Mac is fairly cranky when it comes to opening software. The
Steelbreakers file is a Unix executable in the download folder. It will probably tell you it won’t open it, so you have to go to Security and allow it to run. I would highly recommend instead downloading the itch.io app and using that to launch the game since you can avoid all of the annoying nonsense when trying to run it on Mac since it just works.
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Mac is fairly cranky when it comes to opening software. The
Fair enough. I did not intend to be misleading; the source code (that I am the owner of) is available, which is apparently not enough to meet the definition. I have removed the tag. Thank you for your comment.
Hello. Which version of the game did you download (Windows/Linux/Mac)?
For the Windows version, you can launch the
.exe file in the game folder.
For Mac/Linux you can launch via the
Steelbreakers file, or you can use the itch.io app to handle the install/launch (which I recommend for Mac especially to avoid the slew of approvals you have to give every file when it launches).
You will need Windows 10 in order to run the Windows version. It looks like you have had similar issues with other games which may be due to missing driver/library support. I can’t guarantee the game will work on Windows 8 or older.
Both of these issues are fixed in v1.6.0. As always, thanks for reporting these bugs! Stem the Tide should now be usable even when armour is full so that you can reset the turn timer on the Flow Strike skill, and the switch ids have been fixed for the fire traps on Dusk Temple.
I’ll look at this too. It might be trying to error because you can’t regen armour when you’re full and it’s showing the wrong notification, but you should be able to do it anyway to reset your flow counter, so I’ll update this when I get the chance tonight.
Feel free to join the Discord whenever you want! I post more updates on current projects there and I can reply to things faster when I’m not at my computer. Your feedback is greatly appreciated.
Thanks again for reporting! This one’s pretty bad, but it was a quick fix. A new build has been published that fixes this. Frankly I’m surprised this wasn’t discovered a while ago, since it’s been an issue from the start as far as I can tell and the steps to reproduce aren’t an uncommon scenario.
The problem was that a dead unit was being selected by default when nothing else was being hovered. In your video you can see the slime as the other hovered unit when you attack the obstacle. The game tries to start combat with the unit that’s already dead and finds that it doesn’t exist, so it blows up. This might have been undiscovered for a while since it doesn’t seem to crash when targeting other units, only non-unit targets. This shouldn’t occur anymore with the newest version.
Thank you again! Your videos are extremely helpful in debugging these issues! :)
Thanks for reporting these bugs! I will take a look tonight to see what I can do about these.
I haven’t looked at the Sol Standard code for a while so my memory might be off, but I believe under the hood it changes to the Wander routine if they can’t fulfill it, but it should then trigger immediately so it effectively just makes them wander. Getting control over the creeps is a weird scenario. It might not be a quick fix since it may be tricky to reproduce. I very much appreciate the video you included and the detailed report!
I’ll let you know when I have fixes for these.
That’s some odd behaviour. I tried downloading the game to replicate the issue but it never happened to me. Maybe try downloading the game again or use the itch.io app to install the game and try again.
Hey again. I was able to find a quick solution and I’ve pushed an update to all platforms with a fix for the crash. The other scenario would be slightly trickier, but you should be able to just end your turn normally as the remaining team and the game will check for a winner before the next player starts their turn. Thanks again.
Thank you very much for reporting this bug. I am able to reproduce the issue whenever a creep dies from a trap between rounds. I’ll take a look tonight to try to find a fix and I’ll let you know once I have a solution. Thanks again!
Thanks for playing the demo! I enjoyed the Shadow Link fights too and wish you could play with folks directly instead of an AI player with potentially better gear than you. I’m happy you enjoy it!
Player modes are designated by the icons when selecting an objective type in the level select menu:
- Red Icon with 4 Pawns
- Free For All
- Red/Blue Icon with 4 Pawns
- Team Game
- Purple Icon with 1 Pawn
- Single Player
- Pink Icon with 4 Pawns
The Relic is an item you hold for a specified period of time in order to win; similar to Oddball from Halo.
There is no hotseat for a single controller, that’s correct. You can play both sides with the keyboard, though.
Unit Playground’s purpose is to immediately get into a map with all of the characters to test their movesets. It was originally a debug map for testing various interactions between units and I left it in for people to experiment with. Adding a drafting step for that map would slow down my ability to test units out when iterating quickly during development, so I left it out for this one.
Thanks for playing the game!
Sure! In the
More Information section of this page, you can click the
Community link to join the Discord server where I post updates on the game. You can talk to me there or PM me after you join.
The game modes available in the demo are multiplayer only. A controller is required for each additional player, and one can use the keyboard. The full game will have additional game modes that support a single player with either type of device.
Before a match, you select your loadout and map various weapons to certain button inputs. Once in-game, most actions have a tap, hold, and release action. Some weapons let you strafe while holding while other might root you in place. Some actions are tap-only. You can dodge roll to get invincibility frames using the dash button (LB/Tab by default). You can also parry with the parry button (RB/R key by default) to gain a few frames of invincibility and temporarily stun enemies that melee attack you.
I have a How to Play menu on a development branch** but it hasn’t made it to the demo yet since I’m working on other things at the moment, but hopefully that helps you for now!
**EDIT: The latest demo now includes the How to Play menu mentioned above.
Hey there. New versions of macos complain very loudly about every library used by the game because the OS “can’t verify the developer”.
The easy way to run the game on Mac is to install the itch.io app and download and launch the game from there. It will handle all of the heavy lifting and should be as easy as push-and-go. I recommend doing it this way. It’ll also automatically download updates when new builds are pushed so that you’re up to date.
The hard and annoying way is to download the zip and extract it, then run the Steelbreakers unix executable, then go through each of those notifications and open System Preferences > Security & Privacy and for each one of those popups, hit Cancel or Open (not Move to Trash) and keep pressing Allow Anyway in the settings window after each one. I recommend the itch app instead if you value your time, since it’s a very tedious process.
That one’s pretty simple; I wanted something with alliteration and something vaguely war-related but not immediately obvious (a battle standard flag) and I played with a bunch of names until I settled on this one. No big inspiration for that I’m afraid, haha.
Hi, thanks for taking time to check out the game! I’ve seen that bundle before and skimmed through it looking to see if it might be a good fit, but the art styles are a bit too hi-res for my kind of projects. I am focusing more on doing my own art going forward as opposed to using other folks’ assets for future work, anyways.
Fire Emblem is definitely one of many sources of inspiration for this game! The original idea was to make a Fire Emblem-style game I could play with my friends, though it has morphed into more of its own thing since then with a lot of other influences (DOS2, 40k, etc). I don’t know where a good place to post about it on this FE site would be and I’m pretty bad at shilling my own stuff and it’s not exactly a fangame, so I’ll take a look around and see if there’s a place that makes sense.
Which platform are you playing on and which kind of controller are you trying to connect with? I know of an issue with Xbox One controllers on Mac, but any detail you can provide will help me figure it out.
Glad you enjoy the game! :)