We have just launched Screeps on Steam! The game is available on exclusive terms: buying Screeps through the Steam Store, you get lifetime MMO access with the 10 CPU limit. This resource is sufficient to maintain a small bunch of optimized rooms – play as much as you like without ever paying for subscription!
The CPU subscription will be available for order at the Steam store page in the next few days.
We are looking forward to hear your feedback! Please don't forget to write a review if you like the game.
On May 12 an update will be deployed that will introduce some changes to the API which can require adjustments in your script. The changes affect two fields:
The underlying data structure in which flags data is stored on the server was revised for optimization purposes, and now the Flag prototype does not have the id property. If you have worked only with properties name, color/secondaryColor, and memory, you have nothing to worry about. Otherwise please change your logic in order not to use the id property. Besides, the constants COLOR_* now represent integer values rather than strings, so if you used their values directly, please make sure to use names of variables from now on.
We are considerably expanding the list of prototypes of game objects. Now all the prototypes will be arranged into a hierarchy and inherited in a chain. Here is the tree of prototypes:
Valve has approved the release of the game for Steam, and we’ve already started preparing necessary documents.
Thanks for your support!
All the rewards have been sent out to backers except for codes for accessing Steam and the server. If you haven’t received our email yet (which could happen if you had sent money but had not chosen your perk), please email us at email@example.com.
As for the Steam client and the open-source game engine, their development is under way and we hope to share the first results very soon. Here is the plan:
First, we’ll release the game on Steam in the Early Access mode. It will be a fully functional client for the online MMO mode with support for scripts in local files, but without the hosted server.
The second step is a private release of the server engine and launching a test version on Steam with its support. Only 310 backers of our crowdfunding campaign will gain access to it.
After a month from that, if everything goes smoothly, we will publicly release the game on Steam and the server on npmjs.com (the server source will be available on GitHub).
We have expanded the NPC Invaders system. Now, when the threat counter in a room runs out, there is a 10% chance that you will get not only a lone Invader but a whole company of them, from 2 to 5. Each Invader has its own role: melee attacker, ranged attacker, or healer. Ranged attackers are different from melee ones in their behavior: they try to stay at a distance from your creeps. The function of healers is evidently to heal other raid members. Also, some creeps may be boosted with , , , or . Sometimes the total healing effectiveness of such a raid will surpass the damage from several towers, so defense will prove to be very interesting.
These creeps will stop using rangedMassAttack, so in the majority of cases they won’t pose any threat to your buildings except ramparts and walls. The worst result for you would be the death of all your creeps in a room. Certainly, you should try to avoid this to keep your economy stable.
We are happy to announce that new resources are now available in the game! We have worked on this important milestone for quite a long time. It is intended to introduce much more depth and tactical diversity to the game. Economy is important in any strategy game, and we believe this update fits the Screeps gameplay very well.
There are 7 new mineable resources in the game now. Each room has some base mineral of a single type that you can mine starting from room level 6.
A proper usage of minerals will allow you to permanently boost individual functions of your creeps up to the 4x effectiveness increase. For example, a creep with 1 CARRY part and the catalyzed keanium acid effect can transfer 200 units of cargo instead of 50. Hence, your creep will need much less energy to carry out its work, and you can use the saved energy for other purposes.
Worth noting is the multi-component ghodium compound which allows to speed up the function upgradeControllerwithout increasing the energy usage. Besides, it increases the limit of maximum upgrade per tick for level 8 controllers and, therefore, significantly speeds up your Global Control Level upgrade speed.
Since minerals are scattered across different rooms, you will need some means to transfer resources between them and facilitate trade connections. A new structure type serves this purpose: the Terminal. It allows for instant transfer of cargo from one terminal to another (even of another player). Each transaction consumes energy depending on the cargo volume and distance, so it’s vital to place terminals on the world map properly.
Currently we work on the in-game market system which will allow you to create buy/sell orders and thus trade resources with other players through your terminals automatically. Follow the news!
Starting from now, we’ll use a new strategy to open Novice Areas. If large free zones inside existing game sectors appear, they will be zoned as Novice Areas rather than just adding new sectors to the map. It will allow for more flexible balancing in settling the game world and prevent the appearance of large empty spaces that would decrease competition for territory.
The main criteria for placing these zones will be the room reservation which became significantly easier after the recent update.
By the way, as the reservation process became easier and you now have to reserve rooms to increase your energy sources capacity, actual domain borders became visible on the map. This simplifies the task of choosing the starting point for novice players. Let’s see the room availability in the Claimable view:
While previously it wasn’t always obvious that placing a spawn in some room would infringe on some large player’s interests, now it is perfectly clear and visual.
The most densely-settled sector, the Screeps metropolis, so to say, is now the central Hernanduer’s location – W5S15. There are only 5 neutral rooms now, and after the NPC Invaders update, it’s likely that only one isolated room will be left, W2S19.
Unlike Hernanduer, many players place their rooms quite far from each other, so to assess their domains, the settlement rank could be useful in addition to visual observation.
As was expected, the expansion leaders are all the same who lead the main tops. In January, NhanHo landed his 4th gold in the Expansion Rank:
Danny’s chart for the last day of the month shows that curve for Hernanduer where he recaptured the initiative to soar upwards in the new season (it is seen in the current chart [link]). His companion in the chart DarkTrooper7, on the contrary, fell into coma for a few days but later braced himself and regained control over his territory:
The Power Rank reveals the state of the preparation for the era of heroes. As in the first power season, Hernandeur again tops the rank by piling up literally over 9000K of power in total. We are seriously eager to see the power creeps he’ll be able to create when they appear!
The highest military activity of the season was focused in the new sector E15S15 which is completely immersed in fighting. We can hope that future Screeps leaders will emerge from here. And now, as we intended in the previous review, let’s switch our attention to some attacks with towers (which, by the way, prompted us to adjust their characteristics a little):
Suddenly, the world of Screeps has become less safe. It seems that intensive mining and industrial development in once virgin regions shattered the environmental balance and enraged mysterious forces we know little about. The time of peaceful travel came to an end, and since now, everyone should keep on the watch.
Every room where energy is mined has an inner counter at approximately 100,000 units of mined energy (plus some random variable). After this counter times out, a new game-controlled creep appears at one of the room exits with the goal of hunting your creeps. It will not touch your spawns, but if a structure gets on its way, it will try to destroy it. This creep can use attack, rangedAttack, and dismantle. It is unable to move between rooms.
An important feature of these creeps is that they can appear only at exits to neutral rooms. If the target room is under your (or someone else’s) control or it is a reserved room, an invader creep will never appear at this exit. If all exits in the room are of this kind, invaders cannot appear at all.
There are two types of invader creeps:
Light creeps that appear in neutral, reserved, and claimed rooms under level 3.
Heavy creeps that appear in claimed rooms level 4 and above.
UPD: There is now a chance that you will get not only a lone invader, but a whole company of them. Learn more from this article.
The last 2015 season is over. A new novice sector W15S5 has been opened where about 30 players either walk their first steps or were respawned. Previously (without the 3-room limit), under easy circumstances, very few players were able to capture the “green” sector, but now the adaptation became a real fun and with a company. Empty locations started emerging in the open world in the previously “green” zones: W15N15, W15S25, E25N15. If you feel lack of space in the novice sector with the 3-room limit, it is a good time to think about respawning to the main world.
Here is the current world snapshot:
In the last days of the season, the majority of NhanHo’s rooms either slipped into a coma or were too slow upgrading the controller. As a result, he was displaced from the Expansion Rank 1st place by his all-time companion AzuraStar. At the moment, their synchronous rise continues along the same lines as was seen in December.
Hernanduer has expanded his domain by creating bases in all 4 sectors adjoining his home. He is now by far the first in the new Power Rank: 4M versus 1-2M with others. In fact, he almost immediately set up routine mining when other players just started warming up.
Power is the new game aspect, and many still struggle with discovering and mining power banks. We expect the interest in them will reach a new level after new power creeps are added to the game. Until then, those players who already gather power points create a leg-up for themselves by the time of the launch.
The Power Rank sees the same leaders as the ER Rank, i.e. the energy is spread evenly except for Vision who shifted the accent to power and ended up below the 40th place in ER Rank. The progress is better seen on the power chart in the same way as ER:
Hernanduer is so actively collecting power that he got surplus of it. For example, there are more than 500k of power in W2S12.
Players use virtually the same principle of power harvesting which is logically optimal: the attacking creep (ATTACK) and healing creeps (HEAL) ravage the bank while the carriers (CARRY) which already present on the spot pick up the power and carry it to the processing site. However, DarkTrooper7 merely destroys the banks by attacking them with RANGED_ATTACK+HEAL creeps. This is costlier but free of jams and allows to protect the bounty in case of any emergency.
Now check our video of the best battle of the season: chris vs. Pascow.
The battle preceded the towers arrival. After they arrived, offence became more dangerous, logic more diverse. The key now is winning over the defending player on long energy expenses rather than just quickly storming his room. We will continue watching how these changes will affect future battles.
Dear friends, serious changes coming. We decided to change the payment model and get rid of the CPU Credits system completely.
As many of you have noted, the CPU Limits/Credits system created some degree of inequality between different players and their abilities. This inequality was intended to satisfy CPU usage demands of various groups of players: newbies with a single room and veterans with vast empires. Now we believe that we finally know how to make the cost equal for all without losing the possibility to develop one’s colony.
In a short time, your CPU Limit will depend on your Global Control Level rather than money.
Each new player will be given a limit of 30 CPU. This limit will increase by 10 CPU upon achieving each new GCL, but not more than 300 CPU. After reaching this value, it will stop growing. For example, with GCL 10, your limit will be 120 CPU. It cannot be adjusted manually.
Not only this will tie the size of your empire and your computational needs to the available server resources, but it will also create a new in-game motivation for developing your Global Control Level.
It is of note though, that simply registering a new account gives just a minimum starting CPU amount, so abuse through registering multiple accounts will be seriously hindered.
Another important point: since you no longer pay for your CPU Limit, a new game time subscription equal for everyone will be introduced. The cost of subscription is as follows:
The Twitter Promo will continue, giving you 15 days of free playing, but without repeating each month.
All the current Credits will be recalculated into game time days based on Cr90 per day.
We hope the majority of you will like this new payment system that creates equal opportunities of development in the game.
UPD: Your Credits will not be converted into subscription automatically. You can use your Credits under the old scheme as long as you wish, and convert them into subscription days at any time using this page. New orders can be placed only under subscription.
UPD2: There is now the Steam version of the game which provides lifetime MMO access with 10 CPU limit.