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About This Game

Splash!

You’re plunged deep into the black, frigid waters. Your lungs scream for air. With your last bit of strength, you pull yourself ashore.

You have nothing but the clothes on your back and fallen branches all around. That ship was your last hope, and now it lies in pieces off the shore of this deserted island. Are you the only one who survived the crash?



You're not alone. You don't know how the others survived. You don't know if you can trust them.



You have to rebuild. You have to learn ancient skills long since forgotten by humanity.



This island may be deserted, but with work, innovation and a little help, perhaps you can make it a home.



But to have a future, you’ll have to challenge the forces that caused the crash in the first place…



All you can do is hope that when THEY return, this time you’ll be ready.

Try the Demo!


Aground started out as a web game you could play for free in your browser, and after getting excellent ratings and over 2.5 million plays across many portals, we ran a successful Kickstarter which let us make the early access version available here! However, the web version is still available as an expansive free demo, with around 8 hours of play that will give you a great sense of the game. Give it a try! Your saves will transfer seamlessly to the early access version should you decide to get it!

What Is Aground?


Aground was designed around the theme of Progression, and inspired by Utopian Mining, Starbound and A Dark Room. You start out with only the rudimentary ability to gather wood, and you can eventually build your way up to a thriving settlement, expand to other islands, develop advanced technology, and learn magic. Will you be able to confront the threat that caused you to crash? Fly dragons? Launch into space? The sky is literally not the limit.



With Aground, our goal is to keep you continually surprised, with exciting new options opening up around every corner, so you’re always wondering “what’s next?”. By the end of the game, even though there are a lot of systems and complexity, since everything has been built up bit-by-bit, it is all easily manageable.

Where To?


We have a LOT planned between now and the full launch - from completing the story, to space travel, co-op multiplayer and more! Be a part of the journey and offer suggestions as we post monthly updates to improve the game! See our full roadmap here: https://steamcommunity.com/app/876650/discussions/0/174446913047192...

Feel free to post comments in our discussion threads or join our Discord server to chat with us!

Who are We?


We’re Fancy Fish Games - a small indie team that has released 12 games, 5 commercially on Steam (including Aground), since 2012. We follow our passion, making games that catch our fancy - our games tend to be quirky, surprising or thought-provoking. You can read more about us and how we bring Aground to life in our developer interviews:


David Maletz - New Ground


Aaron Norell - Pixel Perfect


Chase Bethea - Sound Bytes

What can you do in Aground?


There’s a lot to do! Here’s a quick list:

  • Mine Ores, Gems, and other Resources
  • Build Structures
  • Complete Quests
  • Fight Enemies and Bosses
  • Craft Tools
  • Farm Crops
  • Cook Foods
  • Befriend NPCs (or not)
  • Advance your Technology
  • Discover Magic
  • Ride Vehicles and Mounts
  • Raise Dragons
  • Capture Enemies
  • Level up your Skills
  • Go Fishing
  • Explore Secrets
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Title: Aground
Genre: Adventure, Indie, RPG, Early Access
Developer:
Fancy Fish Games, SnöBox Studio
Publisher:
Fancy Fish Games
Release Date: 8 Aug, 2018



English



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Undoubtedly one of the best games I have played...It may cause some hesitation to some as the game is pixelated...However that kind of thing can be very misleading...from the immersive story to the almost endless amount of gameplay, to the immense sense of progression...Not to mention that the gameplay is amazing! From just trying to build basic structures to survive to becoming a great spacefarer of the stars I don't think there is a single thing I can criticize. So congrats to David, Aaron, Chase, Natalie, and Megan for making in my opinion, the best game. Not even to mention I have all these amazing things to say and the game is only about halfway done! Keep up the amazing work Fancy Fish Games!. Awesome game. Great game. I felt in love with it on Kongregate and I backed it on Kickstarter without any hesitation.

Aground presents great variety of pets, weapons, tools, crafting recipes. Great ballance beween magic and technology. There are not many negatives I could point out. Buy it and have fun with it.. Bought this little gem on a whim, since the music was really nice.

This is a hidden gem and I'm happy Steam suggested it to me. I don't know yet what it is, but there is something in this game. A sense of wonder, discovery and adventure. It reminds me a lot of Terraria in progression - not overbearing while rewarding, keeping up a steady pace.

Overall, only now did I notice this is still in Early Access. It deffinetly doesn't feel like it. While the amount of shortcuts is limited, the game has enough sensible quality of life features that the meager 4 slots of hotkeys doesn't bother me so much.. This Game is AMAZING ! i found it on kongregate last year and the gameplay is absolutely finominal. i can't wait for new content to come out. I purchased the game but it wont let me play since i need the 2.0 graphics driver and i have an older computer, but i can play the demo but not the full version which i spent 10$ on.. So far it's been an extremely deep and enjoyable experience. It keeps elements that work of similar genres and builds upon them in it's own unique fashion. There have been a few times where I was confused about a game system, e.g. changing out crops, but thus far I've been able to figure everything out in a fairly timely manner.

Aground uses similar crafting/weapon/mining systems to Minecraft or Terraria, but the story and mission system, as well as the RPG style skill system really sets this game apart. I have about 3 hours on record and I'm excited to see how long this plays out for being Early Access!. After an entire year of being in the steam store, it's a delight to keep revisiting the game periodically and find something new the developer has added in the time I was gone. The game is fleshing out very nicely and is quickly turning into a must-play classic.. It's pretty fun. Sometimes confusing but once you understand what's going on you will want to keep playing to know what else the game will offer.


Magic to Space! Update 1.5.1 is out!:
Update 1.5.1 is here, and it’s a big one!! You can now follow the magic path all the way through many new quests and areas, right up to launching into space! This means that the entire starting planet is now complete, besides a few side quests and optional features we still want to add.



Alongside this major update to the game, we have a very exciting new trailer to share with you! Made by the talented M. Joshua and scored by our very own Chase Bethea, we are thrilled with how it came out!

http://www.youtube.com/watch?v=r1SV8Q_daSs

What do you think? We hope you love it as much as we do!

In other news, back in late August/early September we showcased Aground at PAX West[west.paxsite.com], which was an amazing experience. We were a part of the Indie Megabooth[indiemegabooth.com], and had a very steady crowd of gamers, press, and industry professionals stopping by to chat and try out the game. Pictures from the event are here (featuring our Miner and Alchemist cosplays!): https://www.flickr.com/photos/166774367@N06/sets/72157695274883630/ .



A huge thank you to everyone who came by at PAX, especially the awesome streamers and Youtubers we met, who have released so many great videos which have helped to spread the word about the game - including SplatterCatGaming, Wanderbots, RufioGuy[mixer.com], and many others!


Thank you to everyone who reviewed Aground! Each review helps potential players learn about the game, and we need 50 to reach "Very Positive" on Steam - so if you haven't yet, please take a minute to give us a review, we really appreciate it.



The full changelog for this update is as follows:

  • Added a new magic island with new bosses, enemies, NPCs, sub-areas and structures. Rest in the purple hut after defeating the Old One to start these quests (and check out the place the Old One was defeated).
  • Added many new familiars and new types of nets to catch them.
  • Added spellbooks and a spellcasting skill.
  • Added a magic spaceship equivalent, and the quests to get it.
  • You can now mine the second layer of magic island (although we are still planning on adding caves there later).

The following changes affect the demo as well:
  • Added an indicator when the smelter/kitchen/pen/farm have items ready.
  • Allowed some weapons/items to work underwater.
  • Added spider familiar.
  • Some magic structures can now be uprooted and moved.
  • You can now collect items while riding the dragon (like helium sacs)
  • You can now aim dragonfire manually while riding a dragon by using up/down while holding attack.
  • Many smaller fixes and improvements, including color changes to the background art.

For Modders:
  • Added <loadAfter> tag to the mod metadata. This works just like <requires> (forcing the labelled mod to load first), but won’t cause the mod to fail to load if the labelled mod is missing.
  • Added the evalXml function. This parses the passed argument string as xml and then runs it after the current action block completes. Useful for dynamic xml generation.
  • Added setGlobal and getGlobal, to manage global variables that can be used between saves and in different scopes. These are not saved, and clear when the game is restarted (or you set them to null).
  • Added setPlayer and changePlayer functions. setPlayer changes the player to an already created player object, and changePlayer changes the player to a new object with the passed id. These are dangerous functions.

Enjoy, and as always, don’t be shy if you have any questions or feedback - we are always happy to hear from our players. And don’t forget to join the social channels below if you haven’t already:

Discord[discord.gg]

Reddit

Twitter

Facebook[www.facebook.com]. Spacefaring Update 1.5.5 is out!:
Update 1.5.5 brings a lot of new features, and some new content (including a small dwarf planet), and I'm very excited for it as it's the backbone for what will be the final stage of the game - travelling between planets! Spacefaring has always been one of my goals in Aground - I wanted you to be able to eventually build up to travelling between planets, but start the game having no idea that was even possible.



I also set up a Patreon[www.patreon.com] if you want to support my work! It might not seem like much, but every dollar counts!

The full changelog for this update is as follows:

  • Added Orbit and the ability to travel between planets.

  • Added a new planet.
  • You can now build space stations in orbit.

  • Added underground structures (and an event that will make them very useful).

  • Added ladders and walkways for stacking surface structures.

  • Added several new songs! Here's a preview of Chase composing one of them: http://www.youtube.com/watch?v=x_D2F18Hso4

The following changes affect the demo as well:

  • Cables and rails can now be placed vertically.
  • Structures now operate even when away from the island.
  • Blueprint error guides (they visually show you what is blocking the structure from being built).
  • Combat update! I tweaked how combat works yet again - it is now easier to defeat enemies without taking any damage (by dodging), but also more dangerous to blindly mash the attack key as they will knock you back out of range.
  • 4 more hotkeys have been added by popular demand.
  • Miner now gives a quest about minecarts.
  • Builder will explain sticky items when you build the storehouse, and sticky items now are placed above others in the inventory.

Enjoy, and as always, don’t be shy if you have any questions or feedback - we are always happy to hear from our players. And don’t forget to join the social channels below if you haven’t already:

Discord[discord.gg]

Reddit

Twitter

Facebook[www.facebook.com]. Trading Cards!:
Trading cards were just added to Aground! You should automatically get trading cards already based on how long you've been playing the game! Also, make sure to check the background/emote descriptions, as they might reveal a little more about the Aground universe (minor spoilers)! You can see one of the backgrounds on my profile page: https://steamcommunity.com/id/david_maletz/. Update 1.6.2 - The Last Planets Are Coming Soon:
If you've been following the Early Access Roadmap, then you're probably aware that we were planning on posting an update with the second to last planet around now. However, The last two planets are strongly linked, so we decided to do both planets in one BIG update at the end of this month, as the current planet felt incomplete alone.


A sneak peek gif of one of the upcoming spellbooks for the next update.

So, what's this update?

This update is mainly small improvements and bugfixes - as making players wait for some of the bugs in 1.6.1 until the end of May seemed too long (the biggest bug being that if you invited an NPC aboard the mobile lab in person instead of via com device - including the professor when the lab is first created, they end up in a weird place and not on the mobile lab). The professor should automatically be aboard the lab the next time you enter it, and for the other NPCs, simply call them with the com device to get them to transfer on board.

There is also one new quest, on the mobile lab, from the professor. This ends pretty quickly, giving you just a hint of the new planet before going to credits. There's a lot of new items/assets for the new planet in this build, but you cannot get there without cheats (and I recommend you don't mess with it unless you're using a cheat/backed up save). I hope you enjoy, and are looking forward to the end of this month!. Expanded Science Path - Update 1.4.2!:
When we released the early access version with update 1.4.0, you could go all the way to building a spaceship like we promised, but many things we wanted to add before you left the planet (higher tech upgrades, power cores) didn’t make it in. So, for our first update in Early Access, we added a new quest on the Science Path (talk to the Fisherman), with new enemies, equipment, upgrades and more!


Headshot!

If you haven’t seen it yet, we’ve also added a roadmap which details all our plans for Early Access Updates up through the full release. We will be working on the magic path to space next. You can expect it to be complete by the end of September. But first, we’ll be heading off to PAX West[west.paxsite.com] in Seattle to show off the game! If you’re going to be there, be sure to stop by at booth 663 (with the Indie Megabooth[indiemegabooth.com])! There will be goodies to be had! And Aground cosplay!


Not the nicest addition to Sunset Haven...

I don’t want to spoil everything this update adds, but there are many new items including power cables (for connecting generators to buildings), new blueprints, higher tech upgrades, a new skill, a new vehicle, craftable robot NPCs and many tweaks and minor improvements (including the ability to change your appearance at the surgery lab). As mentioned above, be sure to talk to the Fisherman, and check out the factory for new stuff!



There are still more things we wanted to add for the science path (like starting island upgrades, which you can see in the above gif), but we needed to prepare for PAX. We might post it with a bugfix update after PAX, but we also want to get cracking on the magic path update!

Wish us luck at PAX - we'll be sure to take lots of pics for those who can't make it.

P.S. You didn’t miss update 1.4.1, that was a beta only update! But if you’re playing on Windows and you want access to the Beta, you can do so by following this guide: https://steamcommunity.com/app/876650/discussions/0/173433645258267...


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