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Offworld Trading Company Update 16

Balance

  • Elite Pleasure Domes now take the same entertainment share as a standard Pleasure Dome
  • Elite Headquarters reverted to use the same amount of steel as other factions

Bug Fixes

  • Scientist Nuclear Plants now have the same cost and power production as other factions
  • Fixed an issue with the resume button on the Infinite Map Challenge
  • Ticker Text now resets correctly

Offworld Trading Company Update 15

General

  • Improvements to Multiplayer stability
  • More localization work
  • Added Active Match count to Ranked Queue
  • Menu music continues without volume when “mute menu music” settings are turned on, instead of stopping and starting

Balance

  • Reduced Nuclear Power Plant to 1.2 power output
  • reduced Sulfur Frost effect to -60%
  • Elites now only need 60 Steel to upgrade

Bug Fixes

  • Minor Campaign Fixes
  • Fixed Ranked bug that prevented users from getting into game with certain edge-case conditions
  • Audio Fixes

Offworld Trading Company Update 14

General
  • Tutorials have been updated
  • Players can now see their Masquerade name while when playing in Masquerade mode
  • Some colony classes have had their resource price minimums lowered. In the Daily Challenge mode the best move was sometimes just throwing down a large number of mines or quarries on an easy to access resource, and because the resource would never drop below $30 a player could just sell that one resource until they had won. This change to address that situation and encourage more interesting strategies.
  • Increased precision of the server game timer.

Balance

As expressed by the community recently, extra claims can be extremely powerful. In fact, this reward for founding late was so strong that many players would only found without it in the most dire of circumstances. Early claims are being adjusted so that in games of 4 players or less everyone will receive an extra claim eventually.

  • Last four players to found now all receive a free claim (last to found on HQ2, then HQ3, HQ4, HQ5) regardless of number of players in the game

Several small changes are being made to Black Market items to add consistency and bring costs in line with the power each item brings. Spies and Holograms will now have a cooldown, preventing a player with an early lead from taking them all cheaply to get a significant advantage. Meanwhile, Return a Claim and Core Samples have had their cooldowns reduced to encourage their use.

  • Return a Claim Black Market item can now be purchased when in D Debt
  • Changed Black Market cooldown for Bribe a Claim to 90 seconds (up from 60)
  • Changed Black Market cooldown for Holograms, Spies, Return a Claim, and Core Sample to 30 seconds.
  • Pirates now steal 200 resources
  • Pirates and Magnetic Storms are more likely to appear

Patents are receiving some small adjustments, focused on making energy slightly more accessible and bringing Transparent Aluminum’s power down.

  • Energy Vault now produces 2 backup Energy (up from 1)
  • Transparent Aluminum now costs 60 chems (up from 40)
  • Perpetual Motion now costs 40 chems (down from 60)
Bug Fixes
  • Nomads now receive the correct Black Market time when founding
  • Infinite Challenge Leaderboard now properly updates when played from the Ranked Queue
  • Geothermal Borehole Auctions will no longer occur on maps where no Geothermal Vents are present
  • Overflow bug and formatting fixed for very large amounts of cash
  • Players can once again see number of players in FFA queue while in the 1v1 queue
  • Fixed an error with “Infinite Win (Io)” Achievement
  • Fixed border color artifacts on Medium and Low Rendering Quality

Starbreeze Publishing signs Mohawk Games strategy title “10 Crowns”

STOCKHOLM, SWEDEN (February 05, 2017)
Starbreeze, an independent creator, publisher and distributor of high quality entertainment products, has signed a publishing agreement with Mohawk Games regarding the project currently under the working title 10 Crowns.

10 Crowns is an epic-scale turn-based strategy game that lets players create the greatest dynasty in world history.

The industry veteran team behind Mohawk Games is led by Soren Johnson (Lead Designer of Civilization IV) and Dorian Newcomb (Art Director of Civilization V).

As an avid Civilization IV fan and gamer, I couldn’t be more excited about 10 Crowns promise of refreshing the classic strategy genre. I’m greatly looking forward to working with Mohawk on the game

Bo Andersson-Klint, Starbreeze CEO
Ten Crowns Military DefeatTen Crowns City Concept

Everyone here at Mohawk is very excited to work with Starbreeze on 10 Crowns, going back to our game development roots to make a classic historical 4X strategy game with some important and radical innovations to the genre. I look forward to sharing more about the design with the strategy game community and involving them in development as early as possible

Soren Johnson, Mohawk Games

10 Crowns is currently in prototyping stages of development.

About Starbreeze
Starbreeze is a global game company whose vision is to be a leading provider in the entertainment industry by creating world-class experiences. Starbreeze was founded in 1998 and has since evolved into a well-established developer and publisher of PC and console games and VR products aimed at the global market. With studios in Stockholm, Paris, Los Angeles, Barcelona, Brussels and India, Starbreeze develops high-quality entertainment products based on proprietary and third-party rights, both in-house and in partnership with external game developers. Operations are organized in three business areas: Starbreeze Games, Publishing and VR Tech & Operations. Starbreeze shares are listed on Nasdaq Stockholm under the tickers STAR A and STAR B with the ISIN-codes SE0007158928 (A share) and SE0005992831 (B share). For more information, please visit starbreeze.com

About Mohawk Games
Mohawk Games is an independent development studio located in Timonium, MD, that specializes in innovative strategy games. Their first title, the economic RTS Offworld Trading Company, has sold over half-a-million copies.

Limited Supply DLC Now Available!

Stock Markets and Rival Businesses Aren’t Your Enemies Here. In “Limited Supply,” your main goal is simple: survive.

  • New Scenarios
    Experience over a dozen new missions, each with their own challenges! Each new scenario has unique rule sets and locations that will take you on a fun and exciting journey as humanity settles on Mars.
  • Changing Environment
    As you progress through the scenarios, you will face different restrictions on what you’re able to buy and sell. In order to survive, you’ll have to constantly re-evaluate your strategies and adapt to each new location and challenge.
  • Evolving Technologies
    In a normal game of Offworld, you’d build up your business so that you could buy out your competition. Instead, you’ll need to meet a list of objectives set by the colony. As you progress, the tech you have access to becomes more advanced – but, so do the colony’s requests!
  • Unique Challenges
    This DLC breaks the core rule of Offworld Trading Company, which is “buy what you want, when you want (as long as you’ve got the cash).” Each scenario has a different ruleset that restricts what resources you’re allowed to buy and sell – even essentials like food, water, fuel and oxygen! Failing to maintain a steady supply and manage your resources effectively could mean catastrophe for the colony – and for you.
  • A New Way to Play
    Instead of the head-to-head “buy or be bought out” combat in a normal game of Offworld, this DLC lets you experience the game through a series of puzzles needing to be solved. There is no stock market, no competing businesses – your only competition here is Mars itself.
Offworld Trading Co. - Limited Supply DLC Offworld Trading Co. - Limited Supply DLC Offworld Trading Co. - Limited Supply DLC
Offworld Trading Co. - Limited Supply DLC Offworld Trading Co. - Limited Supply DLC

Available for purchase on Steam

 

Offworld Trading Company Update 13

General

  • Cave terrain is now highlighted when holding down the “z” key
  • Caves with resource access are now protected on HQ found
  • Infinite Map Challenge is now an option while waiting in the multiplayer queue
  • Player names are now hidden in multiplayer loading screen when in Masquerade mode
  • Ranked Queue stats are now refreshed when leaving the 1v1 or 4P queues
  • Added version information to the popup when failing to join a lobby because the versions are different
  • Added detailed tooltips for location selection

Balance

  • Optimization costs have been adjusted
    • Improved (25%) from 20 Chemicals, 40 seconds to 30 Chemicals, 40 seconds
    • Efficient (50%) from 40 Chemicals, 60 seconds to 40 Chemicals, 50 seconds
    • Advanced (75%) from 60 Chemicals, 80 seconds to 50 Chemicals, 60 seconds
    • Perfect (100%) from 80 Chemicals, 100 seconds to 60 Chemicals, 70 seconds
  • Elites now start with 2 extra shares owned (up from 1)
  • Space Elevators now cost 600 Aluminum, 100 Glass, 100 Electronics
  • Scientists now start with a Goon Squad
  • Basalt construction penalty removed
  • Nomads receive one claim per HQ level (including HQ1), changed from two claims per level after HQ1
  • Elite Pleasure Dome now consumes .25 Chemicals per second (down from .5)
  • Interest rate now increases by 2 for each bond level beyond “D” (D+1, +2, +3, etc.)
  • Founding bonus money now cut in half every time someone founds
  • Maps are no longer guaranteed to have one of either Pirates or Magnetic Storms.

UI

  • Chinese and Korean text no longer shrinks down to an unreadable size in the character popups
  • Changed the Return Claim icon
  • New logo for Reclamation/Scavengers

Modding

  • Stock warning will no longer appear in scenarios with Stock Market disabled
  • Now possible to skip the Colony Class screen in games with a Colony Class
  • Resource buttons can now be disabled if that resource cannot be bought and/or sold
  • Resource rows can now be highlighted in the Market UI
  • Scenarios can now have variable difficulty
  • Additional options added for adjusting scenario objective display
  • Added a way for modders to show the time limit without setting the mode to seven sols
  • Added ability for modders to overwrite pause text
  • Added customizable game info popup for modders
  • Added customizable text to fund panel for modders
  • Added ability for modders to toggle the resource panel display mode
  • Added ability for modders to set mouse-over tooltip text for resource warnings
  • Added PlayAudio() function for modders

Bug Fixes

  • Fullscreen application now remains visible when switching focus to another application
  • Resources that the player is not intended to be able to acquire can no longer be obtained through offworld launches (as with Scenario Toolkit scenario 3)
  • Fixed hiring of employees with CTRL and SHIFT in Campaign
  • Auction countdown will no longer display after an auction has closed
  • Auction countdown no longer displays when there is no upcoming auction
  • Added “Show Building Net” player option
  • Starting “A Risky Investment” will no longer prevent debt from ticking in other Scenario Toolkit Scenarios
  • Fixed bug in Raskolnikov’s Campaign HQ text
  • Fixed Blue Chip Ventures bug that incorrectly set starting debt to $0 in some scenarios
  • Fixed buy building bug where UI would say that you can build a building when you don’t have enough money
  • Players can now launch 2 shipments with one Mutiny
  • Various Ranked Queue improvements
  • Hotkeys are now restricted when their corresponding UI element (can no longer bid after intended in Tutorial 3).
  • Players will no longer be sent to an empty lobby when a friend invite fails
  • Various text improvements
  • Scanning UI no longer appears when choosing second HQ location as Nomads on reveal map when all other players have founded
  • Black Market highlighting no longer appears over character popups

Offworld Trading Company Update 12

General

  • Added Marathon Mode game option (In a standard game, this option increases stock prices by 50%. In a Campaign or Stock Victory game, this option increases the time limit for each match.)
  • Buyout warning audio shortened
  • AI now always plays with a stock delay
  • Improved AI founding
  • Campaign and Skirmish now default to Employee instead of Manager
  • Achievements added for Scenario Toolkit’s Scenarios

Balance

  • Elites can now use silicon instead of aluminum for buildings. (This ability functions like Transparent Aluminum, but with silicon replacing aluminum rather than aluminum replacing glass.)
  • Elite Pleasure Domes revenue increase from previous patch has been reverted
  • Elites now begin a game with one additional share (down from two)
  • Increased appearance probability of silicon
  • Water Processors and Electrolysis Reactors now require carbon instead of aluminum
  • Nuclear Plants no longer get an adjacency bonus from Chemical Refineries

UI

  • When observing, buyout percents are in the color of the closest player
  • Added SHIFT/CTRL-click shortcut to buy perks in campaign
  • Adding tooltip describing why Skirmish and Lobby dropdowns are disabled

Modding

  • Can now name colony in rule-set.xml

Bug Fixes

  • Claims are properly awarded for late founders again
  • MULEs can no longer slant drill on hills/cliffs
  • Elite Pleasure Domes no longer affect entertainment market if out of chemicals
  • Fixed loading maps in multiplayer lobby that require a certain mod
  • Show local art packs now display correctly for auctions
  • Skirmish screen dropdown tooltips now appear correctly
  • Subsidiaries no longer display a white square logo if acquired prior to founding
  • While observing, fixed special building buttons when switching players
  • Blue Chip Ventures Ceres lighting fixed
  • UI elements scaling adjusted

Offworld Trading Company Update 11

Balance

  • Increased profit from Elite Pleasure Domes by +50%
  • Return Claim black market now gives 2 items
  • Patent time penalty is lowered with >4 players.
  • Lowered base market demand slightly

Fixes/Perf

  • Fixed some AI sabotage bugs and AI is less likely to target human in Practice Challenges
  • Fixing built-in mods failing to register on start up
  • Buying out an unfounded player no longer gives them shares after they found
  • Fixing bug where loading a map doesn’t check if a mod is required.
  • Fixing replay’s overwriting previous match history
  • Fixed an issue where some text elements were not updating due to being enabled and disabled in one frame
  • Disabling claim canceling in the last two tutorials to fix a bug related to doing that.
  • Fixing strange map number return on the infinite challenge screen
  • Fixing issue with lobbies not refreshing properly because Steam thought we were still in a mod
  • Optimizing Tile network message performance by 2x
  • Reduced network message sizes by 50%
  • Loaded games now wait for the loading screen to finish before progressing
  • Optimizing AI found performance by 2x

UI

  • Added 4k support
  • Game Option size is no longer hard-coded
  • Fixed random prices bug, added warning when player has X% of the money to buy you out
  • Added Options Toggle for muting the menu music when application is out of focus
  • Made location nodes on io appear less blurry
  • Adjusted ceres lighting fog
  • Made sure Banner Notification scales uniformly as it animates in and out
  • Fixed splotchy outline text on banner notifications by scaling uniformly
  • Added higher poly version of io
  • Adjusted scaling for glowing text on tutorial check buttons
  • Adjusted “Compare Players” text to scale correctly in the charts and graphs screen
  • Added layout element to pagination text on daily and infinite map challenge pages so they  scale properly
  • Slight adjustment to Infinite Map Challenge updating leaderboard current page (so it stays the same when a button is pressed, and switches to first page onEnable)
  • Fixed scaling issues for the auto sell indicator and the espionage arrows
  • Patents now highlight for perks in campaign mode
  • Clicking on the Infinite Map Challenge Leaders will now take you to that map number
  • Mod dropdown menus now have tooltips so users can read long mod names
  • Adjusted credit text and unity image to scale with larger monitors
  • Changed width of object so the help button (campaign screen) would display onscreen in 1920×1080 and other resolutions
  • Fixed alignment of banner notification text
  • Styling Loading Screen progress bars
  • Adjusted auto sell icon to scale with aspect to prevent squishing
  • New text-tutorial info regarding placement of scientific buildings on ice (text provided by Dorian)
  • Fixed tooltip blocking map number for infinite map challenge

Offworld Trading Company Update 10

Features

  • Friend Invites– Steam users have the ability to invite friends into their lobbies from within the lobby screen and users in single player games can see and accept those invites. People can send friend requests in the game by clicking a user in the lobby, or right clicking their name in the players panel.

UI

  • Added a new Campaign Victory Screen
  • Improved the lighting environment on Mars.
  • Showed how many resources founding an HQ produces in chat
  • Removed the learn to play tooltip since the sub buttons have the real descriptions
  • Reducing the height of the Team labels to make more room for chat
  • Added rollover text for Learn to Play buttons
  • Added a perk icon for the Io extra claim
  • Showing order modifiers when auctioning a tile next to the colony
  • Colony consumption help on mouseover is back
  • Can now scroll through all played maps in Infinite Challenge
  • Added Jovian Eclipse banner message
  • Daily/Infinite Challenge screen will now tell you what the version is of old replay files
  • Added logic to change a lobby name if the owner changes.
  • Adjusted research row colors to contrast more
  • Split learn to play and practice challenge into two screens
  • Changed Io Campaign light priority.
  • Darkened defeated characters on the campaign victory screen and adding a hover effect
  • Added animations for Found HQ buttons and special tabs

Balance

  • Lowered opponent’s debt in tutorial 5.
  • Tweaked tutorial handicaps.
  • Auto-pausing no longer happens in the Infinite Challenge
  • Elites now start with one extra share.
  • Perks available are now sensitive to buildings made invalid by colony classes.

Fixes

  • Fixed camera controls close button getting squished on higher resolutions
  • Fixed some of the jarring camera movements in the tutorials
  • Fixed black screen after playing Practice Challenge.
  • Disabling animators control of visibility so they don’t compete for visibility when setting a UI object invisible.
  • Fixed long tutorial text sequence in Tutorial 2 where before it listed every module type.
  • Fixed an issue exiting a Practice Challenge goes to the Practice Challenge screen.
  • Improved handling missing unit assets in mods.
  • Fixed tooltips on Campaign resume.
  • Fixed sorting order of dropdowns in the in-game options screen.
  • Converted resource assets to use assets instead of concatenated strings.
  • Converted the asset path global strings to asset types.
  • Fixed lobby rename logic.
  • Fixed a sorting error bug on team names in the player list.
  • Fixed Campaign planet text alignment
  • Fixed logic issue that prevented someone set as an observer in a lobby from being changed to be on a team.
  • Fixed back button on practice challenge preview.
  • Fixed how HQ world works so it stops adding extra world audio components.
  • Memory optimizations.
  • Readded the Daily Challenge to practice challenges and fixed issue where practice challenges don’t show
  • Fixed scenario grouping.
  • TextButtons now have the abillity to specify what RectTransform their tooltip should use to position itself
  • Fixed issues with Nomads and founding bonuses.
  • Fixed text outline when font-size changes.
  • Fixed Robotic character art in Found Tooltip.
  • Fixed some issues with campaign mode selection.
  • Fixing goal panel null reference exception.
  • Fixing HUD chat size.
  • Fixing show chat screen all hotkey.
  • Fixed which maps show up in lobby screen depending on location.
  • Fixed handicap mouseover on lobby screen.
  • Fixed error on missing campaign faction background art.
  • Disabled pixel perfect on pie slices so they don’t go askew.
  • Set up overlay on frozen order buttons.
  • Fixed shrinking chat avatar.
  • Fixed the issue where the infinite challenge screen is totally blank for new players.
  • Fixed chat/event log overlapping other UI components.
  • Fixed typos.
  • Fixed default selection of missions in the campaign character select screen.
  • Fixed an issue with the campaign mission toggle order.

Offworld Trading Company – Jupiter’s Forge

Prudent business decisions take you to Jupiter’s moon, Io, to harvest its resources and keep an edge on your competition. Io’s 42-hour days and lack of an atmosphere means that you’ll have to change your strategy and choose what to build very carefully! Radiation storms, sulfur frosts, tremors, and harsh landscapes threaten your business model and force you to adapt in order to survive.

Take your adventure to Io
Explore Jupiter’s volcanic and volatile moon where energy is plentiful, but life support is so difficult that it makes Mars look like a paradise.

Adapt to new Resources
On Io, production works a little differently. There are plenty of new sources of power, but basic human needs – like water – simply don’t exist. Priorities for what you build and harvest on Io are vastly different from Mars or Ceres. New resources like basalt exist only on Io and will let you build new structures and adapt to the lack of other materials.

Attempt the Infinite Map Challenge
Compete against the rest of the community in this unique set of challenges. Each map evolves, becoming more difficult than the last – can you fight your way onto the leaderboards? Push yourself past the competition and see how many maps you can conquer before the harsh environment of space gets the better of you.

Conquer the New Campaign
Show that you have what it takes to build your business on the harsh environment of Io. Snag your resources before your adversaries do and prove to everyone that money talks: you made it on Mars, and you can make it on Io, too.

New Faction: Diadem Trust
An elite business group with grand visions, they are ready to crush any other corporation that gets in their way. Advanced buildings like Hacker Arrays and Patent Labs are top of the line and grant them an edge on competitors. The patent race also means nothing to them – they can purchase a patent at any time, even if its already been researched by another player. It’s all legal, they assure you – read the fine print.

New Faction: Penrose Collective
Highly adaptable and influential, they intend to thrive on the harsh environment of Io. With the ability to found 2 headquarters at the start of the game, they are able to spread their operations across an already depleted environment in order to afford them access to more resources. When resources deplete on a claim, the Collective simply trades it in for a more profitable spot.

Get Offworld Trading Company: Jupiter’s Forge on Steam today!