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Arcane Worlds Download Without Verification

Updated: Mar 27, 2020





















































About This Game A game inspired by classic Magic Carpet, with modern graphics and features. You play as a sorcerer, exploring mysterious worlds, changing them, discovering ancient secrets, creating new spells, fighting creatures and other mages, building and destroying as you please. 7aa9394dea Title: Arcane WorldsGenre: Action, Adventure, Early Access, Indie, StrategyDeveloper:Ranmantaru GamesPublisher:Ranmantaru GamesRelease Date: 28 Jan, 2014 Arcane Worlds Download Without Verification 4 years after it's debut on Steam it is still in Early Access. Not really much hope of this one ever being a complete game at this point.. This game is awesome! just like the old MC games. The water and terraforming effects blow my mind. Hoping the spell sound effects get upgraded (mostly lightning), but still work how they are... Cant wait to see this grow into a full game.. There is nothing to do... I don't see any reason for all the thumbs up. I understand this is alpha, but there is no real game to play. You float around, you can shoot birds, you send weird teddy bears marching about, you can make big holes or mountains, but there's really no point to any of it yet. None of your actions matter and your changes to the world aren't even saved.. It's early access yet (01\/29\/14) so the game is not complete, but what is there is very promising.Arcane Worlds takes up the same style of game play as the Magic Carpet series put out by BullFrog in 1994. In the intervening two decades nobody has taken up the gauntlet and offered up such a destructable world. It's not bullet holes and burn marks slapped up when you miss but burning trees and craters gouged out of the landscape. Even though the roster of spells is only about half filled the expectation is there; There is no problem that can't be solved with some magic.The developer is doing everything right and I can't imagine early access on steam was an easy decision. I have no doubts that single player will eventually become a fully realized spiritual successor to the Magic Carpet style of gameplay. The frustrating part of this is going to be waiting while the developer keeps up the same quality job implementing the rest of the game. Looking forward to each new update adding Spells or other game play features, and since I am sure the Dev will be sick of it not going to compare Arcane Worlds to Magic Carpet again. But it really is well done and unique with a great sense of art design. ProsWhat's there works, and is a professional job! Single Player, the Spells that are currently present, creatures, magic portals, multiple worlds, and the redoing the landscaping all work and every single part of that looks great.ConsIt's very early access. Only about half of the spells are in place, an odd choice of mana collector models, and a bare minimum of creatures to provide mana. Also there is no "dungons & dragons" style story or missions in place yet so frankly it's very very early access at this point. The biggest problem is the simple fact that the game is early access and not "done".. I loved Magic Carpet, so I bought this as soon as I saw it. Even if it wasn't good I wanted to support the developer. Luckily it's not bad. It's fun, but most importantly shows a lot of promise once it's done. Can't wait for missions etc to be available.UPDATE (Mar 2015): I didn't play this for ages, waiting for updates. It's much better now, with several worlds etc. Unfortunately no other wizards yet, each world is complete when you claim all the manna, however it is still a lot of fun. Development seems to have stalled but I hope it will pick up again in future.. Want a game where you can spend hours turning the entire world into a monstrous volcano that threatens to bring even the mightiest of graphics cards to its knees? Look no further than Arcane Worlds.The first thing I noticed was the cheat options. While I lasted at least 20 minutes before succumbing to the temptation, I found that the game is so lacking in features that I had little else left to do besides cheat. Once you give yourself the mana cheat and the ALL SPELLS cheat.... Rapid-fire volcanology awaits! Many other available spells vie for your interest as well, but they all pale in comparison to the mighty volcano spell.SO.... $10 for a quality physics simulator which (I have not yet been able to crash, although I can drop framerate to abysmal levels) where I get to turn the entire world into a volcano over the course of an hour and a half? Count me in!Players: You are ALREADY getting a quality physics fluids simulator in a procedurally generated (rather small\/wrapping) world for just $10. Go for it. This is more entertaining and less buggy than a LOT of other crap out there on Steam (and other ware stores).To the dev: Well done sir! Now you face the daunting task of adding meaningful gameplay to this fantastic world simulator you have created. I wish you the best of luck and encourage players to follow this game closely as things develop. Update 0.29: It's a smaller update, and mostly a technical one. It would be most interesting for modders.Change log:Added comments to the script files, describing how things work.Added auto-generated documentation for game objects.Added initial Steamworks integration, for now it just pauses the game when you open the Steam overlay.Log entries now include time since game start.Updated BASS.. Update 0.32: Point clouds are still in progress, only used for stones now, but I did some bugfixing so here's a work-in-progress update.Fixed (hopefully) the "can't create saved game file" bug.Point cloud models for various stones.Added point cloud quality setting.Menhir circles use single type of stone object for the circle now.Changed how static objects are created for better mod-ability.Optimized some parts of world generation.Switched random number generator to faster and better xorshift* algorithm.Lighting/shading is somewhat off temporarily while transitioning to point cloud models.. Update 0.34: This is a minor update, but it adds a new game mode, called "progression". It's going to be like the original Magic Carpet, a linear sequence of challenges without a story. It's just one world so far, but I'll add more in the next updates, and this game mode will likely change a lot with future updates.Added initial progression mode (just one world so far).Fixed missiles not hitting stone cups.If you like what I do, you can support me on Patreon![www.patreon.com]. Update 0.42: I added support for spline-based deformation to point cloud models, and switched wyvern and caterpillar monsters to point clouds. Also a bunch of improvements and optimizations.Change log: Wyvern and caterpillar monsters now use point cloud models. Various quality improvements for point cloud models. Fixed a bug that made gatherers fight over mana. Optimized some AI-related code. Integrated easy_profiler (dev stuff, you likely don't care about it).Support the development on Patreon![www.patreon.com]. Update 0.39: Not a big update this time, mainly transparent effects and building editor overhaul.The next one will be destructible castle, since a lot of gameplay stuff depends on that.Transparent effects overhaul (much better performance).Added glow post-processing effect.New building editor UI and improvements.Improved dithering.. Update 0.30: Another mostly technical update: lava spells for sandbox and technical stuff for future mod support. Added lava source, sink and globe spells for use in the sandbox mode. Switched to physfs library for reading/writing game files. Building editor now saves to %APPDATA%\buildings\ folder. Optimized file checks (like reloading shaders/textures/scripts). Switched to Visual C++ 2013. No runtime installation necessary, so ignore this. Changed button style in the main menu.. Update 0.38: This update brings some optimizations and a new world type (mountains). The game now uses vertex shader textures, so I had to drop support for some old Radeon cards that don't support this feature.Change log:New world type: mountains.Using vertex shader textures for height map and water foam flow (moving some calculations to GPU).Smoother nearby land (clamped bicubic interpolation).Culling out-of-view land, water and lava.Fixed guard tower shooting at mana gatherers.Various minor improvements.. Update 0.26: new shadows: This is mostly a technical update, no gameplay changes. The major feature is new shadows.I did some cache-related optimizations for the water/lava simulation, so let me know if it helped or not if the game was slow for you before.Note that you can support me on Patreon[www.patreon.com] now, which have some behind-the-scenes and work-in-progress posts for supporters. And my thanks to those who already did, it helps a lot!Change log: New shadows. New anti-aliasing method (TAA). Tree foliage now uses a much less detailed model in the distance, for performance. Tried to improve water simulation performance on some CPUs. Added rim lighting and adjusted land textures. Disabled stylistic post-processing effect by default, you can toggle it with F5. Various rendering optimizations. Sound volume instead of master volume in settings.. Update 0.25: mana tactics: You need to claim mana with the new spell now, like in Magic Carpet. Otherwise, the gatherers won't touch it, and you need it collected and stored at your castle to increase your maximum mana so you can cast more powerful spells.Gatherers can be killed now, so you might consider where to place your castle and where to kill the monsters to gather the mana faster and without extra trouble.I rebalanced spell costs and other related parameters, so you can't anymore spam fireballs early on. You'll need to get some mana quickly before you engage a lot of enemies and use your castle more to speed up mana regeneration.I also added a normal (non-dark) version of the birds and improved various stuff.The castle is not damageable or upgradeable yet, I'll add that later. It'll add to the difficulty, especially in the dark worlds.Change log: Mana is now "wild" by default and should be claimed with the new Claim Mana spell. Gatherers only pick up mana owned by the player now, ignoring the wild mana. Player's maximum mana depends on the mana stored in the castle now. Player's mana regeneration rate now depends on the mana owned (claimed) by the player. Made gatherers pick up mana much more efficiently. Gatherers can be damaged and killed now, both by enemies and the player. Rebalanced spell mana costs and some other parameters. Extra mana (above castle's capacity) is now expelled from the castle. Added normal (non-dark) birds. Added gatherer summon and death effects and sounds. Added gatherers' info to HUD. Mana, gatherers and player's missiles are now visible on the map. Added dotted line to the castle on the map. Spell icon turns semi-transparent now when the spell can't be cast. Made Fracture spell stronger and improved its effect aesthetically. Updated the tutorial to teach about claiming mana. Fixed items appearing inside menhirs sometimes. Added additional screen message with smaller text, mostly for the tutorial. Added world gameplay time to script, also displayed on the performance stats screen. Changed the way C++ and Squirrel objects are linked internally.. Update 0.41: A small patch to fix Windows 10 mouse issues:Fixed mouse issues in Windows 10 (using raw mouse input for looking in 3D now).Added mouse sensitivity slider in control options.

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