Hey all! Welcome to the eleventh edition of Community Highlights! It’s been a busy year with the release of The Broken Beyond space expansion, and the community has given us plenty to show off. To celebrate the expansion, we hosted a Vanilla Spacecraft Contest and challenged you
Hey all!
Welcome to the eleventh edition of Community Highlights!
It’s been a busy year with the release of The Broken Beyond space expansion, and the community has given us plenty to show off. To celebrate the expansion, we hosted a VanillaSpacecraft Contest and challenged you to put its new possibilities to the test with your own spacefaring creations.
Now we’re taking a closer look at the standout builds and revealing which spacecrafts took home the top spots!
🥇 1st Place: Gatling Galleon by James_Bond
🥈 2nd Place: Universal Space Battleship Black Ox by 乙型甲殻類(電気タイプ)
🥉 3rd Place: Cheops Class Pyramid by Geodetic
Honorable Mention: The Martian by RafVicAlv
August’s Vanilla Spacecraft Contest gave us plenty to marvel at. Thanks to every builder who took part and put their own spin on the challenge!
Let’s take a closer look at this month’s highlights.
Join us next Friday, September 18th, at 3 PM BST for our latest Developer Community livestream! We’ll be showcasing more of your incredible contest entries and community creations live on Youtube!
That wraps up the eleventh edition of Community Highlights! As always, thank you for playing Besiege and sharing your creativity with us.
Until next time,
Sam
If you'd like to be featured in our next Community Highlights, make sure to use our special hashtag #BuiltWithBesiege on Twitter or share them with us over on our Discord. Alternatively, you can reach out to Sam (Discord) who will be vetting submissions.
Besiege: The Broken Beyond is out now! View game page Alongside The Broken Beyond’s release, we’ve also pushed an update containing a bunch of improvements & bug fixes, as well as more level editor objects for you to use! Master Engineer Edition For those of you who’ve alread
Alongside The Broken Beyond’s release, we’ve also pushed an update containing a bunch of improvements & bug fixes, as well as more level editor objects for you to use!
Master Engineer Edition
For those of you who’ve already purchased the supporter edition of Besiege, you can upgrade to the Master Engineer Edition to get The Broken Beyond at a discounted price. The Supporter Edition is being discontinued in favour of The Master Engineer Edition which includes all of Besiege’s content.
We’re really excited to see all the wacky & wonderful creations you build for The Broken Beyond! Post them on Twitter with the hashtag #BuiltWithBesiege to share with us and the rest of the community. :)
- Added new space campaign with 11 levels - Added Blaster block - Added Booster block - Added Parachute block - Added Metal Wheel block - Added Control Thruster block - Added Inertial Steering block - Added Rocket Fin block - Added Grid Fin block - Added Small Fuel Barrel block - Added Large Fuel Barrel block - Added Fuel Hose block - Added Fuel Coupler block - Added Fuel Gauge block - Added Multiplayer space environment
UPDATE changelog:
Additions: - Players can now load workshop machines with DLC blocks, even if they don't own the DLC the blocks are from. However, they will not be able to modify those blocks without owning the DLC. - Added 51 new objects to the level editor - Added new god tool Infinite fuel (similar to infinite ammo) - Added new god tool Disable firespread - Added new god tool Click to explode - Added more keygroups for block in settings->control
Changes:
- Flamethrower flame is now blocked by armor blocks - Flamethrower now uses the new fuel system - Flamethrower now has a texture to reflect it uses fuel - For new players, default block keys have a more unified control scheme avoiding unique keybinds for single blocks and overlaps where dissimilar blocks were using the same key
Fixes:
- Improved center calculation for machine - Tried improving anglometers - Made blocks with direction arrows place with a default direction that makes more sense with how players typically build - Fixed issue where leaderboards would cause crash on Linux
Hello everyone! Today we’ve got our 6th and final development post for The Broken Beyond expansion, which releases in just 3 days time on the 22nd of June! This post is going to give you a sneak peak at some of the new space levels that’ll be dropping with the expansion. View gam
Hello everyone!
Today we’ve got our 6th and final development post for The Broken Beyond expansion, which releases in just 3 days time on the 22nd of June! This post is going to give you a sneak peak at some of the new space levels that’ll be dropping with the expansion.
The Broken Beyond campaign is set in the Aranea star system, home to the planet Besian which hosts Besiege’s original campaign. Besian is far from Aranea’s only inhabited planet and you’ll quickly find yourself coming up against a space-faring civilization known as The Void Drifters.
In an early level you’ll come across the crash site of a Void Drifter troop transport, perhaps destined for Besian as a scouting party or even an early invasion force.
As you progress deeper into the star system, you’ll encounter a colony, on the planet of Iotun, that’s been taken over by fiercely cute creatures known as Xenomaws. They’re very energetic so watch yourself!
The Void Drifters regularly host speeder races through the canyons of Doon. There are no rules, so demonstrate what a real machine is capable of and ensure you win no matter what.
The Drifters extract a variety of resources from all over the star system to supply their civilization. Their refineries and mines are easy targets for war machines hell-bent on chaotic destruction.
Along with the campaign, The Broken Beyond expansion also features its own sandbox environment which includes several planets and moons for you to travel between, manipulate and terrorise.
The new space expansion will also feature secondary objectives, just like the base game and water campaigns do, along with some new achievements for you to unlock. Sorry, not sorry 🙃
Launch Day Stream
Spiderling’s Community Manager Sam will be livestreaming the new expansion at 1pm BST on Monday the 22nd of June, so tune in to get an early peak and join the countdown to launch!
That’s everything for this week, we hope you’re as excited as we are about the upcoming launch! We can’t wait to see what wacky space machine chaos you unleash amongst the stars!
Hello everyone! With just over a week to go before launch, we’re going to take a look at building machines for space, examining some blocks in greater detail and exploring some important concepts you’ll want to consider when building your spacecraft! View game page Balancing Load
Hello everyone!
With just over a week to go before launch, we’re going to take a look at building machines for space, examining some blocks in greater detail and exploring some important concepts you’ll want to consider when building your spacecraft!
So, first things first, getting off the ground with your rocket ship!
One of the most important balancing acts you’ll need to embrace when creating spacecraft in The Broken Beyond is ensuring you have enough thrust to get the mass of your machine into space.
There are three elements to this equation you’ll need to balance; Weight, Thrust & Fuel.
The greater your machine’s weight, the more thrust you’ll need to get it off the ground.
The greater your machine’s thrust, the more fuel it’ll use.
The more fuel stored on your ship, the greater its mass (weight).
And so on…
With the new blocks added by the expansion, there are a lot of different configurations of boosters and fuel storage for you to experiment with to find what’s right for your machines.
Burning a low amount of fuel to generate a low amount of thrust over a long period is very inefficient. You’ll need to find a good middle ground where you’re generating a good amount of thrust, but not burning through your fuel reserves too quickly.
Those of you who are particularly discerning have already figured out that stacking small fuel barrels together provides more storage than a large fuel barrel while taking up the same space. However, a Large barrel storing 100 Fuel has a lower overall mass than 10 Small barrels storing 10 Fuel each.
However, a key difference between using a single Large Fuel Barrel and using several Small Fuel Barrels, is large ones have better wet to dry mass ratio. This means that a greater proportion of the blocks total mass comes from the fuel it contains and when a Large Fuel Barrel is emptied its mass will be lower than Small Barrels capable of holding an equivalent quantity of fuel.
Another important consideration is that the Large Fuel Barrel has significantly more attach points for linking it to other blocks. This makes it ideal to form the main structure of your machine, whereas Small Fuel Barrels stacked together provide far less points of attachment.
If you’re trying to be space efficient and maximise the quantity of fuel your machine can carry, small barrels are the way to go, but if you’re trying to be efficient with your mass to fuel ratio, large barrels are superior. There are tradeoffs with everything.
Another thing you might want to consider is separating your machine into two separate fuel networks if you’re using boosters and weapons that require fuel, like the Flamethrower or Blaster. If your fuel reserves run low, you might find your boosters draining the ammunition from your weapons to power themselves!
Multistage systems are also a great way to make your spacecraft more mass-efficient, allowing you to jettison empty fuel storage or other systems that are no longer needed to complete your mission.
Steering in Zero Gravity
We briefly touched upon steering in space in our 3rd development post but it’s an area we’d like to expand upon a bit here as well.
For steering in space, there are 3 new main blocks you could use; the Control Thruster, The Inertial Steering block and the Booster block.
The Booster is designed to output large amounts of thrust and that coupled with the fact it consumes fuel, means it’s not ideal for reorienting your machine, unless speed is more important to you than control.
The Inertial Steering block is by far the most effective method for rotating your machine and it scales well with your machines size, making it impactful even with the largest of machine designs.
The Control thrust might offer a degree of finer control than the Inertial block, but the main reason we added it to the game was to allow players to create realistic replicas of real spacecraft. Control Thrusters can technically also be used as a method of low-impact propulsion for maneuvering your craft around in zero gravity.
Both the Control Thruster and Inertial Steering block also have an option for countering rotation, making it easier for you to stop your machine spinning. While this is very useful, it’s worth noting that the Control Thruster has the potential to knock you out of a stable orbit as it makes continual adjustments.
Atmospheres & Aerodynamics
As discussed in previous posts, The Broken Beyond features atmospheres which enable aerodynamic blocks to function.
Aerodynamic forces however are not consistent across all atmospheres as their density can vary, with lower density atmospheres providing less aerodynamic forces on your machine. There also isn’t a hard edge to atmospheres where aerodynamics suddenly cease to function, the forces will fade as you transition into space with an approximation of the barometric formula.
As a practical example, creating a plane for use in a low density atmosphere (like a gas cloud in space) will require its design to maximise lift and propulsion in order to function properly.
We also briefly mentioned in a previous development post that entering an atmosphere too quickly or at a bad angle can significantly heat your machine, causing it to burn up. This hazard can be countered by heat-shielding your machine using armour and some other metal blocks to protect vulnerable parts from burning. Placing these parts on the forward facing parts of your machine means they’ll take on the brunt of the heat during re-entry.
Misc Points
Another area of Besiege that works differently in space is fire. Although it is still possible to create flame outside of an atmosphere, in many instances it’s a lot less reliable and the risk of fire spreading between blocks is significantly reduced.
A classic method of propulsion in Besiege is heating a water cannon with a torch to produce steam, but in space torches are unreliable and don’t provide a constant flame. If you wish to use this propulsion method outside an atmosphere, you’ll need to use a Flamethrower which in turn requires fuel.
Something else to consider when designing your machines for space is that you’ll rarely need to fire in the same direction that your ship is pointing. So placing all your weapons facing forward isn’t always wise and you may wish to create turrets to ensure you can target enemies independently from your ships flight direction.
That’s everything for this post, next week will be the final development post before the expansion’s launch on the 22nd of June and we’ll be taking a look at some of the new levels which make up the space campaign!
We hope you’re as hyped as we are for the release and encourage you to wishlist The Broken Beyond if you haven’t already.
Hey everyone! Community Highlights is back and we’ve hit double digits. Welcome to our 10th edition! 2026 has already been our busiest year yet. Between announcing The Broken Beyond and preparing for its release, there’s been plenty happening behind the scenes but celebrating the
Hey everyone!
Community Highlights is back and we’ve hit double digits. Welcome to our 10th edition!
2026 has already been our busiest year yet. Between announcing The Broken Beyond and preparing for its release, there’s been plenty happening behind the scenes but celebrating the Besiege community will always be a priority.
Back in May, we challenged you to build your best mechas and you absolutely delivered. Now it’s time to show off the highlights and announce the winners of the Mecha Contest!
🥇 1st Place: Devastator by pukku131
🥈 2nd Place: Unicorn by Fnom3
🥉 3rd Place: Reaver Titan by Ylikangas
Honorable Mention: Divine Beast Vah Naboris by RafVicAlv
A massive thank you to everyone who entered May’s Mecha Contest. You brought some seriously inventive builds to the table and we loved seeing how creative the community got with the theme.
View game pageWe’re now less than two weeks away from our next major expansion! Working on The Broken Beyond has been a huge journey for the team and we can’t wait for everyone to finally get their hands on it. We’ve poured a lot into and all the support so far has meant the world to us.
If you haven’t already, please drop us a wishlist and help spread the word. It genuinely makes a huge difference and we’re so excited to share what we’ve been building.
Development Post #5 drops this Friday. Keep an eye out!
Cheers everyone,
Sam
If you'd like to be featured in our next Community Highlights, make sure to use our special hashtag #BuiltWithBesiege on Twitter or share them with us over on our Discord. Alternatively, you can reach out to Sam (Discord) who will be vetting submissions.
Hello everyone! The Broken Beyond will be available to buy & play on June 22nd, in just over 2 weeks time! Last week we began showing off 7 of the 13 new blocks that The Broken Beyond expansion contains and this week we’ll be continuing that theme by revealing the final 6, al
Hello everyone!
The Broken Beyond will be available to buy & play on June 22nd, in just over 2 weeks time!
Last week we began showing off 7 of the 13 new blocks that The Broken Beyond expansion contains and this week we’ll be continuing that theme by revealing the final 6, all of which are part of or use the new fuel system!
Balancing fuel loads is a big part of launching rockets into space in real life, so we wanted to bring that resource management challenge to Besiege’s space expansion as well.
Fuel in Besiege is quite simply named “Fuel” and it can be stored in large containers and distributed to blocks which need it. Currently there are only three blocks which require fuel, the new Booster block, the existing Flamethrower block and the new Blaster weapon.
For storing fuel there are two options, the Small Fuel Barrel and the Large Fuel Barrel. The Small fuel barrel can store up to 10 Fuel and the Large Fuel Barrel can store 100 Fuel. The mass of Large Fuel Barrels is 10 times the mass of Small ones and the mass of fuel storage blocks decreases as fuel is expended.
Placing fuel barrels (or blocks which require fuel) adjacent to each other connects them automatically into a fuel network that has a shared fuel reservoir that can be drawn on by any block that requires fuel.
Blocks storing or requiring fuel can also be connected using Fuel Hoses, which by default, automatically allow fuel to flow between the connected blocks. However, there are also options available via the parameter tool which allow you to configure keys for starting and stopping the flow of fuel.
You may also wish to connect or disconnect different fuel networks together during gameplay, in which case you’ll want to use the Fuel Coupler block. It works as you might imagine, connecting fuel system blocks together on a key press and disconnecting them on a key press. Upon decoupling, the block creates a pushing force to separate it from the connected block. The amount of force created can be customised using the Parameter Tool.
Determining the percentage of remaining fuel within a network can be done using a Fuel Gauge block. This Fuel Gauge is an automation/logic block, meaning it can be configured to emulate a key when a desired fuel level is reached within a connected network. The block also has a glass gauge on its side which visually displays the current fuel level of a connected network.
The new Booster block has a small fuel reservoir that stores 1 fuel. By default, the block expends 1 fuel for every second it’s activated but increasing the block's thrust also increases the rate of fuel consumption. The block can also be configured to start with less or no fuel in its reservoir.
The existing Flamethrower block is also compatible with the new fuel system. The Flamethrower uses 1 fuel for each second it’s activated and it contains an internal fuel reservoir capable of storing 10 fuel. This means that the block will continue to function the same way in base game Besiege as it always has, but can have its fuel extended if you have access to The Broken Beyond’s new blocks.
You might also notice that the Flamethrower’s wooden barrel is a similar size to the Small Fuel Barrel and stores the same quantity of fuel.
The Blaster… god it feels good to say that name, BLASTER.
The Blaster is a new weapon block, coming with The Broken Beyond, that fires super heated bursts of fuel that cause damage on impact and have the potential to ignite the target.
The Blaster currently expends 1.25 fuel per shot, but this may need balancing again before or after launch.
This is an extremely powerful block which we’ve added to help you fight in the fast paced, high maneuverability environment that is space!
That’s everything for this week but next week’s post will be all about building for space, where we’ll explain some fundamental design principles of building space machines and dive into some finer details of block design as well.
We hope you’re as excited as we are about the upcoming launch on June 22nd! Please consider wishlisting to get notified of the release, it really helps us out.
Hello Everyone! It’s time for another Broken Beyond development post and this week we’re looking at some of the new blocks coming with the expansion, all designed for space! If you’re excited for The Broken Beyond, wishlist below! View game page Development Post The Broken Beyond
Hello Everyone!
It’s time for another Broken Beyond development post and this week we’re looking at some of the new blocks coming with the expansion, all designed for space!
If you’re excited for The Broken Beyond, wishlist below!
The Broken Beyond brings with it a massive 12 new blocks, all designed with building space machines in mind!
The new expansion also introduces a fuel system to Besiege for the first time and we’ll be diving into the details of that in next week’s post.
One of the key blocks introduced in this expansion is the “Booster”, which works both inside atmospheres and in the vacuum of space. The Booster is a powerful rocket engine capable of producing large amounts of thrust!
Despite its power, you may need several boosters attached to your machine to make it capable of leaving a planet’s atmosphere, depending on the size and weight of your design.
The booster requires fuel to operate and although containing a small internal reservoir itself, you will need to supply it with additional fuel to achieve any meaningful flight-time in the atmosphere.
We’re also adding a Powered Metal Wheel with The Broken Beyond expansion, designed for use in space-like environments where traction is important or possibly difficult to achieve.
Besiege’s existing wheels will work in the new space environments, but we felt the block selection was lacking one that provides continuous traction over rough terrain. It also wouldn’t have been right to release a space expansion without some kind of rover wheel!
While Booster blocks are great for propelling your machine through space, they’re quite large and don’t provide particularly fine levels of control, making them less useful for steering/orienting your machine.
Therefore, we have added two types of steering block specifically designed for orienting your machines in space, each functioning in different ways.
The Control Thruster works similarly to an “RCS Thruster” (used by real spacecraft), expelling gas in one or several directions at once to provide a reactive force.
It also has an option for countering rotation, effectively providing automatic counter thrust to the rotation you’ve initiated. This means you don’t have to worry about manually cancelling out your machine's rotation by firing the thrusters in the opposite direction.
This block is great for fine adjustment to your orientation and works best on smaller, slower moving machines.
For larger or faster moving machines you’ll probably want to use the Inertial Steering block to orient your machine through reactive torque, albeit to an unrealistic degree.
The block also has an option for countering rotation and options to change the rotation & counter-rotation speeds.
The Inertial Steering block is ideal for providing very quick orientation of even the largest machines and we anticipate seeing it used in many fighter type space-craft designs!
Controlling your machine inside an atmosphere is quite different from space, as aerodynamic forces come into play! Although Besiege already has a good selection of aerodynamic blocks for creating flying machines, we felt some additions were needed to plug a few gaps.
The Rocket Fin rotates to guide airflow around your machine, allowing you to alter its path through the atmosphere. They also provide a stabilizing effect even if you don’t rotate them, ensuring your machine flies straight and true.
The Grid Fin works in the same way as the design popularised by SpaceX several years ago. It can be opened or closed to add or remove aerodynamic drag from your machine, essential for slowing your descent!
Another block we’ve added to help you slow your machine’s descent into an atmosphere is the Parachute block. The parachute can be deployed with the press of a button and its size can be customized using the keymapper tool, allowing you to decrease or increase the amount of drag it produces.
That’s all we’ve got time for today, but next week we’ll continue our breakdown of The Broken Beyond's new blocks and take a look at the new fuel system!
If you’re hyped for the new expansion, don’t forget to join the discussion on our Discord and wishlist The Broken Beyond!
Hello Everyone! Today we’re delighted to share the second in a series of posts which delve into the upcoming Broken Beyond expansion and its exciting new content! If you haven’t already, please consider wishlisting the new expansion as it helps us reach more physics building enth
Hello Everyone!
Today we’re delighted to share the second in a series of posts which delve into the upcoming Broken Beyond expansion and its exciting new content!
If you haven’t already, please consider wishlisting the new expansion as it helps us reach more physics building enthusiasts and will keep you updated about its release.
Last week we began explaining the fundamentals of space in Besiege, delving into gravitational mechanics and our Newtonian physics simulation. This week we’re going to take a look at The Broken Beyond’s atmospheres and how your machines will interact with them!
With the Broken Beyond expansion, we wanted to capture the stark difference between being in a planetary atmosphere and being in the vacuum of space, both with physics mechanics and beautiful visuals.
Working with talented “shader sorceress”, Freya Holmér, we’ve been able to create stunningly beautiful atmospheres for Besiege’s planets. We wanted them to feel like miniature worlds brimming with character and we’ve only been able to achieve that with her exceptional shader work. Thank you Freya!
Inside planetary atmospheres the physics of aerodynamics is applied to your machine, allowing you to move your machines through the air with propellers, create lift with wings and slow your machine down with drag. This means that for a truly inter-planetary machine, you’ll need a design that functions aerodynamically but can also propel and steer itself in the vacuum of space.
Reaching space requires a powerful machine, capable of escaping a planet’s gravitational pull, but landing in a planet’s atmosphere requires control. You will need to establish a course bringing you to your desired destination, accounting for or utilizing the gravitational influence of planets. It’s also essential that your machine can control its descent into the atmosphere, slowing its descent enough to avoid burning up or crashing into the ground!
This week we also wanted to show you a nifty little trajectory prediction tool that we’ve worked into the expansion. It’s designed to help you determine your machine’s path through space, whether you’re on a collision course, or see whether you’ve managed to establish a stable orbit.
To use the tool, you simply zoom out far enough from your machine and a prediction line will appear, showing where you’ve come from and the path your machine is likely to take (in the final version, your predicted path will be a dashed line).
Different colour lines tell you different things about your trajectory;
A red line indicates that you’re on a collision course with a large object, such as a planet.
An orange line shows that your path is predicted to enter an atmosphere.
A yellow line tells you that your machine has reached escape velocity.
If none of the above are true, the line will be green or turquoise. This likely means you’ve established a stable orbit around a planetary body.
That’s everything for this week, but next week we’ll start showing off the expansion’s new blocks, which constitute the most blocks added by any expansion or update ever!
Until then, please wishlist The Broken Beyond if you haven’t already and help us spread awareness!
Hello everyone! Today we’re pleased to share with you the first in a series of development posts covering various aspects of the upcoming Broken Beyond expansion for Besiege. We’re also excited to say that we’re still on track to release the expansion in Q2 of this year! Wishlist
Hello everyone!
Today we’re pleased to share with you the first in a series of development posts covering various aspects of the upcoming Broken Beyond expansion for Besiege.
We’re also excited to say that we’re still on track to release the expansion in Q2 of this year! Wishlist now to get notified.
For this first development post we’re going to start by talking about Space in Besiege, how it works and what you can expect from it.
The scope of playable environments in this new expansion are much greater than any previously in Besiege, helping them feel more like miniature worlds than isolated dioramas in a void. Our goal has been to achieve a good balance between the epic scale of space with fun and interesting miniature worlds that follow Besiege's traditional diorama style.
When it comes to physics our goal with Besiege has always been to create a middle-ground between realistic simulation and quirky physics, a philosophy we’ve taken into this new expansion as well.
The Broken Beyond offers you the closest experience to a true Newtonian simulation, pushing the laws of physics into the realms of mind-bending wackiness!
Large space objects like asteroids, planets, etc, have their own gravitational fields which fall off according to the inverse square law, meaning the force applied to your machine decreases drastically as you move away from its source.
There are a variety of different gravitational fields in The Broken Beyond, which have enabled us to create everything from realistic planets you can land on, to planetary discs you can drive around or fall off to the planet below!
Planets have “Spherical” gravity fields that pull everything towards their center or core which enables you to establish elliptical orbits around them. For more unusually shaped objects like lumpy asteroids, we combine several gravitational fields together with some clever maths to make them feel realistic to drive upon. These fields present odd looking paths for orbiting objects, following the contours of the Asteroid.
Platforms use a cylindrical form of gravity, where objects are pulled toward the faces of a cylindrical shape. This keeps the gravitational forces consistent, rather than strongest at the center of the platform, and causes orbiting objects to follow the cylindrical shape.
Finally we have the “Circular” gravitational field, which pulls objects directly down onto it or up onto its underside, creating an almost two dimensional ring doughnut to drive around with a hole in its center.
The Broken Beyond simulates the gravitational fields of all large objects in levels, enabling you to jump between asteroids or establish complex orbital paths around several celestial objects at once.
Although the expanse between planets in Besiege is a vacuum, it’s far from empty. Space debris litters the star system - countless rocks to collide with your ship, meteoroids to push around or smash into one-another, and even moons that you can send crashing out of orbit!
I’m afraid that’s everything for this week, we hope you’re as excited as we are about The Broken Beyond’s upcoming release! Next week, we’ll continue our “Simulating Space” theme with information about planetary atmospheres and how they affect your machine. We’ll also be showing off a neat little tool to help you navigate across the star system, and maybe we’ll take a look at a miniature singularity…
If you haven’t done so already, please do wishlist The Broken Beyond! It’ll let you know when the expansion releases and it really helps us spread awareness of our new passion project!
Hello everyone! Today we’ve got another quality of life update bringing a host of new features and changes for players both new and existing! But before we delve into the details we’d just like to say a big thank you for all the interest and support that’s been shown for Besiege’
Hello everyone!
Today we’ve got another quality of life update bringing a host of new features and changes for players both new and existing! But before we delve into the details we’d just like to say a big thank you for all the interest and support that’s been shown for Besiege’s upcoming space expansion: The Broken Beyond.
If you haven’t already, please wishlist the expansion as it really helps us out!
View game pageFor this update, community modder dagriefaa has been working tirelessly on implementing some of the community’s most popular mod features and requests into the base game, so a huge thank you to him from all the team at Spiderling!
To start with, you can now remap hotkeys for multiple blocks at the same time, improving your ability to quickly customise your machine controls. The “Paint Bucket” has also received some attention, with changes that should make it much quicker and easier to apply & change the block skins you commonly use on your machines.
For less experienced players we’ve added a host of tutorials to The Splintered Sea expansion, that will teach you the fundamentals of building aquatic machines, from ships to submarines! We’ve also updated a bunch of the game’s block tooltips to make them more consistent and offer you more details of their stats.
Both the Cannon & Water Cannon now have a higher maximum power of 3x, instead of the original 2, and new graphics options for higher FPS and Vsync have been added. These features and many more are all detailed down in the changelog below, so do take a look and don’t forget to wishlist The Broken Beyond, coming Q2 2026!
- multiple blocks can now be selected and edited with the keymapper
--- the keymapper will show the settings of the last selected block, and conflicting values will be displayed as ●●● - changes will be propagated to all other blocks with the same setting
-- fixed a glitch where out-of-bounds values copied to other blocks did not properly clamp, as this new functionality exacerbated issues
- added new block tooltips with unified design and extra stats
- added new water tutorials
- added anglometer modes - 'initial' (default), 'gravity' (down), and 'velocity' (direction of travel)
- added pick block keybind (ctrl + mmb)
- keymapper option selectors ([<] [UPRIGHT] [>]) now allow directly picking options via dropdown (with search)
- added 'only show machine skins' button to paint bucket - filters skins to only those on the current machine
- added 'last used' sort mode to paint bucket
- added more fps options (up to 240hz)
- added vsync option
IMPROVEMENTS
- steering blocks now have same 1x speed as steering hinges
- water cannon max power is now 3x
- cannon max power is now 3x
- fixed camera block height can now actually be set to ±90d
- speedometer min speed lowered to 0
- graphics options moved to own tab in options menu
- keymapper color options now have a moveable cursor and selection, and support nobounds
- screenshot name format is now yyyy_MM_ddd instead of MM_dd_yyyy
- improve performance of levels with many of the same object
FIXES
- fix a whole bunch of cases where the keymapper would break undo history
- fix logic blocks (e.g. length detector) not updating visually on client if their output is unused
- fix multiverse join/host ui not disabling in some cases when selecting playlist levels
- fix small wheel visual slewing really slowly on client
- fix pasting/typing hex code into build surface hue setting not also updating saturation and luminosity
- fix switching advanced building tools via hotkey displaying incorrect global/linked/pivot state
- fix block values being mangled if block mapper closed or selection changed while text field focused
- fix another bug with camera default target moving between build and sim mode
- fix win screen secondary objectives appearing in multiverse
- fix NaN springs, pistons, steering blocks throwing errors
- fix pyramid corner level entity being slightly misaligned
- fix scoreboard throwing errors on non-steam versions
- fix ctrl+backspace not being handled in text mappers in some cases (should delete previous word)
- fix naming of roller wheel and flywheel folders in template skinpack
MODDING
- 'minChangeset' and 'maxChangeset' can now be specified on assemblies to control which versions of the game they run on (changeset is the number after the version number, e.g. for 1.77-23458, 23458 is the changeset)
- 'useMipMaps' can now be specified on resources to control whether mipmaps are created
- custom mappers will only work with one object selected - see documentation to enable for multiple
Today we’re excited to announce The Broken Beyond expansion for Besiege, coming to Steam Q2 of 2026! The expansion takes Besiege’s classic gameplay into space, with a new campaign, a suite of new space themed blocks and a new sandbox environment. Taking Besiege into space has bee
Today we’re excited to announce The Broken Beyond expansion for Besiege, coming to Steam Q2 of 2026! The expansion takes Besiege’s classic gameplay into space, with a new campaign, a suite of new space themed blocks and a new sandbox environment.
Taking Besiege into space has been an ambition of ours for a long time now and, with The Splintered Sea released, we felt space would make a great focus for our next expansion!
Those of you who’ve been around for a long time might remember a small moon object in orbit around the Besiege planet, on the title screen. Originally we intended this to be a simple low-gravity sandbox to play around in, but following the addition of the Zero-G god tool, it felt somewhat superfluous.
We decided that if we were to explore space in Besiege, we’d make something far grander that fully explores all the fun & creative gameplay it has to offer.
The Broken Beyond provides a simulation of space that balances realism with the rule of cool, allowing you to take full advantage of gravitational mechanics to slingshot your machines or establish stable orbits.
Many celestial bodies in the expansion will also have their own atmospheres, affecting the forces applied to your machine and the way some blocks function.
Space will present the greatest challenge to your engineering & piloting skills so far, but fear not, there will be a suite of awesome new space-themed blocks to help you achieve your goals and conquer this new frontier.
In the run up to launch we’ll be publishing a number of development posts which delve into more detail about different aspects of the expansion and next week we’ll be releasing another free update to Besiege, so stay tuned for details.
We hope you’re as excited to hear this announcement as we are to make it. We can’t wait to see what you guys make of this new expansion to Besiege!
Hey everyone, It's Awards season again! While most categories celebrate the biggest new releases of the year, there’s one that feels like it was made for games like ours, the “Labor of Love” award. This year marked Besiege’s 10th anniversary . Ten years of building absurd contrap
Hey everyone, It's Awards season again!
While most categories celebrate the biggest new releases of the year, there’s one that feels like it was made for games like ours, the “Labor of Love” award.
This year marked Besiege’s 10th anniversary. Ten years of building absurd contraptions, watching them explode, and immediately creating them over and over again. We’ve launched major anniversary updates, built an entire VR version, released the game on mobile, and are hard at work on our next ambitious expansion.
But Besiege isn’t just something we’ve built. It’s something we’ve built together.To the workshop creators, the Discord community, the YouTube engineers, and most importantly, you, the players, you’ve kept this community alive, inventive, and absolutely unhinged in the best possible way. Every update we release, every little detail we polish, is for you, because you’ve made Besiege more than just a physics game. You’ve made it a world.
So if you’ve ever laughed at a machine mishap, marveled at someone’s ridiculous creation, or just enjoyed destroying a castle in the most unnecessarily complex way imaginable. We’d be honored if you nominated Besiege for the “Labor of Love” award in this year’s Steam 2025 Awards. ❤️
Thank you for ten incredible years, and trust us, we’re nowhere near done.
Happy Halloween and welcome to Community Highlights IX! 2025 marks ten incredible years of Besiege and what a ride it’s been. Between our major anniversary updates, the launch of Besiege VR , and the upcoming mobile release , the community has continued to blow us away. October a
Happy Halloween and welcome to Community Highlights IX!
2025 marks ten incredible years of Besiege and what a ride it’s been. Between our major anniversary updates, the launch of Besiege VR, and the upcoming mobile release, the community has continued to blow us away. October also brought the Spooky Halloween Machine Contest, and you didn’t disappoint. From haunted builds to creepy contraptions, It's time to show off the winners before jumping into this month's highlights.
🥇 1st Place: Possessed Peasants by Kuura
🥈 2nd Place: Haunted Void Rollercoaster by procat1234
🥉 3rd Place: Pumpkin King by Wogiao
Honorable Mention - Boo by Himuro Youki
Massive shoutout and thanks to everyone who entered. October’s contest brought out some of the most inventive builds we’ve seen in a while.
Halloween is coming! Join us for our next Developer Community livestream on Friday, October 31st at 4 PM BST. We’ll be showing off some spooky community creations over on Twitch so come hang out.
That's all for October, we hope you enjoyed this month's Community Highlights and look forward to seeing you all during our stream on Friday!
Cheers everyone,
Spooky Sam
If you'd like to be featured in our next Community Highlights, make sure to use our special hashtag #BuiltWithBesiege on Twitter or use the Submissions channel over on our Discord. Alternatively, you can reach out to Sam (Discord) who will be vetting submissions.
Hey all! Community Highlights is back with our eighth edition! It’s been a busy year between the anniversary updates and the launch of Besiege VR , and the community hasn’t slowed down one bit. This time around, we hosted a Level Contest , and the creativity you all brought to th
Hey all!
Community Highlights is back with our eighth edition! It’s been a busy year between the anniversary updates and the launch of Besiege VR, and the community hasn’t slowed down one bit. This time around, we hosted a Level Contest, and the creativity you all brought to the table was incredible. Now it’s finally time to show off some of the best builds and announce the winners!
🥇 1st Place: Buckshot Roulette by Wogiao
🥈 2nd Place: Dune by ChrisGun
🥉 3rd Place: Gate to the Expanse by Brammer001
Honorable Mention - Dust ll by 5Puff
This contest proved to be our toughest yet, with multiple ties and an incredibly high standard across the board. After much deliberation, we ultimately made the difficult choice to select the entries we felt represented the very best. Massive shoutout and thanks to everyone who entered. Every level brought something fresh and inventive, and it wasn’t easy narrowing it down to just three winners. The creativity across all the submissions was incredible, and we couldn’t be prouder of the community’s work.
And we're back! Join us for our next Developer Community livestream on Friday, September 12th at 5 PM BST. We’ll be hanging out on Twitch to showcase your incredible contest submissions and community creations.
Thanks again for being part of Besiege and for tuning in to our Community Highlights, we can’t wait to see you all there.
Cheers everyone,
Sam
If you'd like to be featured in our next Community Highlights, make sure to use our special hashtag #BuiltWithBesiege on Twitter or use the Submissions channel over on our Discord. Alternatively, you can reach out to Sam (Discord) who will be vetting submissions.
Hello everyone! Today we’re excited to bring you a quality of life update for Besiege. We’ve been working with community modder dagriefaa to bring some of Besiege’s most popular mods into the base game, along with a host of other improvements! Additive Loading Additive loading al
Hello everyone!
Today we’re excited to bring you a quality of life update for Besiege. We’ve been working with community modder dagriefaa to bring some of Besiege’s most popular mods into the base game, along with a host of other improvements!
Additive Loading Additive loading allows you to load multiple save or workshop machines into Besiege, without deleting your previous one. You might use this to load in two different vehicles or a saved section of machine which you then connect to whatever you’re building to save time.
Paint Bucket Search This one’s pretty self explanatory but, the Paint Bucket feature (used for applying skins to blocks) now has a search function and can be sorted.
Machine autosave An autosave system has been added, which automatically saves iterations of your machine that are stored in their own folder, to avoid cluttering up your save/load menu. You can customize how the maximum number of saves and how long saved files are stored, in the settings menu. Overwriting a machine will also save the previous version using the autosave system.
Directional Mode for Speedometer The Speedometer now allows you to select which directions you’d like it to measure. You can select all directions, one axis or forward/backward only.
Camera Snapping & Orthographic view If you hold “Alt” while moving the camera and align it precisely with one side of the bounding box, the camera will shift to an orthographic mode, allowing you to view your machine design side on.
We’ve also made a bunch of other improvements which are outlined in the changelog below, including blockmapper usability, easier management of variables for block control and a rework of the small wheel to make it more useful.
We hope you find these additions and improvements helpful! The team is hard at work on Besiege’s next expansion, which is shaping up to be very exciting, and we’ll likely be bringing you another quality of life update towards the end of the summer.
Cheers everyone, Von
Changelog Version 1.75
ADDITIONAL CONTENT - additive loading and selection saving added for machines and levels - workshop items can be additive loaded via the top-right icon - if a saved selection doesn't include a starting block/build zone, it will add one so the file is still usable, but if additive loaded it will remember to remove it - machines now have autosaving - click ↻ icon on machine to open its autosave folder - autosave files are named in format `aut yy.MM.dd HH-mm-ss` - files are cleaned up after 28 days or 100 autosaves - these are configurable in settings - overwriting a machine will copy the previous version to its autosave folder - version files are named in format `ver yy.MM.dd HH-mm-ss` - versioning also has auto-cleanup and associated settings - paint bucket now has searching and sorting - variables can now be changed and removed independently - typing ; or , will add a new variable - backspace in an empty variable (or submitting it empty) will remove it - up to 100 variables can be added (if you need that many for some reason) - speedometer now has directional mode - can specify all directions, one axis, or forward/backward only - add button for mv clients to match all mods to host (and then automatically join if possible) - add camera snapping + orthographic view - hold Alt while moving the camera to align with one of the sides of the build box - orthographic mode will activate when precisely aligned with a side
IMPROVEMENTS - keymapper text fields (among others) now have moveable cursors and selections - this can be controlled with both mouse clicking/dragging and keyboard arrow keys/ctrl/shift/etc - small wheel block now has a spherical collider and rolls freely - hold shift while saving a machine to retain the existing thumbnail - starting blocks can now be deleted so long as there's at least one - build surface aero now disabled by default
FIXES - fix camera losing focus when entering/exiting sim on basically everything in campaign levels and multi-part level entities (e.g. airship) - fix massive lag spikes on block add/delete operations in mv with block limits set - fix lag spike when undoing/redoing duplicating - fix fixed camera block in first person mode flipping rapidly at up/down limit - fix some multiverse ui elements being blown out on ultrawide - fix copy-pasting NaN from external programs without nobounds (har har) - fix custom selector `Changed` event firing when selector destroyed - fix bottom bar responding wrong when histogram fails - fix missing Rope Winch audio for clients - fix secret level completion effect not working for some machines
Hey everyone! Ready to dive into another wave of Community Highlights? Our seventh edition has arrived, and it's overflowing with incredible creations from the Besiege community. This month, builders made waves in the Vanilla Boat & Ship Contest , crafting seaworthy machines
Hey everyone!
Ready to dive into another wave of Community Highlights? Our seventh edition has arrived, and it's overflowing with incredible creations from the Besiege community. This month, builders made waves in the Vanilla Boat & Ship Contest, crafting seaworthy machines using only the base game.
In celebration of The Splintered Sea expansion's anniversary, we challenged you to take to the tides, and now, the moment has finally arrived to unveil the winners of our contest!
🥇 1st Place: Ancient Ship by RafVicAlv
🥈 2nd Place: Steamer MK-1 by ChrisGun
🥉 3rd Place: by Automated Destroyer by Caprikioq
Honorable Mention - Seabomber MK-lll by Rdsz
Thank you to everyone who participated and for being such an incredible part of the Besiege community. Choosing just three winners wasn't easy and every entry had something unique to offer, and the creativity on display made for some seriously tough decisions. We’re beyond proud of all the submissions. Each build brought its own flair, and many came incredibly close to taking the crown.
Reminder that our contests are monthly. Join us over on Discord to enter and stay updated with all things Besiege.
Join us for our next Developer Community livestream this Friday, May 30th at 3 PM BST and hang out with us as we showcase your contest submissions and creations over on Twitch!
We hope you enjoyed our seventh installment of our Community Highlights. Thanks for playing Besiege.
Cheers everyone, Sam
If you'd like to be featured in our next Community Highlights, make sure to use our special hashtag #BuiltWithBesiege on Twitter or use the Submissions channel over on our Discord. Alternatively, you can reach out to Sam (Discord) who will be vetting submissions.
Hey everyone! Welcome to another round of Community Highlights. Our sixth edition is here, and it's packed with jaw-dropping creations from brilliant minds in the Besiege community. This month, things got heavy (in the best way possible) as builders rolled into action using only
Hey everyone!
Welcome to another round of Community Highlights. Our sixth edition is here, and it's packed with jaw-dropping creations from brilliant minds in the Besiege community. This month, things got heavy (in the best way possible) as builders rolled into action using only the base game to build Tanks. With that being said, the the moment has finally come to announce the winners of our Vanilla Tank Contest!
🥇 1st Place: Baneblade MK-2 by ChrisGun
🥈 2nd Place: Thomas The Tank by Fnom3
🥉 3rd Place: by Cipher MBT by septcentcinquanteetun
Honorable Mention - Dome-inator by Rdsz
The Vanilla Tank Contest was one of our biggest contests so thank you to everyone that participated. Choosing just three winners was no easy feat. Every entry brought something unique, and the creativity on display made for some seriously tough decisions. We’re incredibly proud of everyone who submitted. Each build had its own flair, and many came very close.
Remember, the hype doesn’t end here, our contests are monthly. Keep it locked on our Discord to stay updated and enter.
Its that time of month again! Join us for our next Developer Community livestream next Friday, April 11th at 3 PM BST and hang out with us as we showcase your contest submissions and creations over on Twitch.
That's all for this month, we hope you enjoyed our sixth installment of our Community Highlights and look forward to seeing you all on our next stream.
Cheers everyone, Sam
If you'd like to be featured in our next Community Highlights, make sure to use our special hashtag #BuiltWithBesiege on Twitter or use the Submissions channel over on our Discord. Alternatively, you can reach out to Sam (Discord) who will be vetting submissions.
Hello everyone! Today we’ve got another update for you, containing extras that we weren’t quite able to squeeze into the Anniversary Update. We’d also like to take this opportunity to update you on our Roadmap for Besiege in 2025. It is subject to change, but we wanted to give yo
Hello everyone!
Today we’ve got another update for you, containing extras that we weren’t quite able to squeeze into the Anniversary Update. We’d also like to take this opportunity to update you on our Roadmap for Besiege in 2025. It is subject to change, but we wanted to give you some idea of what you can expect over the next year.
The first thing we’ve added in this update are the final two rulers from the Besiege campaign; The Withered King & Admiral Drasckar. Technically Drasckar was already present in the Splintered Sea campaign, but he’s received a cool makeover to make him stand out more!
Next up, we’ve added a whole bunch of new sounds to Besiege’s blocks, including the; Piston, Rope & Winch, Grenade and Flying Block. In particular these sounds create a really visceral experience when creating mechanical engines in game.
https://youtu.be/X3zmXEXTIX8 We’ve also added some missing objects from the Anniversary update to the level editor, including those from the new “Legacy” sandbox level, which you can now use to create your own playgrounds! The island rulers are also placeable in the level editor.
Additionally, we’ve added two new “Source Cube” skins into the game, which can be unlocked by completing the base game & Splintered Sea "Completionist" achievements respectively. We hope this’ll be a nice little reward/recognition of your achievements! :)
Lastly, we’ve made a bunch of small improvements and added new options to the game, which you can read about in the changelog below.
We also have a bit of bad news. The main reason this update took so long to release is that we spent a lot of time trying to fix an issue on Mac that was causing crashes. Unfortunately, after considerable effort, we've come to the conclusion that the issue is caused by the steam Leaderboards we added last update and it is not currently fixable. This has meant that we've had to disable leaderboards indefinitely on M-core Macs. We apologise for this and if a solution ever presents itself, we will endavour to fix the problem and reenable leaderboards.
We hope the additions and improvements in this update are welcome ones, and we’re looking forward to an exciting year for Besiege & Spiderling!
Cheers, Von
PS: We're really interested in getting your feedback and thoughts on Besiege and have created a quick player survey which you can fill out and let us know your opinions on things! :)
# change log from experimental - Mac M1, M2 and M3 crash due to the ARM interpretation of the steam leaderboard integration, for these CPUs the leaderboards have been disabled to stop crashes. - Build surfaces with NaN thickness now "properly" generate fragments when breaking in a way that ddoes not cause crashes. The fragments have colliders but are invisible.
# new changes - Added a sourcecube skin as reward for completing the Completionist and Splintered Sea Completionist Achievements - You can now see block collisions and breaks in joint stress mode (marked with x's and o's) - Sensor block now has an offset so you can set shere the detection area not just ends but where it starts - Grenade got a fuse delay for detonation (fire will start the fuse as well) - Grenades now have continuous Collision - Pistons got a new sound - Build Surfaces with modded thickness is now able to be up to 10 units thick - Added more sounds to blocks (Rope and Winch, Grenade, flying block) - Cannons have a projectile size slider - Cannons now have a chainshot selectable as ammunition - Speedometer can now track angular velocity instead of normal velocity - Pin now has a mod-able option for pinning more than a single block - Fixed Valfross knights to properly avoid fire again - Optimized key emulation for ticks with many key/variable uses - Logic blocks now have a limited amount of sounds it can play at once - Rendering optimisation to all blocks that use dials and levers - Removed occluding trigger on Logic Gate in simulation - Fixed multiple cases where some blocks would cause increases in the Damage Score (Rockets, Bombs, Grenades, Torch and Flameball) - Machine Grounding no longer takes the collider of the pin into account - Added The Withered King and Admiral Drasckar to their respective islands - Added all Ruler AI's to the Level Editor - Added new objects from the last patch to the Level Editor - Adjusted the Wind strength in Zone 36 The Frozen Path - Fixed bug with Entity Scale Tool in level Editor that would cause unexpected scaling - Added Drowning poses to all humanoid AI's in the Level Editor - Stabilized Level progression check to avoid rare cases where some players would be stuck. - Fixed a case where loading modded machines with NaN positions could crash the game. - When using advanced building mode the value fields will now be on per default - Fixed case where AI's would get stuck attack the same broken block for eternity - Updated the way we interpret the histogram data so its easier to understand - Added Toggle to Counqured VFX in the Title Screen - Small tweaks to 2 Ipsilon levels - Updated high quality SSAO so it looks sharper - Made small improvements to duplicating surface edges and nodes
Hello Everyone! This year is Besiege’s 10th anniversary since its launch into early access in 2015! Ten years of development has absolutely transformed the game from its humble origins- combining hundreds of new features, blocks and levels to make Besiege the machine building &am
Hello Everyone!
This year is Besiege’s 10th anniversary since its launch into early access in 2015! Ten years of development has absolutely transformed the game from its humble origins- combining hundreds of new features, blocks and levels to make Besiege the machine building & destruction extravaganza it is today.
We are incredibly proud of the community that has grown around Besiege during its first decade, overflowing with creativity, ingenuity and people willing to help others learn new ways of building their ultimate machines. You’ve never ceased to amaze and inspire us at Spiderling!
This is going to be an exciting year for Spiderling, we can’t wait to show you our future plans for Besiege and more... We’ll be celebrating Besiege’s 10th birthday throughout this year, with community events & future updates. We’re even working on a small video featuring some of our team talking about Besiege’s journey; from inception to where the game is now.
Before we get into the details of the 10 year anniversary update, we just want to take the opportunity once again to thank all of you; Besiege’s fans & players, for your wonderful support and your contribution to Besiege’s awesome community. Thank you.
10th Anniversary Update
For this update we wanted to focus on additions centering around Besiege’s community & core playerbase. Adding some extra replayability to the campaign, bringing back some nostalgia and improving the quality of the game.
Achievements
As part of this update we decided to spend some time going through Besiege’s achievements, improving some of the less interesting ones, adding in new challenges and removing some the most disliked ones (multiplayer focused).
In total we’ve added 25 new achievements, some of which are for the Splintered Sea expansion. Many of the new achievements require you to collect a “Strange Fragment” in order to complete them. These strange fragments appear to be related in some way to the source cube and are often revealed after accomplishing the main achievement task.
Stat Tracking & Ranking
Besiege’s scoreboards have received a major upgrade, with your time, damage taken and “block score” displayed upon completion of a campaign level. Your scores are also added to a global leaderboard so you can compare your performance with other Besiege players.
Time & Damage Taken are quite obvious, but Block total is a more complicated metric. Each block in Besiege is assigned a point value (with more powerful blocks having a higher point value). The total value of all the blocks you use in simulation is added together, to give you your “Block Total” score. The lower your score is, the better you’ve done and the further up the leaderboards you’ll be placed. Using a machine downloaded from the workshop means you won’t be able to get your score added to the scoreboards.
Steam Trading Cards
(Steam Profile Badges)
Besiege now has Steam Trading Cards, which you unlock by playing the game over time. These cards are tradeable and can be used to unlock special Besiege badges, emojis (for use in Steam’s chat system) and backgrounds for your Steam profile.
(Steam Trading Cards)
The art in Besiege’s trading cards was produced by daichi, a prominent member of the Japanese Besiege community! Thank you daichi for your hard work on these!
(Steam Emoticons)
(Steam Profile Backgrounds)
Tolbrynd Level
We’ve long been unhappy with the final level of the Tolbrynd island, so for this update we decided to rework it into something cooler and more exciting! The new version looks awesome, is challenging to complete and a lot of fun!
Automatic Timescale
A new feature we’ve added to Besiege for this update automatically adjusts the game’s Timescale slider when your computer is under heavy load and your FPS drops. This means that when lots of physics interactions are occurring at the same time, the game slows down time to ensure a smooth gameplay experience. An added bonus of this effect is that large explosions and crashes will automatically occur in slow motion, as they’re often the most intense moments of physics simulation.
Legacy Sandbox
The original Sandbox is now back in the game after receiving a dramatic makeover with all new models and textures. The environment has also been rescaled to better fit the larger machines more commonly used by players today, and it’s been extended to create more of a circuit to traverse.
Rulers of Campaign Islands
The rulers of each campaign island have always been conspicuously absent from the game’s levels, but this is no longer the case! The final level of each campaign island now has that island’s ruler fighting alongside their army against you.
Alpha Version of Besiege
The original version of Besiege, which first launched the game into early access in 2015, is now available to play through Steam’s “Betas” selection tab. We thought this would be a fun way for everyone to see just how much Besiege has changed over these past 10 years!
To access this version of Besiege, right click on Besiege in your Steam Library, select “Properties” and then navigate to the “Betas” tab, then select “Alpha Besiege” from the dropdown box.
That concludes the 10 year anniversary update but there will be plenty more to come for Besiege over the course of 2025!
Thank you, once again for your epic support over these past 10 years. We hope you enjoy this update and are excited to see what comes next!
Cheers everyone! Von
Hotfix - 22666
- ARAS' REFUGE achievement is now possible to get - Leaderboard tooltips and secondary objective tooltips now wont be affected by the tooltip setting - Fixed a few localisation issues
Changelog V1.70 - 22661
- Added an updated version of the original sandbox - Added Leaderboards to track and compete in 3 different categories - Added new achievements - Added new challenge to a bunch of levels - Changed some levels (more major changes can be found below) - Frozen relic now freezes machines to the ground instead of applying zero gravity - Ambush got a sand dune and made boulders blocking your way breakable - Aras' Refuge now takes place in the air with a stone bridge leading to the castle - The last levels of Ipsilon, Tolbrynd and Krolmar now has some new ai. - Midland Patrol has been changed in ways that add more ai over time - Strange Artefact's keys was made a bit easier, each key is now attached to its lock.
- Fixed minor problem with skatewheels reparenting - Changed how the Drag Tool works - CTRL + A now selects all objects even if AB mode is not enabled - Added Block Points to the block tooltips - Updated Sail-block - Fixed some issues in the water sandbox - fixed some ai's not being affected properly by water, wind and Vacuum - Made armour more effective at blocking area attacks from older ai - Added automatic time slider that will adjust the time - Added new banners for each island - Water surface tension has been changed - paddles are now more effective as propellers in water - propellers are now slight less effective as propellers in water - fixed an issue with grounding your machine while over water - Added sounds to flying block - Drag Block's physics has been updated - In the config file you can now define the maximum number of block that can be loaded each frame. Higher means you might get a bit of lagg but it will be faster. Lower means that you will avoid causing lag but it will lock everyone up for longer
Hey everyone! Today we’re excited to announce that Besiege Console is now available on Playstation 4 & 5! Physical copies for the Japanese region are also available for purchase and they look awesome! It’s always been a dream of ours to see Besiege in physical form and now it
Hey everyone!
Today we’re excited to announce that Besiege Console is now available on Playstation 4 & 5! Physical copies for the Japanese region are also available for purchase and they look awesome! It’s always been a dream of ours to see Besiege in physical form and now it’s finally happened. :)
We also wanted to take this opportunity to briefly talk about some of the things coming up in Besiege’s 10 year Anniversary update!
The main focus of the anniversary update for us, is on revitalizing parts of the original game, adding new challenges and implementing content we feel the Besiege’s longstanding community will enjoy.
Return of the Original Sandbox
Many of you old school Besiege players will remember the game’s original sandbox level, which was very popular among builders for testing their machines. When the new sandbox map was added, the original was retired due to it’s dated appearance and (we felt) wasn’t at all fit for purpose. We were surprised, however, to see so many fans of the game disappointed by this decision.
So, with that in mind, for Besiege’s 10th year anniversary, we’re bringing the old girl out of retirement! With completely new visuals, the sandbox has been rebuilt in a way that captures the level’s original feel but is better scaled to handle the kinds of machines players build these days, with an improved layout and a bit of an expansion as well.
We hope this remaster lives up to your nostalgia of the original!
Scoreboard System
Besiege has always had a basic readout that tells you how long it took you to complete a level, but we’ve gone way beyond that now and implemented a new Scoreboarding system that shows you how well you’ve performed relative to other players!
There are now 3 stats that your level completion is measured on: - Damage Taken - Time Taken - Block Total
Damage & Time taken should be self-explanatory, the less damage or time you take in simulation, the better your scores are! Block total is a more complicated metric, where each block in Besiege is assigned a point value (with more powerful blocks having a higher point value). The total value of all the blocks you use in simulation is added together, to give you your “Block Total” score. The lower your score is, the better you’ve done and the further up the leaderboards you’ll be placed.
Hovering over your score shows you how your best scores compare to other players and where you sit in the rankings. Next to each of your scores you’ll see a little visualization called a histogram, which displays where your scores have fallen compared with what all other players have achieved.
To add a little extra spice to the competition, we have submitted our own scores to the leaderboards as Spiderling Devs, can you beat us? More to come..
We’re also cooking up some other surprises for this update, but we don’t want to give it all away just yet, so stay tuned! ;)
The Anniversary Update will release late January or early February.
That’s all for now, we hope you’re excited about what’s coming and we’re looking forward to seeing you get stuck into it!