to catch you guys up on. We’ll be cooling it a bit with Harry Potter content unless some news pops up and I’ve got nothing better to do, although I plan to look more into the Auto Chess stuff as it seems more our speed.

We’ve got more reviews coming as well, so don’t worry about that – most new, a few we missed from last month, and then looking at trying to keep things dynamic with more features etc… I’d especially be interested in what you thought about the Brave Exvius guide we ran. I’ve always wondered if there was room for content that’s on trying to ride the ‘free’ part of Free-to-play for as long as possible, making the most of what free resources one can get. I know plenty of people are turned off by the grind-mechanics themselves, but plenty do enjoy having something to whittle away idle time and I’m hoping this helps with that somewhat.

Meanwhile, in mobile gaming…

Out Now

LEGO Tower (iOS & Android)

We reported on this a week or two ago, but the LEGO themed Tiny Tower spin-off is finally here. If you played the original game (or Tiny Death Star) you’ll know what to expect, but for anyone not in the know this is a free-to-play experience where you need to build and manage a tower complex. LEGO figurines will come to work and live in your tower depending on what you build, and you can keep going as high as you can.

Standard Free-to-play warning applies with premium currencies and timers, although Tiny Tower never had a reputation for being that bad with its monetisation. Still, this isn’t going to sway anyone who’s definitely anti-F2P, but it might be a nice distraction for anyone else looking for something to idle some time away without much thought. Plus, LEGO!

[youtube https://www.youtube.com/watch?v=rTwEBcE4y_Q?controls=0]

Chess Rush (iOS & Android)

Tencent is a Chinese company you may have heard off because they’re kinda buying stakes in, like, everyone right now. I think they own a share of Paradox Interactive now? Perhaps I’m mis-remembering that, but they definitely own an interest in Riot Games, makers of League of Legends. Recently, they’ve done two things: The first is to partner with Drodo Games and Dragonest to help publish Auto Chess: Origin in China, the second is to just go ahead and launch their own similar game, Chess Rush.

I tried to fire it up for a spin but it couldn’t get it get past the ‘checking for update’ screen. It also asked for access to my microphone, to which I was like ‘hell no’. It’s mean’t to be a more fast-paced take on the genre though, with quicker matches lasting no more than ten minutes. I’ve always thought this was something that mobile-facing auto-battlers should try to deal with, as 30-40 minute matches that you can’t leave are problematic for a game that can be played on the go. If I can get it to work I’ll report back and most likely update our master list of Auto Chess games.

[youtube https://www.youtube.com/watch?v=xpuMoxTITd8?controls=0]

Sales

There’s still a fair few sales going on at the moment since it’s ‘the season’, and a few more interesting ones have popped up that you may be interested in:

Seen anything else you liked? Played any of the above? Let us know in the comments!

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Did Unity Lie About Enlighten’s Removal?

Yesterday we reported the news that Unity was removing Enlighten from future version of the Unity game engine.  I mentioned multiple times in that story that the following statement made very little sense:

Due to Geomerics shutting down Enlighten as a product, Unity is required to remove Enlighten.

Geomerics hasn’t operated Enlighten since 2017 when it was sold to Silicon Studio.  Since posting that story, we received the following comment from a representative at Silicon Studio:

image

There was additionally the following conversation on the Unity blog post:

image

To clarify then, Enlighten as a product isn’t going away.  From my interpretation of events, it seems Unity’s license for Enlighten was expiring so they decided to develop an in-house replacement instead of renewing a license with Silicon Studio.  Simply stating that would have been a great deal less misleading than the approach they took,  an approach that could arguably harm the perceptions of Enlighten going forward.

[youtube https://www.youtube.com/watch?v=qtfXQLF16WQ&w=853&h=480]

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9 Things Harry Potter Wizards Unite Doesn’t Really Tell You (But Definitely Should)

By Josh Brown 04 Jul 2019

Harry Potter: Wizards Unite shares a lot of parallels with Niantic’s other walkabout games – most notably the mega-popular Pokémon GO. You probably wouldn’t have thought J.K. Rowling’s Wizarding World would rival the natural collectability of Pokémon, but Niantic found a way. These similarities mean it’s pretty straight forward for a Pokémon GO player to drop right in with little to no knowledge of the Harry Potter franchise. And for those who haven’t played either, we have a handy Beginner’s Guide over here.

For some in-depth tips on Locations, you can also go here. Don’t forget the Brilliant Event is also now live.

Wizards Unite is a far chattier game than Pokémon GO was at the start – there’s an actual story and everything! But in-game tutorials can only go so far. Just because it holds you hand for a good little while, it doesn’t tell you absolutely everything you need to know. In this Harry Potter: Wizards Unite tips guide, we’ll be detailing some very useful pointers we think all wizards and witches should know from the start.

Points of Interest Hold Specific Foundables

Harry Potter Wizards Unite is mostly centred around filling the Registry. It’s where all your Foundables are logged as you return them through Traces. Foundables are catalogued through different types; but reliably finding specific types to help complete the registry can be difficult, as more areas will spawn randomized foundables that may be of no use to you. But there is a way to more reliably spawn the extra type of Foundable you need to build up a specific page of your Registry or increase your Rank.

poi

On your walks, you may occasionally come across large, thin flags shooting up from the map. Tap one of these and you’ll see an area around it light up. These are designated areas were Traces specific types will appear – the type dependant on the point of interest it marks. There’s no sure-fire way to track these down, but areas like parks, libraries, and government buildings area usually prime candidates. My local sports club is one, but my small library is not. One town over, however, and its larger library is. And even the bus station. It pays to get out there.

Use Those Double EXP Potions 

Now this may have just been an oversight on my end, but it took me a good little while to find these in my bag. Harry Potter Wizards Unite places a large emphasis on Potions. But most of the time they’re making your spells stronger or replenishing your Stamina in fights. You’re always being told to hold onto these for difficult situations, so glossing over these potent bottles of levelling juice (Ok, Baruffio’s Brain Elixer) is a real possibility. I only found these when I reach around Level 10, and boy would they have sped that whole process along.

EXP

Double EXP potions like these are best used in high-level fights or when you’re collecting lots of Foundables. Able to double the EXP gained from the already substantial new Foundable bonus, using these when surrounded by Foundables at an early level will have dramatic results and can catapult a new player to level 10 – where things really start to heat up.

Portmanteaus Are Not Reliable EXP Sources 

Back in the early days of Pokémon GO, a great time to use a Lucky Egg (it’s version of Baruffio’s Brain Elixer) was when multiple 10 KM eggs (portmanteaus) were ready to hatch. This was because they gave a massive amount of EXP that could then be doubled for a quick boost. Unfortunately,  Portmanteaus don’t work the same way. You can find decent amounts of EXP within the portals, but when you have no idea what you’ll actually get, using a valuable EXP potion here is more often than not going to be a wasted effort. Save them for what really matters.

Foundables Can Run Away

Another element taken straight from Pokémon GO is the chance for Foundables to just disappear when you fail to snare them. If you’ve had a Foundable just fizzle out of existence after an unsuccessful trace, that’s RNG showing it’s ugly face. You’ll usually be met with a notice telling you of what’s happened, but sometimes you won’t be dealt that pleasantry. Worse yet, the notice only explains how. Never why.

There’s no solid evidence just yet, but the conditions perfectly match Pokémon GO. It’s safe to say just like Niantic’s other big collectathon game that each Foundable has a specific “flee rate” percentage. After each resist of a spell, the game rolls a figurative die to determine whether the confoundable will whisk away your valuable target. Rarer Foundables likely have higher flee chances, making the use of spell strengthening potions ever more valuable.

Open Your Daily Challenges To Make Them Count 

This is one that’s ruined my day more than once. If you’re the kind to get addicted to virtual check-lists, the Daily Assignments tab will be your best friend. The challenges within are the same each day, so it’s not unnatural to head out of the house, fire the game up, and go about your business.

challenges

But then you get home after completing what it usually asks of you just to notice it hasn’t counted a single one. Why? Because you have to actually open the Daily Challenge page each day before it begins to count your progress. It’s an unforgivable design choice that Niantic really should work to fix. In fact, it might already be fixed by the time you ready this. Just double check before you waste your own time (and energy).

Registry Ranks Award Profession Scrolls

By the time Wizards Unite introduces Professions to you, you’ve probably already started to skip the walls of text you’ve been dealt over the last few hours. If you’re then left wondering how to get more scrolls and books to level up your chosen Profession, know that isn’t all about fighting your way through different levels of a Fortress. Scrolls and tomes can be acquired by ranking up pages in your registry, so it might be worth using our Area tip up above to farm for levels in your weaker Registry pages to fill in your Profession skill tree faster.

Gestures Speed Up Potions

This is something you’ll only really learn by tapping the cauldron on the Potions screen. Gestures can be used to speed up potion crafts by around 15%, gaining you quicker access to your goods and an empty slot to brew again. But figuring them out is up to you.

gestures

Or at least it would be if it wasn’t for every site under the sun printing them for your convenience. There’s a multi-step gesture sequence for every potion in the game. We can’t list them all here, but a quick Google search will get you far. Once you’ve used the unique sequence on 3 of the same potions, it will be saved in your game for quick reference. They won’t have you flailing your phone around in public, either. They’re all on-screen gestures like swipes and pinches. Though there is the occasional phone shake.

Weather Changes Everything 

This is one that might take a little more time to reliably comment on. Just like Pokémon GO, the weather in your area can have dramatic effects on your gameplay patterns. Rain, Sun, Wind, and even the amount of clouds in the sky will alter things like spawns. You’ll mostly notice a change in the types of ingredients you find on your travels, but weather can also change the Foundables you might come across. They’ll never outright deny certain things from spawning, but they can drastically boost or lower probabilities.

Data Assets To Save Data

Wizards Unite doesn’t download fully from your app store of choice – whether it’s iOS or Android. Either to speed up access or to save on space, it only downloads the absolute essential elements from the start and will download the rest as and when you need them. That means every time you tap a new Foundable out in the field, you’ll be spending your precious data plan downloading the 3D model, animations, and sounds that make it up. Will so many graphical elements in Wizards Unite, that can really begin to chip away at your allowance.

assets

The best way to combat this is to force a complete download while connected to your home WiFi. To do that, just tap into your Suitcase and hit the cog icon in the top left to reach the Settings screen. Scroll all the way to the bottom and you’ll see a “Download All Assets” option. Wizards Unite is a big game. Over 3 GB at least. So make sure you can afford to lose that much storage space on your device before you start. And check back regularly. Updates add new content, and if you see a little red circle on that option, there’s something new to download.

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The Harry Potter Wizards Unite ‘Brilliant’ Event is now Live

By Andrew Smith 04 Jul 2019

The new Harry Potter: Wizards Unite mobile game has taken iOS and Android devices by storm since its release in June. The new game from Pokemon Go developers, Niantic, is allowing players to bring their favorite Harry Potter characters into the real world to help round up some of the series most beloved characters, known as Foundables. 

If you’ve been playing recently, you may have seen references to something called the ‘Brilliant Event’ – it has caused some confusion among players, but it’s the first Harry Potter: Wizards Unite special event and it’s live right now! We have put together a handy guide explaining the Harry Potter: Wizards Unite Brilliant Event details. Let’s get started!

Harry Potter: Wizards Unite Brilliant Event | Restricted Books, Rewards, and more

The new Wizards Unite Brilliant Event kicked off last night across the world. It is a time for players to find limited time Foundables from the Forbidden Forest and other Hogwarts locations that they wouldn’t normally be able to find, and comes with a new registry page in the ‘Events’ area (bottom row, far right tab), as well as new assignments/challenges.

Brilliant Event 2

Click on the calendar in the game; Once you’ve done that, on the bottom of your screen you will see a tab marked “Special.” Touching that show the specific challenges for the Brilliant Event, which come in four stages – once you’ve done all the challenges for one stage, the page then refreshes with a new set of challenges. 

It will be running until July 10th, so players will have around a week to rescue six new and different Foundables (the fragments required ranged from one to twelve). The new registry page acts like any other registry page, although we’ve noted that levelling up rewards higher numbers of Scrolls than is typical. Another bonus of doing events is that it is currently the only way to get ‘Restricted Section Books‘, which you will need for some of the more advanced lessons in your Profession skill-tree. Other Event rewards include Family XP, and ‘Fantastic Flora & Fauna’ Runestones.

So far, doing the challenges has netted us Restricted Section Books, both for completing specific challenges but also as a ‘bonus’ for completing the first stage of challenges.

Brilliant Event

If you can’t check it out right now, the event description reads, “The Forbidden Forest has been thrown out of sorts by the Calamity. Lend Hagrid a helping hand by returning the forest’s missing flora and fauna to its proper place.” So, grab your wand and get ready to conjure up some spells to help gather up the missing Foundables!

It is important to note that this is not the only Brilliant Event that will be coming to Harry Potter: Wizards Unite. The term ‘Brilliant Event’ is merely a synonym for any in-game event. While we don’t know the specifics, there will be more Brilliant Events coming to the game in the coming weeks and months.

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Unity Removing Enlighten Support

In a Unity blog post today, Unity announced that Enlighten support was being removed from the Unity game engine.  Enlighten is the lightmapping and global illumination solution used in Unity since Unity 5 was released.  Enlighten was original developed by Geomerics, which was acquired by ARM technologies in 2013, then the technology was sold to Silicon Studio in 2017.

Details of the removal on the Unity blog:

Due to Geomerics shutting down Enlighten as a product, Unity is required to remove Enlighten.

Unity will continue support for Enlighten in the built-in renderer as it currently exists today (as-is, with no new platform support). The 2020 LTS will be the last version to contain Enlighten functionality for the built-in renderer, and it is fully removed in 2021.1.

Projects authored with HDRP Preview Enlighten functionality will continue to be supported as it currently exists today (as-is, with no new platform support) in 2019 LTS, with full removal of Enlighten functionality from HDRP in 2020.1.

They are working on a solution:

We are also fully committed to delivering a real-time GI replacement solution in 2021.1. The Unity team has a solid plan to solve this complex problem the right way, with great artists workflow and optimal runtime performance for 2021.1.

Additionally, in the linked forum discussion are some good details on the limitations of the current Enlighten solution that will be addressed in their new in-house solution:

Enlighten has had a good run for the money, some of the best looking titles have shipped using it. However, some of the underlying principles means that it is not a good fit moving forward.
Enlighten is largely surface based, requires a global pre-computation phase and is limited to diffuse transport with no real support for physically based non-opaque materials. Some of the drivers moving forward are:

  • Fast iteration: Time-to-first-pixel needs to be fast, cannot have a lengthy pre-compute step.
  • Easy authoring: We need to remove the dependency on authoring suitable UVs and other surface based authoring.
  • Dynamic worlds: In addition to dynamic materials and lighting setup, we have to support dynamic geometry (eg. for procedural games).
  • Unified lighting: The lighting container needs to be decoupled from surfaces. This allows all scene elements to use the same lighting including volumetrics and participating media.
  • Large worlds: Due to the sheer size of levels today we need an easy way to to do localized light transport where what is lit and what is affecting that lighting is decoupled.
  • Source access: We need to have full access to all source in-house. So that we can independently drive development forward, fix bugs and support future platforms. This is arguably the most important point.

For these reasons we have decided that the best course of action is to no longer pursue software we have limited control over and move on.
That said the feature set that is available now will be supported until 2023 (via 2020 LTS), and we are happy to support you in the transition.

I’m still not entirely certain what they mean by Geomerics shutting down however, as it’s resources were sold way back in 2017 and everything seems to be business as usual.

[youtube https://www.youtube.com/watch?v=l76o54AtrKI&w=853&h=480]

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PlayDek to bring back the mobile version of card game Fluxx on July 18th

By Joe Robinson 03 Jul 2019

Anyone who was around in 2013 may remember back in the halcyon days of PlayDek’s time as a developer of digital board/ card games that we reviewed their digital adaptation of Fluxx. I’m not going to link the review because, honestly, the CMS transitions have not been kind to articles from that era but it was a pretty decent port of a wonderful and chaotic card game.

PlayDek’s Fluxx was originally released in 2012 but was removed from the app store in 2017 during the iOS 11 ‘Appocalypse’. At the time, PlayDek said they had no plans to update the game (and four others) to 64-bit. Thankfully, plans change!

Playdek have today announced that they’re bring Fluxx back to mobile – iOS AND Android – on July 18th! It’ll cost $2.99 and be a universal app, working on both tablets and phones.

If you’ve never encountered it before, Fluxx was created by Looney Labs and is a card game where everything, including the rules of the game itself, can change during a player’s turn. There are ‘New Rules’ cards, Action cards and differing objectives that can be played to the field. It’s chaos, but it’s also wonderful and a great group game. Since its original release in the late 90’s it’s gone through several versions and has even sported several themed and licensed spin-offs – like Firefly Fluxx, or Zombie Fluxx.

Here are the main features of the new digital version:

  • Offline and Online play for 2-4 players
  • Human and AI opponents
  • Pass-and-play Multiplayer
  • Full asynchronous support for multiplayer online games
  • Invite friends to online games
  • Online player stats
  • Localized for English, French, Italian, German, Spanish and Dutch
  • Tutorial

If you purchased the app originally on iOS between 2012 and its de-listing in 2017, you’re in luck: PlayDek have confirmed with us that you won’t have to purchase it again:

Previous customers will not have to purchase the game again. They just need to redownload it as it will show up under the previous Apple ID they purchased the game under.

Like the previous app, this new partnership with Looney does not currently extend to any of the spin-offs or licensed versions of Fluxx – only the base/original game.

What do you remember of the original Fluxx game? Are you excited for this new version? Let us know in the comments!

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Godot 4.0/Vulkan Renderer Update

Over on the Godot website and update on the status of the Vulkan renderer that is the marquee feature of Godot 4.0.  Vulkan is the Khronos Group’s new low level rendering alternative to OpenGL, that enables developers to get much closer to the metal than previous graphics APIs.  Development of the new Vulkan renderer was started back in May 2019 and has progressed rapidly since.  Development is on Github under the vulkan code branch.

Details from the Godot news site:

One of the main features that will be present in Godot 4.0 is the new RenderingDevice abstraction. Up to now, it was impossible to do any internal modifications to how Godot does rendering. This means that if you wanted to run custom low-level rendering code to a texture or buffer, custom post-processing, custom drawing code (other than what Godot shaders allow), custom compute, etc., this was not possible without modifying Godot’s rendering backend.

-snip-

Currently, RenderingDevice is more or less complete (compute support is missing) and the 2D engine is halfway being ported. Work on 3D rendering will begin near the end of the month.

There are a few ramifications for developers, but they are minimal.

In modern rendering APIs, there are architecture changes that force us to break compatibility and do some things differently. The immediate one is that it is no longer possible to set repeat, filter, etc. flags on imported textures. In 2D, this will be set per canvas item (Control or Node2D) using a new set of options. It will be also be possible to specify this in the shader or the material options (or just globally, if you are making a pixel art game).

Of course the question most people are probably asking is… when?

The goal is to have a more or less complete rewrite of the existing Godot 3.x feature set by October (cross your fingers), hard work and long hours are being put towards this.

Learn more, as well as how to get the Vulkan branch from GitHub in the video below.  If you are interested in learning Godot, be sure to check out our Godot tutorial series available here.

[youtube https://www.youtube.com/watch?v=b66LIFaZgS0&w=853&h=480]

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Tharsis Review

When the crew of Apollo 13 informed Houston that they had a problem it required considerable ingenuity under extreme pressure to get them home safely. When the crew of the Iktomi are hit by disaster, the situation that they find themselves in is substantially worse. They are still ten weeks away from their destination, and not only has their ship been seriously damaged but their pantry has been completely destroyed. The crew not only face the prospect of no biscuits with their cuppa but the even grimmer possibility of having to chow down on their dearly departed comrades. Cannibalism ftw?

Tharsis is a disaster management game that immediately brings to mind classic roguelike, FTL. The big difference here is that the action takes a more leisurely turn-based approach rather than demanding real-time decision-making. Tharsis also has a narrower range of less demanding crisis points, which makes for a much more approachable game but still a very tough one.

Tharsis 1

Each turn represents a week aboard the failing Iktomi, in which the crew have to repair various system failures or suffer the consequences. These consequences include a faulty life support system damaging the crews’ health or a severe fire destroying the ship’s hull and bringing an abrupt end to your mission. Tharsis begins with two of the six crewmembers taking you through a brief tutorial, before disaster strikes and they meet an untimely demise. Look on the bright side; they can always be stored away in the fridge for later, yum.

The remaining four astronauts must use their action dice, alongside their unique skills to traverse the ship, moving from module to module. First, select an astronaut and then use the side on view of the ship to deploy them to a module, be careful though because passing through damaged areas will reduce your astronaut’s health. On reaching a location, the crewmember will first need to roll their action dice. Much like Yahtzee, you can set aside favourable rolls and then re-roll the rest. However, each crisis will have additional hazards that are triggered by particular rolls. These extra problems include preventing re-rolls, causing injury, or sending dice into the void. This results in many a tense situation. For example, when you send a guy with low health into a module where an unlucky roll causes injury, they may well end up being added to the evening’s menu.

Tharsis 2

Each crisis will have a damage rating, which is lowered by allocating dice. Reduce the damage to zero and disaster is averted – for a time, at least. What elevates Tharsis from being just a Yahtzee clone is that much like Castles of Burgundy your dice are not limited to a single use. Throwing low numbers, although not much use for repairing damage, can still be put to good use. Research allows you to build up a sequence of dice that can be spent on a one-off bonus. Dice with a value of five or six can be used to trigger a character’s unique ability, this means that the Doctor can, for instance, restore one health point to everyone that is in the same module. Once a module is fully repaired you will be able to make use of its special ability. The greenhouse is a very useful module since it allows a pair of matching dice to be converted into food.

When all of your characters have taken a turn and used their dice then the negative effects of any remaining disasters are resolved. Between turns, characters must forfeit action dice, but if you have any spare food then a quick meal will restore an additional three dice, up to a maximum of five. If you have no food available then the non-vegans in your crew can indulge in a bit of cannibalism. Eating a dead crewmember restores two dice, but, understandably, isn’t that great for the character’s mental health. Also, between turns, you will be able to choose one of the side projects that your crew have been working on. These have both a positive and negative effect and the less stressed the crewmembers are then the more useful their project will be. An insane character will go off on their own and work on their own project, which will invariably have selfish bonuses and detrimental effects for the rest of the crew.

Tharsis 3

Presentation is excellent, with moody sound and a graphical style that pays tribute to Gerry and Sylvia Anderson’s 1970’s sci-fi shows UFO and Space: 1999. After each day there is an atmospheric cut scene that recounts a neat time-looping storyline. Adding to the budget sci-fi feel is the fun technobabble – no one wants a leak in their Photovoltaic Thermal Control System. The animated crew close-ups are also nicely done; as their stress levels escalate, they become increasing twitchy and agitated. The interface is smooth and responsive, with all relevant information just a single tap away, although once a dice has been allocated you cannot switch its position, which feels a little harsh.

There are a couple of other features that can aid your mission. Assist points can be acquired and used to negate hazards, whilst dice can be put into a holding area rather than being allocated immediately. You also have a forecast of the disasters that will assail you one week ahead, although you will probably be way too busy handling the current situation to pay too much attention.  The main storyline can be tackled on three different skill levels, but even the easy level can be brutal at times. There are an additional ten extra missions that can help if you are struggling, as they reveal some vital strategic advice. The final challenge is to unlock new crewmembers by reaching various targets, like eating a set number of human-based meals.

Tharsis 4

The main criticism levelled at Tharsis is that the dice rolling makes it appear very random and just too frustrating to formulate an effective strategy. However, I found that the game allowed just enough choice so that although at times it can be exasperating it still manages to remain entertaining. The key is to prioritise the disasters and have a backup plan so that your dice can be put to good use even when the rolls are not what you want to see. It is brutal; any disasters that you do not deal with are carried over making things even more hectic and desperate, and, yes, one bad roll can ruin your entire game.  However, at the same time, if you are cagey enough you shouldn’t often find yourself in a position whereby you are relying on a single roll to save your skin.

Accusations of an excessive reliance on luck could be partly down to the fact that whilst many games hide their luck factor away under the bonnet Tharis delights in rubbing your nose in it. There is a real sense of theatre as the dice teeter and totter across the screen, promising a certain six only to topple over at the very last second.  It’s a cliché but Tharsis is a real Marmite game, you either roll with the blows or say blow to the rolls and play something else instead. I found that even when I turned off the game in frustration the addictive gameplay and dark undertones soon had me eager to try again.

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Dota 2 Update – July 2nd 2019

– Some more minor performance improvements (including improvements to Wukong’s Command)
– Fixed Pangolier’s Rolling Thunder interaction with knockback abilities
– Fixed Ogre Magi’s Multicast continuing to stun if you buyback quickly
– Fixed a bug that caused Monkey King to have one less soldier in the area