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December 06, 2016

FAR Colony

Alpha 10 - iteration #07: Assembling Interface Completed

Sorry for the lack of news, I developped nothing since November 29th (one week wasted).

The interface for the setup of an assembling is completed in its main process.
It is working but need some additional work to display information about it, for the player, and to refine the behavior of the interface.

The interface to setup a building of an infrastructure has advanced a bit too, since some parts are re-used for this mode.

I will fully complete the assembling interface tomorrow and will work for the building of infrastructures next, as the final step.

by Jeff B ( at December 06, 2016 12:30 AM

December 05, 2016


Lutris 0.4.0 released

Lutris 0.4.0 has just shipped and marks the beginning of a new development cycle for the project. The main goal of this release was to bring the project to Python 3 which is becoming the default version for most current Linux distributions. This update allows us to take advantage of some of the new features of the language and ensures us to have a supported code base for the years to come (although, Python 2 won't be deprecated before 2020).

We also have some features with this release and 3 new runners make their debut in Lutris. First we have Adventure Game Studio which is an Open Source game engine for point and click games.
Then there is an Web runner based on Electron which will completely replace the Browser runner in future versions. The Electron runner was made possible thanks to our awesome new team member djazz !

And last but not least, we are now shipping the long awaited libretro / Retroarch runner! Libretro and Lutris were always meant to be together and now they are finally united! With the presence of libretro cores, we can now get rid of several runners that didn't fit our quality standards or were buggy: Mednafen, Dgen, Mupen64plus and PCSX-R are all going to be removed in future versions of Lutris to be entirely replaced with their libretro equivalent. Note that we provide 3 options for Playstation emulation with libretro: First one is the PCSX Rearmed core which can work without a BIOS for most games, then we also offer 2 versions of Mednafen PSX (which will require BIOS files to play any games). The first standard Mednafen PSX core is the standard Playstation emulation that was already available in the Mednafen emulator. The second one, Mednafen PSX HW, is an early stage effort from the Libretro team to bring many improvements to Playstation games (Read more about it on their blog ). While still a bit glitchy and unoptimized, the results are already amazing! We'll soon post some videos of this emulator in action.

Aside from the new runners, the existing Vice and Zdoom runners have received some fixes and updates and should provide a bunch better experience now.

The Lutris client itself has also received some new features. A lot of people asked us how to set custom banners and icons without having to navigate some hidden folder. This is now possible from within the game properties! Also regarding icons and banners, fetching those from our server should be approximately 16 times faster now, thanks to some Python 3 feature.

Two new system options have also made their appearance: The ability to select a monitor for SDL1 games (helpful for the games that span across 2 monitors when started) and an option to switch to an US keyboard layout while running a game, handy when a game doesn't support rebinding controls and has been designed for US keyboards only.

Also starting today, Lutris has now a Patreon page which you can use to support the project. There are a lot of upcoming features for this development cycle with a special focus on support for more gaming stores. Our next goal is to bring full GOG integration to the client, basically replacing any need for the long awaited GOG Galaxy, even bringing more features since it would allow running most Windows and DOS games as well. How fast these features get implemented mainly depends on the amount of support we will receive from Patreon. More donation means more time spent developing the platform. There are a lot of upcoming features and we'd like to bring them out there as fast as possible :)

December 05, 2016 05:02 PM

Lutris 0.3.8 released

Lutris has been updated to version 0.3.8, offering some overall improvements and new features.

New runners

We now have support for Nintendo DS and 3DS games thanks to the new Desmume and Citra runners. While Desmume has been around for a while, Citra is still pretty new and experimental so don't expect everything to work out right now. Our build will be updated as the emulator makes progress.

Browse button for CD-ROM detection during installation

We have added a button to browse to the location of the CD-ROM files when they are requested by an installer. Our previous implementation would fail detecting CDs in many cases, depending on how the CD was mounted and which desktop environment was used, now you can point to any folder and continue the installation.

Improved Steam games detection

In the previous version, Steam games would only be sync to the local client if the user's library on was up-to-date. This has been rewritten to use the local data only. All Steam games will now be detected and added to the client, regardless of the status of a remote library. Steam for Windows games are not added automatically to the client as many of them would require extra steps to get them working (which are provided by the Lutris installers). Detection of newly installed and removed Steam games has also been improved with the use of inotify to monitor any changes.

If, for some reason, some games are not being picked up, there is a new command line flag available: --list-steam-folders, allowing you to list all Steam folders detected by Lutris.

Improved joypad support for Mednafen and Reicast

The button order in medfanen has been fixed and the Dreamcast emulator Reicast has been updated to provide better joypad support. Note that assigning joypads to Dreamcast games requires to have python-evdev installed. If your distribution does not provide this package, you can install it with pip:

pip install evdev

This python module is likely to be used a lot more in future releases so we recommend you install it.

Various improvements

  • It is now possible to set a GTK dark theme from the View menu.
  • Wine crash dialogs are disabled by default (they can be re-enabled in the runner options)
  • There is a new system option allowing to restrict games to one CPU core. This option should prevent crashes with games launched from EA's Origin.

What's next

Lutris 0.3.8 has been developed in parallel with our next major release: Lutris 0.4.0. This release is almost ready and should ship really soon. A major change in the next release is the use of Python 3 instead of Python 2 which has been used since the beginning of the project.

Another big change coming in Lutris 0.4.0 is the introduction of the Retroarch runner. This will allow to get rid of several poorly maintained and low quality emulators such as PCSXR, Mupen64plus or DGen.

The 0.4.x release cycle will be the beginning of major new features which have been planned for a while: 0.4.1 should have integration with GOG, 0.4.2 will integrate with Humble Bundle, 0.4.3 will offer integration and finally 0.4.4 will allow managing ROMs with the TOSEC database.

All of this will be explained in a short while when Lutris 0.4.0 is released, along with a special announcement :)

December 05, 2016 05:02 PM


tournament 2016: round 3 is out!

the pairings for round 3 are out

--------- THIRD TURN -----------

Game will be played on "calvisson", win condition: wood gnome (I wanted to include a seafaring map, and I wanted to use a nonconventional win condition, so why not do both in the same game?)

- blue player tribe result red player tribe time
1 king of nowhere ATL --- notabilis ATL
2 WorldSavior ATL --- sirver EMP
3 tando BAR --- AlleyJazz BAR
4 Hasi50 ATL --- auktionadmin EMP
5 waylon531 EMP --- gunchleoc ATL
6 LAZA RANDOM --- trimard ATL
7 kristin BAR --- janus BAR
8 epicspartan098 EMP 1-0 forfait N/A

You have time until sunday 11 december to play without being penalized.

You have time until sunday 18 december to play before your game is considered a forfait.

December 05, 2016 12:15 AM

December 03, 2016

Warzone 2100

Release 3.2.2

Hello everyone,

Release 3.2.2 is out! This is a quick bugfix release, and the most important bug fix is related to crashes on Windows with Intel graphics drivers. We are aware of other bugs having been reported, and we will look at those as well, but we felt that we needed to get these fixes out there sooner rather than later.

It is available at our usual location:

If you wish to compile it yourself directly from our repo:
git fetch origin --tags
git checkout 3.2.2

then proceed as normal with the build process.

Please report all bugs to, and not on the forums.

2016-12-04: Version 3.2.2
  • Change: Improved debug menu (e89e162540, 550f6eb01e)
  • Change: Improved handling of multiplayer map/mod downloads (4b73c266fd)
  • Fix: Fixed super heavy-gunner dependency (#4490, 116ac5c679)
  • Fix: Do not crash on invalid research orders (c6e9dfcf65)
  • Fix: Improved Windows XP compatibility (e58323f8cb)
  • Fix: Do not enter an infinite loop on loading invalid stored templates (a394991dd1)
  • Change: Fixed functionality graphics rewritten to use programmable shaders - this should fix crashes on Windows with Intel drivers (several commits, too many tickets)
  • Fix: Make water tiles visible even when just the water surface is visible (4e6d245b75, #4504)
Please keep reporting those bugs! :lecture:

Statistics: Posted by Per — 04 Dec 2016, 01:35 — Replies 12 — Views 328

by Per at December 03, 2016 11:35 PM

December 02, 2016

0 A.D.

November News from Wildfire Games

0 A.D. has a new Project Leader, was presented at an event in Toulouse, and is well on its way to have the new unit models implemented.

New Project Leader

Our previous Project Leader Erik ‘Feneur’ Johansson has decided to step down, but will remain on the team and still help out with administrative tasks. Nicolas ‘Itms’ Auvray will take over the responsibilities as Project Leader for 0 A.D. and lead the team to Beta and beyond. Here are a few words on how he sees the future of the project:

I am deeply honored to become the new Project Leader after Erik, who has been an incredible source of motivation since I started to contribute to 0 A.D.

As a programmer of the game, you should expect my first objectives to be related to the technical side of things. I would like to improve the environment of the programming team, in order to make the development less difficult and stressful; and I also plan to focus my programming activity on the libraries we use, and on communicating with the teams who create those. If we improve that environment, we can recruit new people and have more workforce to push the game towards Beta.

However, I also want to be an actual leader for the project and its community as a whole, so feel free to contact me if you think something is needed in some area. I will be far more active in the forums and I’m eager to discuss with you all!

Finally, I would like to thank everyone for being part of such a great community. The game would be nowhere near its current state without you, and we can accomplish even more great things together!

0 A.D. at Capitole du Libre

The 19-20th of November, Itms went to the Capitole du Libre event in Toulouse, France, to showcase 0 A.D. and give talks. If by any chance you were there too, thanks for participating in this very cool event!

0 A.D. is already quite renowned in the FLOSS community, but a number of visitors discovered the game for the first time and were greatly impressed. The game, while still in development, is already suitable for a general audience. Itms could give a talk about the game and how Wildfire Games develops it, and also conducted a workshop where players could install 0 A.D. Alpha 21 on their machine and enjoy a game together. Everybody had a lot of fun!

Itms also met 0 A.D. enthusiasts, including older ones. The image below shows Alpha 4 and Alpha 21 meeting each other:

0 A.D. at Capitol du Libre

If you are yourself a 0 A.D. enthusiast, don’t forget to spread the word around you, so the game attracts more players and reaches new heights.

Plenty of New Unit Animations on the Way

Our Art Lead Enrique has been busy, both in real life and working on 0 A.D. In real life he got married, congratulations Enrique. Working on 0 A.D. he has created 90 animations for the new unit meshes which brings them a lot closer to being finished. You can watch several of them in the video below.


He has also created the Seleucid Champion Elephant:
Seleucid Champion Elephant


Our other artist Johnathan (aka LordGood) has also been busy and has among other things created two new main menu backgrounds, construction models for a couple buildings, some new animations, and several more things.

Carthage themed main menu background

Carthage themed main menu background

Models to be used for buildings being constructed

Models to be used for buildings being constructed


Apart from that there has been work done on both mod support, balance fixes, AI improvements and more. If you want to get a list of all the major things done for Alpha 22 so far check the Alpha 22 changelog (it is updated as new things are added to the game, so keep coming back to it if you want an overview of changes as they happen).

by feneur at December 02, 2016 11:25 PM

Free Game News


There's just so many Free games out there to find! A quick look around for something new to write about got me zSILENCER. It's a re-created Free version of a game called Silencer, where teams of agents utilize all sorts of technology in order to find and bring home top secret information before the other team. It's sort of like a game of capture the flag, set in a 2D cybercrime setting. The premise sounds both fun and unique, and several agencies with different specializations should give multiplayer-fans something to chew on. Game stats and a list of top agents can be found on the official page, which is fun for those who feel competitive.

The dark cyberpunk-ish graphics give zSILENCER a nice atmosphere.

by Imerion ( at December 02, 2016 05:55 PM


New Binary for Mac

There was a problem with the Ctrl key in our Mac binary, so we have uploaded a new one. You can download the new installer file from launchpad or using our torrent.

December 02, 2016 10:48 AM


Zero-K - November UI work

Learning from GDS, I have been focusing on the user interface this month. The current default looks like a disparate collection of panels arranged in a convention-breaking way and is probably the source of much confusion. Most of the work was spent on making the panels support enough skinning to make them look like they fit together. Another large part of the work was the complete rewrite of two of the widgets. Too many changes needed to be made and the widgets were unmaintainable spaghetti code from at least five years ago.

A not-insignificant amount of effort was expended on keeping the rewrites and new layout options compatible with the old defaults. Maintaining compatibility with the varied way people use and modify their UI probably increased the workload by at least 3x. Some compatibility options were missing over the month but they are probably all present by now. You can try out the latest work in Settings/Hud Presets with "New UI Minimap Left" or "New UI Minimap Right".


  • Duck torpedoes are slightly better at homing.
  • Completely submerged units can no longer cloak.
  • Fixed Commander surface visibility and vulnerability. They should now be visible exactly when they can be damaged by weapons with no AoE.
  • Buffed Support Commander's ability to shoot at things very close to it. In other words, added a workaround for its poorly thought out gun length as compared to its height.

Unit AI

  • Added Global Build Command. It is currently disabled but can be toggled through Game/Worker AI.
  • Added overkill prevention for Ravens against structures.
  • Fixed Raven diving insufficiently low against Commanders with speed modules.
  • Fixed jumpjet activation when retreating.


Rewrote the command menu:
  • Command menu hides itself if no units are selected.
  • Bound Priority to Ctrl+Q and Repeat to Ctrl+R.
  • Added consistency between clicking and hotkeys. Grid hotkey display is now consistent.
  • Reorganized factory production tab to group units by role and ease of use.
  • Added a command to clear the factory build queue.
  • Fixed Aspis icon border. It used to be bordered as if it were armed.
  • Added an option to make factory queue Alt insert put the new command behind the current construction instead of canceling it when repeat is not enabled. Repeat already has this behaviour.
  • Added an option to make Ctrl disable grid hotkeys while held.
  • Space+Click on command buttons now shows the command hotkey configuration menu.

Rewrote quick unit selector:
  • Factory selection can now be bound to hotkeys. They are unbound by default, I am experimenting with Alt+Q for my first factory, Alt+W for my second factory etc..
  • Selector panel can now be aligned vertically.
  • Fixed some really stupid things related to quick selection positioning itself.
  • Fixed flash upon switching between teams while spectating.
  • Selector supports spacing, padding etc..
  • Selector can now be skinned.

Economy panel:
  • Added warnings for metal excess and energy stall.
  • Changed the metal storage mechanics to make the resource bar actually full when you are excessing metal.
  • Fixed incorrect reporting of energy reclaim.

Reorganized main menu panel:
  • Removed tweak mode, FPS and game flag.
  • Made the menu behave properly when resized, removing or squishing its options.
  • Made the menu able to reduce to 32 pixels high to save space.
  • Rebound widget selector from F11 to Ctrl+F11
  • Removed binding to hide the menu. Esc now opens the menu identically to F10. Hiding the menu can still be bound with hotkeys.
  • Added a button to switch to the lobby, for Chobby users.

  • Added an option to disable the backlog arrow when not chatting.
  • Added an option to show the backlog arrow on the left.


  • Build height selection used to queue a terraform command and later queue a construction, based on your ping. Now terraform is properly queuable so both construction and terraform commands are sent simultaneously. This allows for much faster and bug-free structure placement.
  • Improved persistent build height visuals.
  • Persistent build height now works well when constructing floating structures.
  • Each type of terraform now has its own mouse cursor and queue icon.
  • Terraform now split builds, if you tell a spread out line of constructors to make a wall they will each work on their closest block.
  • Added a widget to replace the buttons underneath the minimap.
  • Fixed lasso terraform UI interaction with water.

  • Non-Mex structures can no longer be placed on metal spots. This isn't quite a mere interface change because it is enforced in game mechanics.
  • Fixed docking API position remembering for non-docking widgets and added an option to only dock with the screen edge, not other widgets. Commander upgrade windows now remember their position.
  • Removed Stop and Repeat commands from units that have no use for them (such as Solar Collectors).
  • Added an option to toggle whether the mouse cursor is confined to the game window.
  • Fixed nuke launch warning location.
  • Tooltip healthbar display now updates instantly when a new unit is moused over.
  • Trees are no longer reclaimed by basic area reclaim. To reclaim them with area reclaim either hold Ctrl while giving the order or give the order with a tree at the center (left click and drag on a tree).
  • Fixed Space+Click being non-functional on anything underwater.
  • Fixed floating structure placement (Spring change, thanks USrankAdminhokomoko
  • Recon Commander replaces old Strike Commander on the Commander Selection icon.


  • Grid outlines now merge instead of adding their transparency on overlap.
  • Added HDR rendering widget. It is not fully featured so the HDR option is disabled and marked as experimental. Try it on in Settings/Graphics/HDR (experimental).
  • Claw ghosts are now much easier to see.


  • Fixed a lups error.
  • Lightning spark effects now form a circle, not a square.
  • Debris is now more consistent in inheriting unit momentum, it no longer drops vertically.
  • Fixed old Reef naming conflict.
  • Fixed invisible Crane wreck.
  • Fixed edge extension with water level modoption.
  • Fixed initial queue mex positions with water level modoption.
  • Added/fixed start boxes for Flooded Valley v2 and Onyx Cauldron 1.7.
  • Removed the little flags that sometimes appear in the top left corner of the map.
  • Removed some deprecated unit tags.

December 02, 2016 06:52 AM

December 01, 2016


Hexoshi - inspired by Metroid

Hexoshi (forum thread) is a libre game generally inspired by the Metroid series, notably the older versions.

It is seeking funding using CrowdSupply for a budget of at least $1100 to achieve "Milestone 1" which involves fleshing out the first world of the game, including new enemies, player abilities, and 30-40 rooms, and the graphics for it all (which seems to be the bulk of the funding requirement).

It already looks quite well done, even though it is in the early stages of development. Smooth animations, accurate and responsive movement, and fun music all make it quite a compelling game and something the FOSS game scene doesn't really have.

Hexoshi is developed by Julie Merchant, aka onpon4 on the FreeGameDev forums. It is written in Python and SGE. Julie/onpon4 also developed ReTux (forum thread) - a project that received less credit than it deserved, likely because it looked so similar to SuperTux due to re-using graphics from the classic FOSS platformer. In my opinion, ReTux is a better and more original game than SuperTux and a remarkable achievement given it was a 1 man effort with a relatively short development time. However, when the developer tried to get ambitious funding for ReTux there seemed to be little response.

This time around, Hexoshi has no such problems with potential mistaken identity. The caveat is that the graphics do not exist for Julie to pick up and use. The crowd funding effort is already on track to succeed.

by (Charlie) at December 01, 2016 01:59 PM

November 30, 2016

Dungeon Crawl Stone Soup

Trunk updates, 30 November 2016

Hi, crawlers! Here’s the first set of changes for 0.20:

  • Monsters:
    • Draconian callers are now draconian stormcallers; they smite, summon drakes, and also invoke Upheaval, the Qazlal ability. Boom!
    • Snorg, Xtahua, and Bai Suzhen’s hides now have an inherent bonus enchantment.
    • Polymorphed uniques no longer keep their spells in certain obscure cases.
    • Ushabti breathe significantly less often.
    • Monsters’ melee attacks are now included in their descriptions.
    • Monster MR is reduced by lowered HD, from e.g. draining or malmutation.
    • The last great renaming of 2016? Sirens are now, excitingly, Merfolk Sirens.
  • Gods:
    • The Shining One’s conduct has been simplified: all stabs are now automatically prevented (no bonus damage), and poison damage is no longer specially forbidden. Cleansing Flame also does somewhat more damage to non-evil enemies.
    • Jiyva pacifies all slimes, even those that are actually shapeshifters.
    • Nemelex’s Pain card is now roughly twice as powerful.
    • Abyssal gold no longer counts toward Gozag’s entrance cost.
    • Qazlal no longer spawns damaging clouds on plants, e.g. while you’re trying to rest.
    • The Xom Cleave status will no longer last up to 2000 turns.
    • Dithmenos’s shadow can once again mimic diagonal and reaching attacks. (Broken as part of a bugfix two years ago.)
  • Spells:
    • Invisibility and Haste no longer cause extra hunger over time.
    • Confusing Touch is less effective, especially against high-HD enemies.
    • Poisonous Cloud is level 5 (was 6).
  • Odds of confusing enemies with a melee attack (with Confusing Touch or fungus form) are displayed while examining enemies with those statuses active.
  • Various badforms (e.g. wispform, fungus form) have been simplified, and porcupine form has been removed.
  • Console colours have been reworked to avoid invisible colours for certain low-capability consoles. Review options_guide.txt for new options, e.g. best_effort_brighten_background and _foreground.
  • Max charges for wands are always displayed: e.g. “a wand of confusion (?/48)”.
  • The Hat of the High Council has ascended to a higher plane.
  • Lair’s vaults have been exhaustively reviewed and revised. Please thank regret-index for all of the hard work!
  • Demonic guardians expire over time, not based on tension.
  • Vampire feeding, like chunk eating, now always takes a single turn. All the blood has oozed out of our corpses for the last time…
  • Fire clouds no longer expire faster over water (and likewise cold clouds over lava). Fire clouds on water also produce less steam.
  • Noise no longer breaks mesmerization and fear.
  • Mottled draconians (both player and monster) and draconian zealots are no more.
  • Simplified chaos effects.
  • Screaming at tentacles is forbidden.
  • Removed off-brand knock-offs of the Captain’s Cutlass.
  • The player can no longer crash the game by attempting to eat their hat.

Happy crawling, and don’t forget to take the survey if you haven’t already!

by PleasingFungus at November 30, 2016 06:01 PM

Free Game News

Terasology - 1.3.0

Another big numbered release for Terasology! 1.3.0, also known as Alpha 6, is dubbed "The lots of stuff release". It appears development took some extra time, so it's more filled with stuff than usual. Among lots of closed milestone issues and engine improvements are also a bunch of interesting-sounding modules. How about Alchemy, Cooking or Smithing? :) Those interested can check out the full extent of the release here.

Another breathtaking scene from Terasology, found on the official forum.

by Imerion ( at November 30, 2016 06:16 AM

RogueBox Adventures - 2.1.0

RogueBox Adventures, roguelike and sandbox mix, keeps on giving. 2.1.0 was just released, focusing on bug fixes and sporting a long list of such. There's also a few new features, like info bars for monster behaviours, coloured item listings to make special items easier to find and GUI improvements in the form of icons showing available actions. Coming in the guture is an optional story mode, which sure sparks my interest more. :)

RogueBox Adventures showing the new action icons.

by Imerion ( at November 30, 2016 05:46 AM