Posted by on August 28th, 2015

Greetings everyone!

It’s Cambo! There is a lot of exciting stuff happening and we’re looking forward to the future. But before we get into that, let’s talk about what we’ve been working on this month.

  • Launched Alpha 0.8.6 build
  • The crafting journal is almost done and we hope to have it out in the next update
  • The moa is now in it’s animation stage after rigging and model revisions
  • The hunting horn to help train pets is in the works
  • A void basket is in the works. A fancy trash can to throw away unwanted item.
  • Reworked our launcher and fixed some bugs that caused some slowdown
  • The new art style update is still on-going and will continue until we have our new engine update ready. You will start seeing new content using the new art style in our current engine as we will stop creating assets in our old art style soon.
  • We are constantly working on AI improvements and will be adding them to updates as we complete them.
  • Lots of balancing stuff





We’ve been expanding our team size and will be moving to a new studio space next week. Thanks to @brennanpriest42. As an added bonus, we’ll have more hiding spots during our nerf wars. That’s also a reasonable excuse for a larger studio right?

Tech and art style updates are still our current focus. As a result, you may have noticed the lack of work in progress videos. Don’t worry! They will be coming back more frequently once we meet our tech and art milestones. Better yet, the new office will have space for a dedicated live stream room.

September plan

  • The big move to our new studio and settle in
  • New build update
  • Planning and documentation for the new engine upgrades

We also want to welcome Jake, Tyson, and Michael to the NK family! Feel free to send them a tweet anytime!

We are hiring developers so please check out our career page here or send a tweet to our CTO @CoreyClarkPhD

Have a wonderful weekend!


Posted by on August 11th, 2015

Hello everyone, Nekochu here!

We’ve got some new stuff: fixes to old stuff and some really bold stuff to be found in this update. First off, we’ve made some changes to how you can place objects in the world. This is really important to me as I want to focus our efforts on making the player experience a top priority going forward. Now when placing objects, you’ll be able to use the V key to turn on grid snapping, making it super easy to line up your objects.

We also have dyes in the game to make your own custom colored bricks. We have a Bear Ram and he is terrifying! We also have a basket to collect your fruit from your gardens for you! There’s much, much more so check the patch notes for all the new things!

You’ll also find a lot of changes to recipe times and the method to crafting certain items. Check out the changes to the cage trap, you can now capture other players! We’ve been making some tweaks to the AI to help them with pathfinding and avoidance. This is all leading up to big future improvements for the AI in the game. Oh did I mention the pets can now guard your camp and protect you in battle? No? Well they do and it is awesome!

Unfortunately, due to the nature of some of the changes we’ve made, previous game saves will not load up with the new update.

As always, follow us [email protected] to keep up with our progress and announcements.

Also, make sure to let us know if you run into any bugs or other issues, and if you have trouble running the game, check out our Steam forums for more details.

Our lead coder does lots of live streaming so follow him [email protected]

And if you have any game questions, give me a shout [email protected]_nekochu_x

If you want to know when indev and release builds arrive, follow [email protected]

Patch 0.8.6
Save Version bump

New Features

  • Glow maps on terrain
  • Helmets are now equippable
  • The bronze necklace is equippable
  • The woven basket is a new container that will automatically gather edible fruit within a small radius of itself
  • Z placement now ignores collision for placement allowing a greater freedom of placement in Survival Mode
  • Z placement can now be toggled to snap to the grid for placement. The default key for this toggle is ‘v’.
  • Snapped grid placement will also apply to Creative object placement tools
  • Mother Bear Ram has arrived and she is not pleased that people have been hunting its cubs
  • Dyes can now be crafted.
  • Dye can be combined with clay to make a colored clay brick voxel. Some dyes can also be mixed with cobblestone.
  • Bamboo trees drop bamboo voxels
  • Creatures can now be placed in Creative Mode


  • Can copy/paste into and out of the main menu text fields
  • Clients should be able to pick up and interact with things with better consistency with normal lag conditions
  • Rebalanced stats of all tools and weapons
  • Added in more variety to existing resources
  • Vine bearing fruit now detaches fully grown fruit
  • Mushroom hands are plantable
  • Many recipes have been rebalanced
  • Adjusted craft times for all items
  • Rebalanced many transmutation recipes requirements and output
  • Repair recipes now restore a smaller portion of durability
  • The requirements to craft the Artisan Workbench have been lowered to only require a Crude Hammer
  • Bronze tools and weapons now require an Artisan Workbench to be crafted
  • Bronze tier tool and weapon parts can now be crafted together in any combination of head and handle
  • The Cage Trap recipe now requires its components to be crafted individually
  • The Cage Trap will craft at the location of its floor component. The trap can no longer be picked up, but it must be broken down and recrafted.
  • Meat can now be cooked with torches
  • Projectiles now follow a more consistent path
  • Return Stones can now be used multiple times before it is used up
  • After using a Return Stone, players may hang in the air briefly before touching down to mitigate falling before the terrain generates underneath them
  • Creature AI has been expanded
  • Taming a pet now requires the player use a Vine Collar on a fully appeased kid/cub
  • If left alone for long enough, Guardian Pets set to stay will begin to slowly wander
  • Guardians now help defend their owner from threats. Cats attack aggressively and Goats attack defensively.
  • Guardian Goats now have a head butt attack
  • When attacked in any state, creatures will now defend themselves or flee
  • Wandering predators will eat their kills and other animal corpses
  • Goats will focus on consuming nearby fruit before targeting vines
  • When breeding, pets will create a nest for more visual feedback for the process
  • The Mushroom Man’s drop rate has been adjusted
  • Updated the sky with a more readable 2nd moon and other cosmic entities
  • Adjusted several player animations
  • Terrain optimization
  • More recipes added to convert blocks to more useful items as well as recipes to breakdown objects such as the rock heads that become too plentiful
  • Creatures can now be placed in creative mode


  • Fixed normals on objects, characters, and terrain
  • Spears and potions should no longer reflect off of the throwing player’s collision
  • Damage states and warning sounds for tools and weapons
  • Creature collisions should be more accurately sized and be easier to hit and harvest
  • The collision capsule for the teen is more accurate
  • Goats no longer orbit trees
  • Goats and Cats now play their sitting animations
  • Growth potions cannot be used on something that is already under its effects
  • Fixed an instability caused by loading into multiple games within the same session of TUG
  • The Ctrl, Alt, and Shift keys should be bindable now as well as differentiated by their side i.e. LCtrl, RCtrl, LAlt, etc.

Modding Improvements

  • Fixed Modded keybind resetting after game restarts
  • Exposed NKGetCraftingArcheType, NKGetCategory, NKGetTier on GameObjectSchematic
  • Server side command registration using Eternus.GameState:RegisterSlashCommand
  • Exposed GetModdedPath on EntityFramework, used to get absolute path based on VFS
  • Exposed NKGetPath on ModScript
  • Added custom Strict Lib to DebugUtility
  • Added JSON parser to Core

Known Issues

  • Slingshot projectiles can still reflect off the throwing player’s collision
  • When Client players throw a spear, it briefly reorients itself to the hand. This is purely a visual bug.
  • The ‘|’ and ‘’ key have been removed as a bindable key
  • Cannot bind key combinations together i.e. ctrl + e cannot be bound as an action
  • Some of the new bronze throwables will appear to be spears when z-placed
  • If you leave an area where a nest is, it is not producing offspring when you return. The workaround is to stay within the area until the baby is produced.
  • In Creative Mode, the first time you click into the Search bar will cause the inventory icons to shift/shrink slightly
  • In Creative Mode, you cannot place voxels as voxels when in the Survival Placement mode unless the voxel is in hand already when you switch to that placement.
  • In Creative Mode, the object representation of a voxel is appearing even when in voxel placement mode
  • When you destroy all the voxels in a cell, it will appear to destroy all objects in that cell as well. Reloading (or leaving the area and returning) will restore those objects.
  • When a player dies and respawn from a wisp, you can briefly see a flash of their character at the wisps last position before they appear at their spawn point.
  • You can use a Health Potion when at full health.
  • AI Creatures can wander off the edge of the world.
  • The wool shirt is clipping into the default leaf pants and gauntlet
Posted by on July 31st, 2015

Happy Friday everyone! Cambo here.

July is coming to an end and we have some good news and some not so good news. I’ll start with the good news. We are play testing for the next update and will release it in roughly one week. The not so good news is that we’ve upped the game saves again and your previous saves will not work with the new update. This is due to some necessary tweaks to our biome system. You can tweet your rage to @camfergusondfw

Here’s a quick breakdown on what you can expect in the Alpha 0.8.6 patch.

  • Placement snapping
  • Specialized Containers
  • Equippable Helmets
  • Adult bear ram
  • Pet system improvements
  • AI Improvements
  • Dyes can be crafted and combined with clay to make colored clay brick voxels

What else is in the works? The crafting journal is coming along but it will not make this update. Lots of engine tech and R&D involved. In addition, the art style update is still on-going and keeping our art team slammed. We are also in the process of moving to a new studio location soon too. A new battleground for nerf wars!

We are ramping up and hiring full-time game programmer positions in the Dallas area.

More details here

If you missed it, check out the latest in the works for equippable helmets

– Cambo

Posted by on June 23rd, 2015

Ahoy! This is a big tech update we have going on, as it’s the benchmark for the team moving on to engine 2.0. The next several months will be spent
building and porting systems over to openGL and making the game accessible to more and more players in the community. Not only do we expand the reach of
the community, but we also get a chance to dramatically improve ALL the things for the game.

We have some REALLY exciting times ahead of us, as we prepare to grow our team and get a bit more aggressive on the things we create. As a lot of you know,
we have always had a huge focus on modding, and much of that focus is actually going to start to shine within the next few months. While the DX11 engine
may not expand much while we move over to openGL, we have some pretty rad stuff planned for the community and a lot of modders from the MC community. Its a
great chance for us to really work out new systems we are introducing to make mod creation and discovery easier.

We will have a lot of fairly huge announcements on the future of TUG, within the next couple of months, so be sure to follow us @nerdkingdom

As per usual, report any bugs you run into, screenshots and videos are super helpful if you have the time. And if the game is not running for whatever
reason, and it was, we are more likely going to see the report email before we see the review on steam… just sayin.

Cameron has been doing a LOT of streams on builds lately, so follow him @camfergusondfw

If you want Corey to hurry the H E double hockey sticks, up with openGL, harass him @CoreyClarkPhD

And if you want to send lavish gifts and cookie bouquets, feel free to get me @inoritewtf

of course, to track when indev and release builds arrive, follow @theuntiltledgame

Alpha Patch 0.8.5

Update Warning! Game saves from v0.8.4 will not load in v0.8.5 due to terrain tech updates.

Recent changes to our physics and terrain system have been drastic enough that we have had to bump the save version. All older saves are not compatible.

Updated recipes list here.  

New Features

  • Sky Update: New look to the sky, as well as adjustments for color and density that will change depending how far you are between different biomes
  • Biomes have been made more distinct. Resource distribution, lighting, background sound, and fog density have all been updated for each.
  • Terrain voxels are now what you dig is what you get (with the exception of the ore dropping rock which gives cobblestone). Cobblestone and Thatched
    voxels will need to be crafted from rock and grass voxels, respectively.
  • Terrain Input system: biomes generally larger than before and more consistent with which biomes they are adjacent to. Biome frequency adjusted
  • Crude Door
  • Fat/Skinny body morphing
  • New clothing options for the Seed
  • Coconuts can now be harvested and planted
  • Variety of mushrooms can now be planted
  • Hitting the crafting button while crafting will cancel the current craft
  • Z-Placement Adjustments
    • Right click to place
    • Hold Left Shift to adjust the distance of the item from the camera
    • Hold Left Ctrl to free rotate the item
    • Hold Left Shift + Left Ctrl to rotate on the X-Axis
  • Creative Mode update (back to explicit tools for each function)
    • Creative Mode now has three sets of tools for object placement, voxel placement, and standard Survival interaction
      • Ctrl + MouseWheel or the ‘y’ key: Switch between Object Placement, Voxel Placement, and Survival Interaction
      • MouseWheel or Ctrl + 1-4: Switch between placement mode specific tools for each placement tool set
      • For Object Placement Tools: Z: resets the current object scaling/rotation settings
      • For Voxel Placement Tools: Shift + MouseWheel : Switch Voxel brush sizes
    • Object Placement Eyedropper Tool :
      • Primary Action : Select the currently highlighted object
      • Secondary Action : Place Item
    • Object Placement Rotation Tool :
      • Primary Action : Rotate the object on both X and Y axes
      • Ctrl + Primary Action : Rotate the object on X axis
      • Shift + Primary Action : Rotate the object on Y axisSecondary Action : Place Item
    • Object Placement Scale Tool :
      • Primary Action : Scales the object
      • Ctrl + Primary Action : Moves the object
      • Secondary Action : Place Item
    • Object Placement Delete Tool :
      • Primary Action : Deletes the object
      • Secondary Action : Place Item
    • Voxel Placement Eyedropper Tool :
      • Primary Action : Select the currently selected material
      • Secondary Action : Paints the selected material on the selected area
    • Voxel Placement Brush Shape Tools :
      • Primary Action : Removes the selected voxel shape from terrain
      • Secondary Action : Places the selected voxel shape on terrain
    • Survival Placement Tool
      • Normal Survival keybinds
  • Voxel icons now represent the type of block they place as well as representing the material of the block and any billboards
  • Tons of smaller new features and adjustments throughout the game


  • Increased performance of script processing significantly as a whole by allowing scripts to schedule their own update rates
  • Large performance optimizations to AI character processing when looking for objects or other characters
  • Greatly optimized networked game object performance managed by the server when clients are connected
  • Fine-tuned serialization interval times for game objects, gaining some performance when clients are connected to the server
  • Added billboard mipmaps, reducing visual noise of billboards at a distance, as well as potentially gaining some rendering performance
  • Improved shadow appearance
  • Large improvements to networking bandwidth usage
  • Various terrain performance improvements
  • Adjusted blending threshold for terrain to give a more distinct separation between terrain layers
  • Miscellaneous performance gains in various parts of the engine and gameplay
  • Updated AI system when making decisions for their state


  • Fixed a crash with Intel systems and certain AMD systems using 8 or more cores
  • Fixed an issue with with mouse cursor and window focus when using the Windows Classic Theme
  • Expanded initial range of spawn locations to more consistently start new players in a Forest biome
  • Fixed a runtime memory leak when cleaning up objects and terrain
  • The player is no longer capable of consuming a coconut whole
  • If there are additional items of the same type, stacked items in your hand will refill when used up.
  • Polar, desert (sahara), bedrock and red cliffs biomes are back in the main Survival Generation
  • Adjusted the angle of terrain that billboards appear at
  • Shields now occupy the same inventory slot as gauntlets
  • Fixed several tool/weapon animations
  • Fixed a potential crash when first loading new assets. Unfortunately, this will increase the initial load time the first time you launch a new
  • The keybinds not saving for the current session is fixed. Be sure to save your settings after rebinding them.
  • Sprint can now be rebound to another key
  • Pressing caps lock will no longer lock the brush shape size
  • Arrow keys and mouse buttons 3+ should be mappable
  • Adjusted poison damage values upwards
  • Adjusted crafting priorities of several transmute recipes
  • Softened the torch sound effects
  • Fixed environmental FX not appearing
  • Fixed an issue where renamed save game directories were still referencing their original directory
  • Fixed some issues where placing objects would put them inside of the player (such as Vine Fences)
  • When crafting, recipe checks will now look for all active crafting stations which should side step issues with crafting near multiple crafting
  • Pressing G again after initiating a craft will cancel out of the craft
  • Fixed issue where loading a save would advance the time of day further than what it should have
  • Certain recipes (primarily alchemy conversions) now stack when creating more than 1 object
  • Fixed various issues with MaxViewDistance not taking effect properly in certain circumstances in a networked environment
  • Fixed several issues with clients disconnecting then reconnecting while dead.
  • Fixed an issue causing bouncing sounds to not play for clients when other players jumped on Mushroom Beds or Double Cap Mushrooms.
  • Single player no longer hard-sets port 6600 when launching, it now retrieves an open port from the OS. This can be retrieved in game by typing
    /port in-game

    • Note: To go from single-player to multi-player, you can type /allowconnections <true|false> while in-game
    • To set a multiplayer game initially to just find a free port, enter ‘0’ as the port number. You will need to use /port to find out
      which port was allocated.

Modding Improvements

  • Implemented ModScript save, serialize and event systems
  • StaticModels, textures and mesh colliders can now be swapped on GameObject from lua
  • Mod can now create additional sound file
  • Mods now have the ability to define additional keybinds
  • Fixed the initializing order to prevent most lua loops
  • Updates and fixes to existing Lua API documentation, mostly correcting missing documentation, but also typos and definition mis-matches
  • Tons of new, modified and deleted Lua API calls. Here are some of the most notable changes:
    • Players can now be queried for their biome weights
    • Many new Sky controls
    • NKRefernce/NKDereference have been removed in favor of a better relevancy system in the engine.
    • Networked Script events are now registered on a per object level instead of global
    • New NKGetFilteredGameObjectsInRadius for searching for a particular item in range using the GameObjectSystem
    • New NKGetRadius API on the graphics component
    • Tons more! (see the EternusAPI Documentation for more details)

Known Issues

  • Tools can affect voxels they normally would not interact with when using larger voxel brush sizes
  • Repeatedly leaving and joining games within the same session of TUG can cause excessive memory issues.
  • Helmets are not wearable yet
  • Seedlings and Teens have their own sets of clothing right now. You can’t currently mix/match them. So if you are wearing Seedling leaf
    clothing when you grow up, it will not visually appear on the Teen even though it is still in the equipment slot.
  • The size of a Teen’s head is shrunk compared to the Seedling
  • On of the cactus icons is missing in Creative
  • When players die, all their inventory is placed at their feet. Some smaller items may require digging to retrieve (depending on the slope of the
  • The console/command window isn’t in the bottom left of the window when you go full screen
  • If you travel roughly 10000 coordinate points away from your initial spawn location, collision and object generation will cease
  • At certain angles and movement, projectiles can reflect off of the player that throw them
  • Rarely, Clients will have gaps in their terrain generation.
  • Rarely, players will see a cell of missing billboards.
  • When placing square voxels so that only a single point/corner touches, graphical issues can occur. Usually, it will appear as streaks or black
  • Objects do not save while they are in motion (they must stop and settle)
  • The radius of torches scaring certain creatures is too long
  • Pets are missing sound effects
  • Pet taming timer is not accurate and sometimes you can overfeed a wild critter before it turns into a pet
  • Recipes that use tools in the hand are not causing durability damage to those tools
  • When digging or placing billboard voxels (like grass), the billboards do not reappear until after you have reloaded that game
  • The Skull Stick is craftable, yet its uses are mysterious and unknown (or possibly not done yet)
  • Animals/players caught in cabbage traps are not visible until the trap has completely reopened after releasing them.
  • Creatures will sometimes run small circles around their targets if they can’t quite reach the food item they are trying to eat
  • Tools can affect voxels they normally would not interact with when using larger voxel brush sizes
Posted by on June 4th, 2015

Greetings again! Nekochu here to tell you about something very important that is coming up in the next release. This is so important and will change your life so much, that if everything works as intended you won’t even notice it.




What am I talking about?  Modular tools of course!

For this first stage of modular tools, we have revamped all the bronze age tools and weapons to work with modular crafting. You may notice that the bronze items look slightly different, but they are crafted and work exactly the same as the old tools you are used to.

You may ask, “How does this affect me?”  Well, at first this shouldn’t affect you at all. All of the work in this release is behind the scenes and visually you won’t see the potential of modular tools.

Let’s talk about the future though; that is where this new system will really start to shine. Items that can act as the “head” of a tool can be swapped out to generate new tools and the stats of the produced item will be adjusted based on the components used.

Now you’re starting to see the bigger potential!  Imagine a sword that incorporates the swiftness bonus from its handle and the extra damage stat from its blade!  Or perhaps you want to use a unique head of a pick that you crafted on all your future pick crafts.

We’ve only scratched the surface of where we can go with this new system but for now it lies in wait under the surface of the bronze tools.  The future will decide where it grows from there!

We are fixing a lot of bugs this week and hope to push a new update soon. In the meantime, check out the latest “In The Works” video for the artisan workbench and loom here.

Posted by on May 14th, 2015

Hey guys, it’s John (@x_nekochu_x) and I have some game design news!

Today we’re going to take a look at some of the new tables and items that can be crafted.  As the game progresses, the seed will need new workstations to advance his crafts and make better stuff.  With this in mind we have created two new workstations for the seed to build, the artisan workbench and the loom.


The artisan workbench is a multi-purpose station that allows the seed to work with leather, jewelry and advanced methods of assembly.  It is one of our first table upgrades. This means that by adding an upgrade to an existing table, you can add more crafting options to that table.  By upgrading the crude workbench, the seed will still be able to craft all of the previous recipes, and it will also open up new recipes specific to the upgraded workbench.


The second new workstation is the loom.  The loom is the seed’s first foray into making clothes that are more than just bamboo shafts and leaves!  With the loom, the seed can begin to weave textiles from other materials to create patches that can be used in making clothes and other linen products. We are almost done with the concept and you should see the design next week!

These two new workstations also work together as several of the new crafts are created at one and then assembled at the other.  For example, linen textiles can be created at the loom and then used in assembling an outfit at the artisan workbench with some leather accents.  Likewise leather patches may be refined at the artisan workbench and then weaved into a pattern with other fabrics at the loom.

So let’s take a look at some of the new resources and crafted items we can expect to see with these new tables.


Leather patches and linen textiles.  These crucial components are for a lot of new crafts and will be used in clothes, armor pieces and in the future, crafting a saddle for mounts.

Bronze buckles and plates.  These items are crafted using the casting method that we have had at the stone furnace but with the new artisan workbench, they can be assembled with other resources to create new elements.

We are also working on a new set of clothes for the teen seed, complete with a new shirt, breeches, tunic and shoulder pads. @TheCamboRambo will share the 3D models soon as we have them done.

There are so many new recipes to discover and new gameplay systems coming soon! Our mount system is planned but will not be ready for our next update.  We’ll talk more about mounts and how to use your new tack items in a future blog post.  Until then, happy crafting!

Check out our latest “In The Works” video on body morphing.

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