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Substance Alchemist Enters Open Beta

Today at GDC 2019, Allegorthmic, recently acquired by Adobe, announced the open beta of Substance Alchemist to existing Substance customers.  Alchemist is a tool for authoring and managing materials and is part of the Substance subscription.

Details from the press release:

SAN FRANCISCO, Calif. – March 19, 2019 – Today at Game Developers Conference (GDC) 2019, the Substance team announces the start of the Project Substance Alchemist open beta. Effective immediately, all current Substance subscribers have exclusive and unrestricted access to the latest Substance material tool, uniting the Substance ecosystem like never before. Artists now have a SubstanceAlchemistplayground for creating and augmenting entire libraries of materials with ease.

Project Substance Alchemist advances the art of making and managing 3D materials through instinctive simplicity. Creators can rely on a powerful, streamlined workflow and an intuitive user interface. It’s simple, fast and it uses some of the most advanced technology around. By hiding its complexity through easy-to-use tools like parametric sliders and filters, Project Substance Alchemist brings efficiency to artists and designers, without giving up any of the power that helps them thrive.

Starting today, artists are able to leverage the power of a tool that can quickly be adapted to meet their needs. Users can access materials in several ways, including downloading materials directly from Substance Source, find materials offered up by the Substance community or even upload real-world photographs. From there, they can quickly elaborate their own libraries of materials. For instance, a cobblestoned street can be honed to an artist’s exact specifications within Project Substance Alchemist, whether they desire a brand-new look with polished surfaces, or a broken down feel with moss and damaged tiles.

Project Substance Alchemist puts powerful tools into the hands of artists who work with scans, with quick and reliable tiling, as well as an AI-powered delighter. Trained with thousands of images, the delighter can instantly balance the shadows and light tied to photos and scans, so that lighting remains even and consistent. Designers who need to iterate rapidly on a material can also enjoy a vast array of variations with the instant creation of material collections based on a single image or a moodboard. Project Substance Alchemist can analyze the artist’s material and automatically generate suggestions on colors and textures, ensuring compatibility and additional creation options.

Although it is designed as a standalone tool, Project Substance Alchemist is deeply tied to the existing Substance ecosystem. Artists can search through their Substance Source downloads, import materials and filters made in Substance Designer or swap creations through the Substance Share artist exchange. Imported materials can then be added to the artist’s personal library for later use, or applied to an asset in Substance Painter. Thanks to the standardization of the Substance format, materials created in Substance Alchemist can be exported and used in every major 3D tool, including Unreal Engine, Unity, 3ds Max, Maya and many others.

Based on years of industry-leading research, and built with the help and feedback of the Substance community, Project Substance Alchemist will continue to develop in order to adapt to the evolving needs of artists and designers. The open beta is available now. For a video walkthrough, click here.

Pricing/Availability

Project Substance Alchemist is available at no cost to current Substance subscribers. Subscriptions come in Indie or Pro plans, priced at $19.90/month and $99.90/month respectively. Enterprise and education pricing is available upon request. Students and teachers can request a license at no cost.

In addition to the release of Alchemist, Allegorithmic also did a blog post on the status of their acquisition by Adobe and the effects it will have on future licensing terms.  The key details are as follows:

Since the acquisition, we’ve heard lots of questions from our community about licensing and pricing. Our goal with licensing and pricing has always been to be fair to everyone and we’re continuing that philosophy. We’re planning to introduce new offerings late this year, but until then, our licensing and pricing structure will not change.

These future offerings will be primarily subscription-based, but we will continue to offer indie perpetual licenses. We believe that when the content and services offered in a subscription package evolve and improve at a steady pace, the subscription model is the best way for us to innovate fast, continuously improve your tools, and bring you more value.

I know perpetual licensing is important, especially in the indie space, so this should be taken as good news.  That said, it’s Adobe calling the shots now so who knows what will ultimately happen.

[youtube https://www.youtube.com/watch?v=a9FuBXER9mk&w=853&h=480]

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Unreal And Unity Announce Stadia Support

Following on the heels of Google GDC reveal of the Stadia platform, both Unreal and Unity Technologies have announced their support for Stadia game development.  Stadia is a new server side platform for hosting and streaming games to any Chrome supported device.  Below are details from both game engine manufacturer. StaidaLogo

First the Unreal Engine announcement from their blog:

“We’ve been building our support for Stadia to ensure that developers using Unreal Engine can hit the ground running and be successful on the platform,” said Arciel Rekman, Senior Platform Engineer at Epic Games. “Today we’re releasing a fully-featured integration with Stadia to help developers bring their games to an even broader spectrum of players.”

Designed with cross-platform support in mind, Unreal Engine leverages Stadia features through familiar interfaces, resulting in an easy setup, with visual quality and workflows that are consistent across all target devices.

Thanks to Unreal Engine’s cross-platform capabilities, developers can iterate on their game code locally on their Windows PC for Stadia, a Linux and Vulkan-based platform, before deploying to the cloud.

While Unity announced the following:

One of our core missions is democratizing game development. That means enabling developers to build for the platforms of their choice with accessible tools and workflows that make the process of creating easier.

Though we still have technical and engineering work ahead to ensure Unity developers have a smooth experience building for Stadia, here’s what our community needs to know.

What can I expect in building Unity games for Stadia?

Developers familiar with Unity today can expect recognizable tools and a very similar development process when building for Stadia.

What unique Stadia or Google features will be supported by Unity?

We expect to support all native features unique to Stadia that are required to publish your game and make use of platform capabilities. Stay tuned for more details on feature support later this year.

With either platform, before you can start developing for Stadia you need to be a registered Stadia developer, you can apply here.   You need to have a Employer Tax ID if American, and an email with a custom domain address (ie, not Hotmail or Gmail).  Once registered with Stadia, you can then confirm your credentials with Unreal here, while Unity developers have no additional steps to perform.  The Unity Stadia SDK is expected to ship toward the end of 2019.

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Google At GDC–STADIA Announced

Today at their GDC 2019 keynote, Google announced Stadia, their upcoming “gaming platform”, a server based streaming game service that runs on any Chrome enabled device.  Powered by custom GPUs designed by AMD using Vulkan on the Linux OS and spread across the same networking powering the Google search engine, Stadia promises to bring 4K at 60FPS gaming to the masses, with future support for 8K and 120FPS promised.

Being entirely server side, Stadia offers a number of innovative features.  Combined with their newly announced Stadia Controller, you can play games across any Chrome device and seamlessly transition your game between devices.  Since all the work, client and server are done on Google’s servers, they claim this will make cheating virtually impossible, while being able to scale existing game play up to thousands of users over night.  It also offered unique features like Streaming multiple sessions to the same endpoint, enabling flawless couch co-op, or the ability to use multiple server side GPUs for a single game instance enabling advanced special effects.

Stadia is built on top of familiar developer tools:

Create icon

Unreal Engine

Epic Games’ official support for Stadia means you’ll have access to the latest technology and features of the world’s most powerful creation engine.

Create icon

Unity

Unity is the world’s most widely used real-time 3D development platform, enabling developers to create rich, interactive experiences.

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Custom tools

A suite of debugging and tuning tools help you get the most out of our platform, from fine-tuning streaming performance to diagnosing GPU crashes

Industry tools

Current dev tools include Havok®, RenderDoc, Visual Studio, LLVM, AMD RadeonTM2 GPU Profiler, IncrediBuild, UmbraTM 3, FaceFX and Intelligent Music Systems, plus we’re constantly expanding to deliver a familiar development experience

For developers interested in getting started with Stadia, you can sign up at Stadia.dev.  For gamers interested in learning more visit Stadia.com for more details.  If you missed the GDC keynote, you can watch our condensed developer focused version in the video below.  We have done a similar treatment for the Unity keynote as well, available here.

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

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Review: Pirates Outlaws

It’s hard to openly encourage people to take an idea and re-purpose it. There’s a dangerous grey area where developers don’t do quite enough reinterpretation. You end up with something that’s akin to cloning. There are famous cases of this, especially on mobile marketplaces. Pirates Outlaws clearly has Slay the Spire in mind, and even though it doesn’t copy much more than the basic premise, it could have definitely learned more from that superior game.

As a pirate captain, your goal is to sail the dangerous seas, stopping at islands, coves, and settlements on the way to fight rivals or spend your loot. Each of these locations is a hub for either a fight against creatures of buccaneers, an event to dig for treasure or explore mysterious forest, or a shop to buy relics and heal up. Every stage has a final island, with a boss just waiting to steal everything you just earned.

PO1

There are lots of ways to potentially die on your way to that island. It’s a real grind to get there, and it may take a few runs before you even get to the first boss for the first time. But after battling your way up, killing enemies and gaining more abilities and items to get stronger, that first time you do it can feel super rewarding.

But it will be the last time you feel such accomplishment.

Partially because of the combat. It features the deck building methods of Slay the Spire, but it lacks the same sort of depth. The hand size is capped at five cards, and as that isn’t a problem in and of itself, I always felt like I was a draw away from the play I actually wanted. You have to toss your entire hand every turn, so there is no holding on to a card to wait for a potential combo in future turns. Anything you do has to be drawn into. You have a starting deck of around 10 cards, so you draw through it quickly. But since you can’t edit the deck at will, you really have to just deal with your probabilities until you hit a couple of islands and win some more cards. It’s hard to develop any real strategy until mid-way through a stage.

PO5

Card interactions aren’t as robust as Pirates Outlaws’ inspiration either. Knowing how to juggle your limited ammo (see: mana) while attempting to make interesting plays can be thought provoking. Most of the time, it’s just doing some quick math and figuring out how to do more damage than you take. When the odd brilliant play comes along, you feel like Jack Sparrow, outwitting his enemies with guile and gusto.

I often found myself just having to accept taking errant damage from early enemies while feeling like I had no agency in the matter. Part of that is just the nature of card games, of course. But the starting deck for the starting class, the Gunner, seems to lack much room for error. There are other classes, but you’ll play dozens of games as the Gunner before you can ever play them. Unless you’re willing to pay for it.

PO6

At the end of each run, on top of the experience you gain towards new cards, you get gold and repute. Both of these currencies can be spent on new chapters to play in, card packs to add to your collection, or heroes. But you don’t get nearly enough on runs to ever reasonably unlock even the cheapest secondary hero. It takes several runs to get comfortable with getting past the first stage consistently, but you’ll only bag just under 100 gold after beating the first boss. You’ll need to do that over ten times to unlock the Swordsman.

These other characters are diverse enough in passive skills, decks, and other metrics that being able to pick and choose between them at will would really help diversify what often feels like limited tactical gameplay. The struggle it takes to stack the necessary amount of gold to buy them – and in some cases, the repute to use them – is such that it discourages the want to stick with the game for the sake of experimentation. 

PO4

Or you can drop a real world dollar or two for an instant infusion of in-game gold and buy it outright. It’s hard to not feel just a little insulted by how blatantly this game is compelling you to participate in its IAP scheme. All that said, the game is only a one US dollar, and the biggest gold pack will set you back five. You’d have to buy two of them in order to have enough gold to have access to every hero you can spend it on and still won’t be able to unlock them all, as one can only be purchased with real money (another five dollars). You have to love the grind to get a lot out of Pirates Outlaws, because I don’t see any reason to pay $16 dollars for this game when the one it’s riffing on is just a few dollars more on Steam.

It’s a crying shame too, because it looks great. The animations and card effects are weak, but the bold colors of the environments and characters pop. The enemy designs are evocative and interesting, even if they are also just sort of static. The menus are well laid out and easy to read. The cheese in the trap at least looks delicious.

But I can only recommend Pirates Outlaws if you really want to pour a lot of time into it. It’s wickedly unbalanced both in combat and economically, and only the strong willed can survive to see it plunder. The learning curve is relatively low, but moments of true progress seem to only come so few and far between. Caving in and spending more money on the game just to speed up that process is just salty icing on a sour cake.

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Call of Duty is coming to mobile (again)

You know something is ‘serious business’ when Activision wakes up and decides to get involved. With the release of games like Fortnite and ARK last year, console-like FPS experiences on mobile are getting more and more mainstream attention.

The fact that Activision announced Call of Duty: Mobile last night at Unity’s GDC Keynote speech is more proof that this is an up-and-coming genre, at least amongst the Free-to-Play crowd. As far as we’re concerned here at Pocket Tactics, I’ve long held the belief that these kinds of games offer way forward in trying to escape the more cynical free-to-play trappings, but so far the results have been mixed.

Of course, it also depends if you like Shooters in general. Before now it’s not been a ‘big’ genre and in many ways it still isn’t, what with Fortnite pretty much dominating the show at the moment. I used to play Call of Duty when I was younger but I later switched to Battlefield, and more recently, Rainbow Six: Siege. Still, one can see the appeal of a real attempt to bring this franchise to mobile devices in the same way Fortnite did.

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

The trailer doesn’t giveaway much – most of it is actually from the third-person perspective, which isn’t helpful, but it seems to be using in-engine footage (and you see some first-person stuff here and there). It looks pretty decent, all things considered. Activision have partnered with Tencent for the project, and the game is built in Unity, if that matters to you.

Looking at what’s been said, Call of Duty: Mobile is probably going to be a kind of ‘greatest hits’ amalgamation of maps, weapons, abilities etc… from all the COD games, and the free-to-play nature means that there’s probably going to be a longer progression path to unlocking a lot of these features (compared to the premium games, anyway). Real-world currency unlocks are likely, or at least, in-game currency will be available for purchase. Call of Duty has always been a robust franchise when it comes to the PvP experience so, provided they don’t get carried away perhaps it won’t fall down the ‘Pay-to-Win’ trap door that befalls others.

No word on a release date but pre-registration is available for both iOS and Android users on the official website. We’ll be keeping an eye on this one for the moment and we’ll let you know if we hear anything else.

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Review: Assembly Card Game

In space, no-one can hear you puzzle. They can’t hear you scream, either, as you draw up a new hand of cards, only to find the critical command you need to execute isn’t among them. Nor can they hear you swear as your latest run ends in ignominious failure. Again.

This is Assembly, a new digital adaptation of a card game from independent publisher Wren Games. The original could be played co-op or solo but on mobile you’ll only get the latter option. Good job there’s still plenty in this cunning puzzle game to entertain you.

The premise is that you’re on a malfunctioning satellite and need to use its glitchy systems to assemble an escape craft. In practice, it means you’re looking at a ring of twelve room cards. To win, you’ll need to get the matching module token in each room and lock it into place. The catch – of course, there’s a catch – is that when you deploy a module you get a random one and it’s placed in a random room.

Assembly Card Game 1

Deploying modules is one of the commands you can issue each turn. A hand of three command cards you hold, drawn from a small deck, limits your choices of actions. You draw up after playing a command card but it’s a bitter bonus as cycling the command decks is also the game’s timer. Run through it three times and you’re dead. Other commands at your disposal involve moving those randomly-placed modules around. The simplest one swaps the position of any two. The others all rotate the ring of room cards either left, right or in the direction of your choice. 

The random placement of modules and of drawn commands is the key that makes this simplistic setup blossom into a strategy/puzzle game. It sets up a fascinating tension. Sometimes you’ll get lucky and deploy a module where it needs to be, or where you can easily move or swap it. More often you’ll have more work to do to get it where it needs to be. The question is: how much randomness are you willing to risk?

Assembly Card Game 3

For example, you want to push out modules if you’ve got the right cards for it. But on each reshuffle of the command deck, all the room blueprint cards swap around randomly. So there’s no point in moving them round close to when the timer expires. But the same command card that adds modules to the game also locks them in place. So push your luck too much and you won’t have the commands needed to benefit from any luck you might happen to attract.

Instead, it’s all about keeping a balance while praying to the RNG gods to give you a break. You’ll need to assess the card deck, timer, and module position and decide whether it’s worth swapping or moving cards around. You also have other choices at your disposal for emergencies. You can discard your whole hand to choose any command. And you’re also given a role, a one-off special power. Noah the Systems Engineer, for example, can lock three modules instead of the usual one.

Assembly Card Game 4

Wren Games is a small studio who built this app themselves and it shows in the presentation. It’s functional but effective. There are a couple of annoying interface niggles, like having to dismiss the tutorial boxes every game. Sometimes the game allows you to select, but not carry out, illegal plays. The worst is the rotation dialog box whose unhelpful arrows make it look like rooms are rotating when in fact it’s modules that rotate. These are minor irritations but compounded by a lack of an undo button. Such frustrations are quite minor, though, when each game only takes around five minutes. 

Despite this, Assembly does a surprising job of launching you into deep space. The ice-cold orchestral soundtrack and starfield background help a lot. But the theme meshes well with the straightforward mechanics. That makes it a tasty choice for bite-sized puzzling. Much of the joy comes from figuring out strategies to reliably beat the game, of course. Once you get there a choice of difficulty levels and the random factors provides decent replay value. It’s got all the pieces needed to assemble a satisfying conundrum to set yourself.

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The Weekender: A Spy Story Edition

It’s been an interesting week as far as looking into the future goes – between potential Pokemon Go successor Harry Potter: Wizards Unite, and this morning’s news that a big PC mod is being ported to mobile, I’m hoping the free-to-play space will get its act together and give us some half-decent experiences for a change.

Until and if that happens though, we’ve got you covered with reviews of premium games like Card Crusade and Heroes of Flatlandia. Board games especially are getting better and better, with more on the way. We’ve already got reviews of Assembly and Tides of Time waiting to drop next week, but that’s just scratching the surface of what 2019’s got in store.

Meanwhile, in mobile gaming…

Out Now

Stardew Valley (iOS & Android) (Review)

Probably the biggest highlight of the week is the news that Stardew Valley has now finally hit Android. Make sure you check out our review for our full thoughts on the game, but just in case you’ve not heard of this before it’s a game where you spend your time either tending your farm or exploring a dungeon for crafting materials (for the farm). There’s some relationship building thrown in there for good measure as well. The mobile version specifically now enjoys some platform-suitable improvements which the android version is getting from the off. 

[youtube https://www.youtube.com/watch?v=pHUqhYslji4?controls=0]

Battle Fleet: Ground Assault (iOS Universal) – Full review coming soon!

Mythical City Games return with another entry in their turn-based strategy/war game series Battle Fleet with a land-war focused entry, Battle Fleet: Ground Assault. Owen was rather luke-warm on the previous entry, 2014’s Battle Fleet 2, and Wargamer.com’s Bill Gray reviewed this latest entry on PC last year. He was a bit on the lukewarm side as well but then this is a heavily abstracted experience – it only features tanks, for starters, and is definitely more on the ‘arcade’ end of the war/strategy spectrum. Still, it does some interesting things with hidden movement and range finding, and I always thought it seemed more suited for mobile audiences.

The iOS version is priced at an incredibly premium $9.99, so we’ll try and get you a full review as soon as we can to see if this one measures up to the rest of the genre, but for the curious here’s a gameplay trailer:

[youtube https://www.youtube.com/watch?v=poMVUBQ6bO4?controls=0]

Cartoon Network Arcade (iPhone)

Cartoon Network has put out some decent enough mobile titles, all things considered. Last year’s Teen Titans GO! Figure was especially engaging, and once again shows what you can do with a popular IP if you’re not just out to make a quick buck.

The Cartoon Network Arcade isn’t a game per se, but an app that features a collection of mini-games based around popular IP, and there’s an collectables aspect to it as well. There’s also supposed to be some interactivity features with regards to getting unlocks while watching a show at the same time. The app is free so it doesn’t cost you anything to explore if for yourself, but we felt it was worth a mention given how well CN treats mobile gaming at the moment.

[youtube https://www.youtube.com/watch?v=E7JLT6rZ8Y0?controls=0]

Updates & Pre-Orders

Holy Potatoes! A Spy Story!? (iOS Universal)

Daylight Studios have entertained many a mobile gamer with their charming blend of deep, action-filled games and potatoes. It’s been over a year since Holy Potatoes! We’re in Space!?, and now the developer has released a new title on PC – Holy Potatoes! A Spy Story!?

Desktop warriors aren’t the only ones who get to enjoy this new spudtastic experience however – the game will be coming to iOS on March 28th. Pre-Orders are available now, if you want to spend the $4.99 on it now, otherwise the game (and our review), will drop at the end of the month. Not sure if it’ll be coming to Android, so far only Holy Potatoes! A Weapon Shop!? Has crossed that divide.

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

Fortnite (iOS & Android)

Those still keeping up with the mobile version of Fortnite might be interested in the changes that have come in the recent 8.10 patch. As well as adding in a new vehicle (The Baller, which looks like… well, a ball), vending machines and a new map marker, this update has also change the competition pool.

Now, mobile and Switch users are lumped in together, instead of Switch users competing against their console brethren. I’m not so sure this is doing mobile users any favours – reports suggest the Switch and mobile versions are basically the same, but I would have thought the Switch interface was closer to a controller than it was a mobile touch device. Time will tell, I guess, but if you suddenly start winning/losing more, this may be why.

Sales

Lots of sales on either one app store or the other this week, which is a shame, but let’s round up what we have:

Codito Development (All items $0.99)

These guys are having their own catalogue sale on iOS at the moment, and you can get the following games for just a buck:

Meanwhile, there are two games we spotted going cheap on Android (but not their iOS counterpart) that you may be interested in:

Strike Team Hydra (Review): $0.99

Hydra was Wave Light’s most recent game prior to the release of Shieldwall Chronicleswhich we enjoyed. It’s the developer’s usual tactical RPG flair, but with more sci-fi. 

Planescape Torment (Review): $5.99

Not sure why Beamdog chose to discount this game specifically, but there you go – half price on Android. Did you know they’re working on a digital adaptation of the Axis & Allies table-top wargame?

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