it will come together with the console launch. it will be announced as soon as we're confident with the date.
Recent community posts
Sorry, that mail slipped through, I recently get tons of mails. It must have been a bug in itch.io, I've checked the purchases and found invoice tied to your email - all is good. Make sure to check the mailbox that you used to buy the game.
Thx Esli for helping out, but I already did the research on online and as I wrote on Steam it is unlikely that online coop will be made. There are technical reasons that prevent making a smooth experience and releasing something just to check "online play" for marketing purposes would not be fair to the players.
Some players had the problem of achievements and progress - essentially the game is not communicating with the steam services. This seems to happen to other games too. Check this Fallout thread for possible solutions and post back if you got it working:
You can, as long as you have the access to email account that you specified when buying the game and where you got the link to download the game in the first place. From that link you can claim the Steam key. You can also go to https://itch.io/docs/buying/already-bought and get that link again using the original email.
Hey everyone, Steam keys have been added, go grab them, but they will not work until 10AM PST tomorrow.
According to documentation: Keys will be distributed to a purchaser when they first click the request key button on their purchase page.
Don't worry if you missed this, tomorrow notification will be sent out to email addresses used to purchase Human: Fall Flat. Thank you al for your support and I hope you will like the full game!
Hi there. As far as I know, initially the game will be published on Steam only, later on Xbox One and PS4 and possibly other stores/platforms. All the porting and distribution is taken care by our publisher - Curve Digital.
Right now focusing on finishing the game. All post-launch planning will happen... post launch :) Level builder is very unlikely because the level design is not modular. Supporting mods was not built into the game architecture, have to check if game is "evolvable" to support mods through steam workshop in the future.
A little bit of patience, please. Can't wait to publish more content :) Working under 150% load with a publisher (Curve Digital) to get the game ready for full launch on Steam. All who bought the proto here will get that final game once it's on Steam with the new content and features that are currently under development.
MAC version still has an issue - tutorial videos do not play, therefore it's not officially out. I was providing MAC version to people who have bought the game by mistake, not realizing there's no MAC with a disclaimer that tutorial vids don't work.
Minimum GPU requirementsToday I got a report that the game is not working (shows purple screen). Analyzing the log files, I discovered that GPU only had 64VRAM and G3D mark of 7. Already old GeForce 450 GTS has G3D mark of 1546! (http://www.videocardbenchmark.net/gpu.php?gpu=GeForce+GTS+450&id=1) and is capable of running the game with the maximum settings. Let's try to determine minimum GPU needed to run the game, also the minimum GPU that runs the game with all the setting maxed out. Please reply to this if you have a low spec video card and tell if you are able running the game and whether you needed to change the settings to make it run.
Great news - Curve Digital will help publishing Human: Fall Flat on PC and consoles. This means that I will be able focusing on the game while they will take care of other equally important things. More details coming soon. Full press release here: http://games.premiercomms.com/release.asp?i=2606
Animation is not used anywhere in the game. I try to stick to regular rigidbodies and joints. In some cases rigidbody setup is changed at runtime (e.g. catapult being the most complex gadget so far, re-rigs itself depending on player intention). Most of things that are scripted are reactive - meaning that I read collisions, rigidbody positions/rotations to decide forces (catapult, doors, bending bars, glass shatter, etc). With my background C# is the easiest animation authoring tool :)
At Steam launch the core of the game will remain as is, but there will be some more content and features. While I do have roadmap, confirmed features will come as separate announcements when I'm 100% sure they will make to the actual release.
Steam Workshop is not in the plans for the launch, but I'd love to add it in the long run.