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Murder Miners News

Murder Miners X - Sneak Peek 2

Nothing shown in this video is finished. It's still very early. A lot of networking / 'under the hood' type stuff has been worked on in the past couple of months. We just got custom armor colors in. You'll be able to change two colors on each armor piece instead of one, plus we plan to have custom user-made skins available for both armor and weapons. We should have something for you to play on PC this summer!
https://www.youtube.com/watch?v=wAbcimdF8hg

Murder Miners X - Sneak Peek 1

A quick look at one of the very early builds of Murder Miners X. Alpha access is coming.
https://www.youtube.com/watch?v=um7y059WrTA
Be sure to join our Steam group so you can be notified when this game is released on Early Access. You can also like our Facebook page for more regular updates on our progress.


Murder Miners Theme Song Metal Remix

One of our players who goes by the name of "LeFurger" made a metal remix of our theme song. It's really well-done, check it out!

Did you know that our theme song was the result of a contest we ran? In a future post I'll show you some of the other submissions we had.

PC Update 18: non-hosts can't boot players now

We just discovered last night that any player in a game can boot other players. Some guy was abusing it during our weekly playdate so we canceled it and promptly released the patch that night. This update also fixes the issue where you couldn't increase your sniper zoom level if you were using Hold to Zoom controls. Now you just press the "Special Alt Fire" key, which by default is the Alt key. Note this won't work in MapMaking Mode where Alt changes your sniper's destruction/creation radius.

Murder Miners X is now using Unity

Development of Murder Miners X is gradually coming along. More pics coming soon. A few weeks ago we decided to make the switch from Unreal Engine 4 over to Unity. This engine uses C# which is much faster/easier to code in, at least for Jonny, especially since he's used to XNA which also uses C# (UE uses C++). Originally we decided on UE4 because we thought it would be the safe choice especially in terms of avoiding networking bugs. But the on-going development of the 3rd-party Unity networking library, Bolt, and the realization of just how much longer coding the game in C++ would take and how much higher the system requirements a UE4 game would have, has tipped the scales.

Switching to Unity shouldn't have any real impact on how our game will look since we were never going to use the full graphical capabilities of UE4 anyway. Also, possibly the best thing about Unity is that we could have an Xbox 360 version, with UE4 that's impossible. Though if we want this to happen we'll need Microsoft to approve the game for XBLA way before they phase out Xbox Live on 360, which is apparently going to happen in 2016. So we really need to buckle down and get something ready to submit to them sometime later this year. Before then though, we will be giving alpha access to PC pre-orderers, hopefully raising enough funds to purchase Voxel Farm. And after that we'll head to Early Access on Steam and then hopefully to Xbox 360 sometime later, and eventually Xbox One/PS4 and even iOS/Android if this game really takes off.
https://www.youtube.com/watch?v=Meb9dRBrGFI