About This Game Take control of a range of different machines and operate them in a unique environment. Each new game generates a new and fully dynamic world, and it is yours to develop: Dig and build anything, anywhere!All machines have been carefully modelled down to small details. They all have opening doors and hatches, switches that control fully simulated systems, and have realistic physics models. You climb into and onto the machines, watch battery and fuel levels, follow realistic procedures that mimic the real machines. Our goal is to make you think of these machines as your own.What you choose to do is up to you. Machine World revolves around Blueprints, which are generated by us at Trino and by players. Blueprints challenge you to build certain structures, and can have time and fuel limits. But if you just want to develop your own buildings in your own world, you can. In a sense, that is what it is designed to do. Machine World is about total, creative freedom.Features16+ unique, fully modelled machines (14 currently unlocked, with more to follow)Component modelled machines. All systems are discretely system modelled, including engines, fuel tanks/pumps, batteries, gear boxes, etc. This means that under the hood, the game simulates these systems interacting individually, which will allow us to add system failures and resource management to the game.Fully deformable terrain. Dig and deform anywhere, without limitations. Dynamic (and removable) trees, rocks and debris.Dynamic water simulation. Takes the dynamic terrain into account and simulates various wave behaviours in real time based on weather and wind.Unlimited number of worlds, procedurally generated on demand (based on real world erosion and other terrain factors).Large catalog of construction parts and materials, including lighting, windows, doors, etc.First person oriented, and you can enter buildings you create and install lights, etc. (Furniture will arrive during Early Access).A labor of love. We love machines and creativity.Controller and Joystick supportGamepad or dedicated joystick(s) recommended, but mouse and keyboard can be used.About Trino GamesWe are a small team of developers with a genuine fascination for machines of all kinds. Machine World 2 was mostly developed by two people, supported by a wider network of specialists and consultants. We are community and player oriented and try to interact as much as possible. Your ideas and feedback are important, so please do not hesitate to get in touch through our forums or social media channels. 7aa9394dea Title: Machine World 2Genre: Indie, Simulation, Early AccessDeveloper:Trino GamesPublisher:Trino ABRelease Date: 28 Jul, 2017 Machine World 2 Crack English world war 2 light machine guns. world machine 2 professional. world war 2 heavy machine guns. machine world 2 review. machine world 2 android. machine world 2 trailer. world war 2 stinger machine gun. world war 2 german machine pistol. world war 2 nazi machine gun. world war 2 russian machine guns. machine world 2 indir. world machine 2 download full. world war 2 machine guns. world war 2 machine gunner. machine world 2 xbox one. machine world 2 download. world war 2 sewing machine. time machine world war 2. world war 2 japanese machine guns. machine world 2 gameplay. world war 2 machine gun crossword clue Rubbish to expensive for what it is. Basically sit there and dig simulator. driving is♥♥♥♥♥♥its like driving on ice no tutorial on how to use anything so you are completely useless boring game cause you cant get started probably a waste of 12.99. Half the battle is learning the controls, the other half is feeling almost like you have to have certifications on all of the equipment; Pretty darn realistic. When they say simulator, they are not kidding. Great game. 9/10. So far it seems like it could be great but there is a long way to go flying a helicopter is almost near impossible and as soon as you get on a boat and than back to land you wobbly legs the entire time long way to go left for this game. This game has really good potential. However, it needs a LOT of control polish. It's clearly made for controllers, but it would be fine if there were on-screen keybind help depending on what you're doing. Takes WAY too long to climb into a vehicle, which just feels weird. The tutorial has some issues as well, for example, the bulldozer tutorial doesn't recognize when I press the "set level" button so I can't progress past that. Lots of little problems like those, but they can all be ironed out. I'm really looking forward to future patches, as there's a lot of potential. I'm recommending it as it's a really good game idea, with beautiful scenery and awesome equipment, but beware, there are some problems here (it's still early access) but I don't mind supporting development.. what i have read about this game it sounds like it will be great when finished it is early access so we have to expect problems i know i only have 1.8 hours playing gamebut i just want to support this game. This game has a bunch of tutorials so it take at least an hour or 2 to get to the actual missions. Not worth it. Save your money for somethin else Update EA0.1.5.1 - Dumper trailer & deformation!: Greetings,First things first: I want to thank all of you who have provided feedback to us. This is really invaluable to us and helps us improve the game while in Early Access. Thank you! Now, on to the update - which again is released first into the iterative beta branch!* We expect it to be the default build sometime tomorrow.During the last few days we have been focusing on improving deformation and ground material handling in general. Basically, due to an obscure bug the entire ground deformation system was not entirely performing as intended: dropped material would not level off properly and at some points the dropped dirt could be too spiky, or too flat.This is now fixed so whenever you dig or dump material, it will always "flow" if it exceeds around 35-40 degrees. We will tune this, and will also be able to have different max angles for various material types in the future.We have also fixed a visual issue where the dirt particles would continue falling through things. They now die when they hit a surface or object.Last but not least, the dumper trailer now performs as intended. Material will not fall off unexpectedly and if the latch is unlocked, it will flow out at a controllable pace. (If the latch is locked, it will stay put even at larger angles.)As always, please let us know if you have any feedback or requests.Best regards,Daniel* The iterative branch and this update is accessed by going into game properties in Steam. Right-click Machine World 2, select properties, go to the beta tab and opt in to the branch called "iterative". Then you are on the bleeding edge and get all our dev updates as they are built!. Update 0.1.4.7 - Iterative: Greetings,Another iterative* update!We have focused more on traction, gearing and braking. Also, in-cab camera settings have been tweaked. All this should make for even better control of the wheeled vehicles.Best regards,Daniel* Iterative = Meaning that you have to have opted in to the iterative beta branch to receive it). Right-click MW2 in steam->betas->opt in to "iterative".. Build EA 0.1.5.7 : Placement and Delivery ship: Greetings,We are happy to release a new build that continues to improve on the core functionality in the simulation. This is a preparation for the missions to come.This new build contains the following:- Major improvements to placement of the player and vehicle(s) in new game sessions. It will now be very rare to get a bad placement at game start, and the initial position will usually be very close to the shore.- The AI for the Delivery Ship is further improved and it now better finds paths to tricky shores, and is also quicker to react to changes in orders (ie. when you send it away from the shore and then change your mind, etc.). In short, it should now be much easier to use.- Many smaller fixes and improvements (performance, logging, etc.).As always, this build is first released into the Iterative branch (you have to opt in to the beta) and in a couple of days it will become the default build.I would like to take this opportunity to again ask for submissions for blueprints and ideas for missions you would like to see. Please post these in the forums - or discuss it on the Discord server (check the forum for details).Best regards,Daniel. Version EA0.1.4.9: Greetings,This update focuses on tracked vehicles. Both the excavator and bulldozer have had an overhaul of their track simulation. They will deform ground much more around the tracks, and generally have better traction. As such they should be much harder to get stuck and should be able to more easily traverse very uneven ground.As always, comments & questions very welcome.Best regards,Daniel. Update EA0.1.4.4: Greetings,We're please to release a new update. Focus is still on fixing issues and improving various aspects of the game.Various known issues fixed, stability improved.Fixed build parts that would not connectAdded basic floor partTuned heavy truck. Please provide feedback on this.Fixed crane physics issue when leaving areaThe build is live for the default branch (and the iterative branch, obviously).However, if you encounter any problems, you can always fall back to the last build (Legacy).You achieve this by right-clicking the game to get to properties. Select the "betas" tab and then select the Legacy branch.As always, we very much value your feedback in the forums.Best regards,Daniel. Snapping! EA0.1.5.0: Greetings,As requested we have now implemented a snapping function when hoisting parts into place.By default this is turned off, so you need to engage it. Help prompts will tell you how, but by default the toggle key is R.You can also turn this on and off in gameplay settings, as well as adjust the snap grid size. By default this is 0.1 meters.Using this in conjunction with matching part sizes makes construction very easy. (i.e. if you work with a grid with 0.1 meter increments, use the same increments for your part sizes).As always, questions or feedback is most welcome!Best regards,Daniel. Machine World 2 is arriving in 7 days: With only one week to go I want to take the opportunity to elaborate a bit on what we are doing until release, what the pricing will look like, and what will happen after Early Access release next week.The next 7 days. 0.1.5.5 - Performance improvements: Greetings,We start the week with a patch focusing on performance. But it also contains tweaks to the new deform/flatten function in the PDA. - The flattening system will now remove foliage more quickly.- A number of under the hood tweaks should result in better performance- A keyboard command to measure FPS natively has been introduced. Standard key is the delete key (can be remapped of course). This function will measure the number of frames rendered per second, and will do so for 5 seconds. After the period it will show an alert with the results.Please let us know what you are seeing, and also if there are any specific circumstances when you receive especially low or high FPS numbers. Using that info we can further improve and balance performance.Best regards,Daniel. The day before release...!: Hello everyone,This is a surreal post to write. It is now the end of the day before release. In less than 24 hours Machine World 2 will be available. After about 3 years in development.We hope everyone is as excited as we are, and will enjoy the game as much as we have enjoyed making it. In many ways the development has been harder than we thought, but even so it has been a really pleasant journey and we are very proud of how the game has turned out.What you will play is our vision. Even though we are not done yet and the journey is far from complete, we feel we have accomplished much of what we set out to create.A game where you have total freedom in a detailed and immersive environment. Waves on the ocean, trees swaying in the wind, day turning into night and with that the sounds change as darkness falls.This environment is yours to explore and to develop as you choose, with the help of machines we have spent a lot of time trying to get right, to deliver the feel of the real thing.We will release the game around 12:00 Central European Time. That marks the end of these three years of closed development, and the start of an interesting journey with you! We can't wait to see what you think about Machine World 2, what you do with it, and how you help us shape the future of the game.Until tomorrow!Best regards,Daniel. 0.1.5.6 - Various fixes: Greetings,There is now a new build in the Iterative branch (will move to the default branch in a couple of days). Fixes:- The mountain slider when creating a new game now makes a difference. It will still not create entirely flat islands, but it will do what it is designed to: weight the character of the generated world.- The delivery ship pathfinding has been improved.- The feedback from the deliver ship has been improved (meaning it will indicate failure / success when navigating more reliably).Please keep in mind that the operator (you! ;-) ) has some responsibility when selecting the shore position for the deliver vehicle; If you select a too shallow (or steep) shore point, the ship will have difficulty docking.You can always reselect the docking point though and the ship will switch destination.As always, please provide any feedback you may have. Either here, or if you encounter a bug or a problem preferably in the forum.Best regards,Daniel
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