The automation tower defense game

Overview

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A sandbox tower defense game written in Java.

Trello Board
Wiki
Javadoc

Contributing

See CONTRIBUTING.

Building

Bleeding-edge builds are generated automatically for every commit. You can see them here.

If you'd rather compile on your own, follow these instructions. First, make sure you have JDK 16-17 installed. Other JDK versions will not work. Open a terminal in the Mindustry directory and run the following commands:

Windows

Running: gradlew desktop:run
Building: gradlew desktop:dist
Sprite Packing: gradlew tools:pack

Linux/Mac OS

Running: ./gradlew desktop:run
Building: ./gradlew desktop:dist
Sprite Packing: ./gradlew tools:pack

Server

Server builds are bundled with each released build (in Releases). If you'd rather compile on your own, replace 'desktop' with 'server', e.g. gradlew server:dist.

Android

  1. Install the Android SDK here. Make sure you're downloading the "Command line tools only", as Android Studio is not required.
  2. Set the ANDROID_HOME environment variable to point to your unzipped Android SDK directory.
  3. Run gradlew android:assembleDebug (or ./gradlew if on linux/mac). This will create an unsigned APK in android/build/outputs/apk.

To debug the application on a connected phone, run gradlew android:installDebug android:run.

Troubleshooting

Permission Denied

If the terminal returns Permission denied or Command not found on Mac/Linux, run chmod +x ./gradlew before running ./gradlew. This is a one-time procedure.


Gradle may take up to several minutes to download files. Be patient.
After building, the output .JAR file should be in /desktop/build/libs/Mindustry.jar for desktop builds, and in /server/build/libs/server-release.jar for server builds.

Feature Requests

Post feature requests and feedback here.

Downloads

Comments
  • Remove mindustry.ru from global server list

    Remove mindustry.ru from global server list

    There's way too much issues with this server from the russian community: mindustry.ru is not only poorly moderated and extremely understaffed, but it also drives people out of the mindustry community, with half of the server's players being afk, permabanned, toxic or all of the above, as well as milking itself with its own "shop".

    Hence this pull request, where mindustry.ru is removed for not only the newer players' sanities, but for players of all backgrounds from #русский, reddit, the unofficial mindustry VK group, and even englishspeaking players in #multiplayer, #mindustry, etc.

    opened by BasedUser 353
  • Add mindustry.ru to global server list

    Add mindustry.ru to global server list

    As you might notice, I'm the person creating the pull, not @MindustryRu. This is because their owner reached out to me regarding most things covered in #2329.

    Here's what changed (according to the owner):

    • The administration was swapped out completely. (however, the rules are still flawed/the same, although with a full rewrite pending)
    • The shop is no longer capable of unbanning/unmuting.
    • Much more content has been added there.

    If you're wondering whether this is legit, here you go.

    opened by BasedUser 107
  • Remove MinDurka from the global list

    Remove MinDurka from the global list

    [ENG] This server organizes rallies, riots, calls for malicious actions.

    The Administration repeatedly violated its own rules, their administrators violated even more and were not punished, everyone suggested that the administrator put a lot of effort into it and we cannot simply remove him.

    Also, this server has repeatedly arranged Ddos servers, they broke the servers on purpose and the administration encouraged others to do it.

    After our return, we diligently set about destroying such servers. MinDurka was also joined by the founder of MinDurka.ru who distributed hentai (NSWF) for a long time at http://mindurka.ru/

    MinDurka copies everything from our server, discord design (Changed a couple of labels and think imperceptibly), the administrator himself indicates that he is too lazy to do something and is easier to copy than to come up with something of his own.

    Conspiracy and ask people to download the O7 client (mod) and break the servers.

    All docks in screenshots (Spoiler)

    Their user violated the rules of Discord (https://discord.com/terms | https://discord.com/guidelines) and his account was blocked, deliberately asked us to return him and return all roles, which we refused because we will not tolerate users whom Discord itself is trying to protect from society, in this regard, he joined the ranks of those same attackers who break the servers. (This is Nexor for clarification)

    Uv. developer, I ask you to help deal with this, since they do not care and they think too much of themselves. P.S These are the same guys who convinced you to remove us, but in fact it turned out that they simply did not want competition.

    To all this, I want to say that Mindustry.ru does not harm their servers even in such a difficult moment, we tolerate and will solve this in a more cultured way, involving the developer.

    [RUS] Этот сервер устраивает митинги, бунты, призывают к вредоносным действиям.

    Неоднократно Администрация нарушала свои же правила, их администраторы нарушали еще больше и небыли наказаны, все сводили к тому что администратор вложил много сил и мы не можем его попросту убрать.

    Так же этот сервер неоднократно устраивал Ddos серверов, ломали сервера намеренно и администрация призывала это делать других.

    После нашего возвращения мы усердно взялись за истребление таких серверов. Так же к MinDurka присоединился основатель MinDurka.ru который продолжительное время распростронял hentai(NSWF) по адресу http://mindurka.ru/

    MinDurka копирует все с нашего сервера, оформление discord(Изменили пару надписей и думают незаметно), сам же администратор указывает на то что ему лень что-то делать и проще скопировать чем придумать что-то свое.

    Устраивают заговоры и просят людей скачивать клиент(мод) O7 и ломать сервера.

    Все док-ва в скриншотах(Спойлер)

    Их пользователь нарушил правила Discord ( | ) и его аккаунт был заблокирован, намеренно просил нас его вернуть и вернуть все роли, на что мы отказали так как не потерпим пользователей которых сам Discord пытается оградить от общества, в связи с этим он примкнул к рядам тех самых злоумышленников которые ломают сервера.(Это Nexor для уточнения)

    Ув.разработчик, прошу вас помочь разобраться с этим, так как им плевать и они возомнили из себя слишком много. P.S Это те самые ребята которые вас убеждали нас удалить, но по факту оказалось что они просто не хотели конкуренции.

    На все это хочу сказать, что Mindustry.ru ни как не вредит их серверам даже в такую трудную минуту, мы терпим и будем решать это более культурнее привлекая разработчика.

    Screenshot_20210403-160237 Screenshot_20210403-160310 Screenshot_20210403-160415 Screenshot_20210403-160629 Screenshot_20210403-155127 Screenshot_20210403-155343 Screenshot_20210403-155953 Screenshot_20210403-160017 Screenshot_20210403-160126 Screenshot_20210403-160142 Screenshot_20210403-182407 Screenshot_20210403-182356 Screenshot_20210403-182401

    opened by Master-Rus 70
  • hub minplay.ru

    hub minplay.ru

    pull about adding a server to the list of community servers, now there is a pvp server with 8 new maps, later game modes like 'Arms Race' and 'Zombie mode' will be added Discord: https://discord.gg/yKn645Wbvj

    opened by Nexort23 70
  • new factory: plastanium-polypress

    new factory: plastanium-polypress

    Now we are starting to use plastanium on a massive scale, and a conventional plastanium plant may not be enough for such consumption volumes. So I made an improved plastanium plant, it works like a silicon crucible. But instead of heat, it requires oil, and sand as an additional material. Screenshot_20201002_145925

    I do factories for the first time, so I do not know all the tricks and there may be mistakes. Criticism is welcome.

    P.s. If not turrets, then factories. Some already wanted to petition those turrets to make XD

    opened by SnakkiZXZ 68
  • Wiki

    Wiki

    This is a discussion issue for this card on Trello.

    • What wikis have people made already?
    • Which wiki provider looks the best and is easiest to use?
    • Which wiki sites support easy autogeneration of pages?
    • Can ads/paid wikis be avoided?
    • Can we get away with a wiki on GitHub?

    Pinging @Luxray5474 for input.

    opened by Anuken 65
  • Better Item Selection UI

    Better Item Selection UI

    Edit: Here, have a demonstration video conveniently placed at the top so that you don't need to scroll down through the commits and comments.

    https://user-images.githubusercontent.com/54301439/132141942-d2b55bc1-0b50-4637-97e0-78ebee0f9579.mp4


    Due to the sheer amount of things you can select (especially with mods installed), I decided to make the Payload Source's selection UI wider. Wide UI

    If your pull request is not translation or serverlist-related, read the list of requirements below and check each box:

    • [X] I have read the contribution guidelines.
    • [X] I have ensured that my code compiles, if applicable.
    • [X] I have ensured that any new features in this PR function correctly in-game, if applicable.
    opened by MEEPofFaith 62
  • rewrite mindustry in 🚀 Rust 🚀

    rewrite mindustry in 🚀 Rust 🚀

    If your pull request is not translation or serverlist-related, read the list of requirements below and check each box:

    • [🚀] I have read the contribution guidelines.
    • [🚀] I have ensured that my code compiles, if applicable.
    • [🚀] I have ensured that any new features in this PR function correctly in-game, if applicable.
    • [🚀] Fearless Concurrency

    (mostly) safe mindustry has been completely rewritten from jva (vo🤮mit) into Rust 🚀. this ensures Fearless Concurrency, as well as Blazing Fast. It also takes advantage of Rich Type System and Ownership Model Guarantee Memory-Safety (never crashes). compile with rustc mindustry.rs (much easier than using gr*dle and other nonsense) required dependencies:

    • Mindustry.jar (put it into the working directory, idk why this is still required, must be a bug (I used unsafe{}))

    image

    opened by markozajc 49
  • Update bundle_zh_CN.properties

    Update bundle_zh_CN.properties

    opened by cigarmemr 45
  • Incremental Compilation Solution (Finally)

    Incremental Compilation Solution (Finally)

    After many months of being bothered by having to wait 40s to change a java file, I have finally located the reasoning behind the slowness. As it turns out, the annotation processors don't preserve the order of imports or implements. If you sort them alphabetically, the order stays consistent and the annotation processor doesn't end up changing the file which results in gradle being able to compile incrementally.

    I'm not PRing my solution as it is absolutely disgusting but this should result in significant improvements to compilation speed when editing a java file (wont on CI as you aren't using a gradle cache but there is an action for that), it's as fast as it is when changing only kotlin files.

    On this windows pc it normally takes about 40s to compile, with the changes I mentioned it's down to ~5s: https://mee6.is-terrible.com/5rOh2_MMN.webm The code is here if you want it (though I'm not sure why you would as I wrote it really quick and dirty... its horrible) https://pastie.io/zrgqoi.java

    I'm not sure if this solution is truly viable though as namespace collisions could happen and non wildcards might be below the other ones but hopefully it works fine? It seems to...

    bug 
    opened by buthed010203 43
  • Full ChromeOS Support

    Full ChromeOS Support

    Implement good ChromeOS support.

    • [ ] Test it on a few devices to see if it works in general, and if not, find out why.
    • [ ] Add new keycodes to this input map to support things like F- keys, and others.
    • [ ] Auto-detect chromebooks in OS by assigning isChromebook = true in the Android backend when necessary, then use that information to switch the default controls. Ask users if they want to start with keyboard or touch controls?

    I only have access to one chromebook, and the game seems to work fine on that. Is anyone interested in working on this?

    help wanted 
    opened by Anuken 43
  • Update servers_v7.json

    Update servers_v7.json

    If your pull request is not translation or serverlist-related, read the list of requirements below and check each box:

    • [x] I have read the contribution guidelines.
    • [x] I have ensured that my code compiles, if applicable.
    • [x] I have ensured that any new features in this PR function correctly in-game, if applicable.
    opened by BeDanGames 1
  • [Steam] minor issue:

    [Steam] minor issue: "Roboticist" achievement affected by addition of Erekir units in 7.0

    Platform: Steam | Windows 11

    Build: steam build 140.4

    Issue: The "Roboticist" achievement is for building "every unit" and the counter is x / 30. However, with 7.0, there are more than 30 units in the game, if you count both Serpulo and Erekir types. I had not built every type of unit on Serpulo (only about 20-ish) when I started playing the Erekir campaign. The new units count toward the achievement, so now I have achieved it by producing 30 types of units total, the sum of both planets, even though I haven't produced all of the available ones on either planet.

    I figure either the text of the achievement might be changed to say "Build 30 types of unit." in order to match the current functionality, or, probably better, it could say "Build every type of unit on Serpulo." and Erekir units would have to be disabled from counting toward it. This would match nicely with the current icon, since it shows only Serpulo units. Perhaps in that case another achievement could be added down the line, the same thing but for only Erekir units.

    Obviously this is very minor and doesn't cause any practical problems, so I'm not much worried about it. I would like to add that I am having an incredible amount of fun playing the Erekir campaign. It's challenging, the graphics are beautiful, the map design is great, the gameplay feels balanced. I feel like I got the sequel to an already great game for free—Merry Christmas to me. I just wanted my little nitpicks to be cast in that light; it's only because I love this game that I am in here noticing a couple minor details to complain about.

    Steps to reproduce: Play both Serpulo and Erekir campaigns, and build 30 types of unit, using some from each planet.

    Link(s) to mod(s) used: No mods used.

    Save file: 2022_12_29_mindustrysave_bugreport_roboticistachievement.zip

    (Crash) logs: No crash.

    Place an X (no spaces) between the brackets to confirm that you have read the line below.

    • [X] I have updated to the latest release (https://github.com/Anuken/Mindustry/releases) to make sure my issue has not been fixed.
    • [X] I have searched the closed and open issues to make sure that this problem has not already been reported.
    bug 
    opened by Stone-Dog-Millionaire 0
  • How to make flag be true when objective ends in editor? (Question, written as bug because cant use discord)

    How to make flag be true when objective ends in editor? (Question, written as bug because cant use discord)

    Platform: Linux

    Build: build 140.4

    Question: I want to make when an objective finishes, it sets flag for world processors, because world processor must create explosions when atomic bomb timer will finish.

    Steps to reproduce: Impossible to reproduce, because its a question. questions cannot be reproduced.

    Link(s) to mod(s) used: Fading revelations

    Save file: This is question, questions cannot be saved into file..

    (Crash) logs: Either crash reports from the crash folder, or the file you get when you go into Settings -> Game Data -> Export Crash logs. REQUIRED if you are reporting a crash.


    Place an X (no spaces) between the brackets to confirm that you have read the line below.

    • [x] I have updated to the latest release (https://github.com/Anuken/Mindustry/releases) to make sure my issue has not been fixed.
    • [x] I have searched the closed and open issues to make sure that this problem has not already been reported.
    bug 
    opened by traincrisis 1
  • "Jump always" hides its variables but must not have

    Platform: Android

    Build: 140.4

    Issue: "jump always" hides its variables instead deconstructing it. It is very annoin see these variables in explorer.

    *Steps to reproduce:

    1. open processor visual editor
    2. adding "jump" command
    3. input any names in fields
    4. collapse "jump" to "always"
    5. close processor editor
    6. open processor editor
    7. open processor variables explorer

    Save file: satisfied?


    • [ X ] **I have updated to the latest release
    • [ X ] I have searched the closed and open issues to make sure that this problem has not already been reported.
    bug 
    opened by VladisS-Vostok2000 1
  • Mindustry has crashed | NullPointerException

    Mindustry has crashed | NullPointerException

    Mindustry has crashed. How unfortunate. Report this at https://github.com/Anuken/Mindustry/issues/new?labels=bug&template=bug_report.md

    Version: release build 140.4 OS: Windows 10 x64 (amd64) Java Version: 1.8.0_351 Runtime Available Memory: 900mb Cores: 4 Mods: none (vanilla)

    java.lang.NullPointerException
    	at mindustry.world.blocks.payloads.PayloadConveyor$PayloadConveyorBuild.updateTile(PayloadConveyor.java:158)
    	at mindustry.world.blocks.payloads.PayloadRouter$PayloadRouterBuild.updateTile(PayloadRouter.java:142)
    	at mindustry.gen.Building.update(Building.java:2121)
    	at mindustry.entities.EntityGroup.update(EntityGroup.java:76)
    	at mindustry.gen.Groups.update(Groups.java:83)
    	at mindustry.core.Logic.update(Logic.java:476)
    	at arc.ApplicationCore.update(ApplicationCore.java:37)
    	at mindustry.ClientLauncher.update(ClientLauncher.java:230)
    	at arc.backend.sdl.SdlApplication.listen(SdlApplication.java:204)
    	at arc.backend.sdl.SdlApplication.loop(SdlApplication.java:192)
    	at arc.backend.sdl.SdlApplication.<init>(SdlApplication.java:54)
    	at mindustry.desktop.DesktopLauncher.main(DesktopLauncher.java:39)
    
    bug 
    opened by Agzam-Ar 10
  • Canʼt build anything on ancient caldera map when planet is set to Erekir

    Canʼt build anything on ancient caldera map when planet is set to Erekir

    Platform: Linux

    Build: Build 140.4

    Issue: On the map Ancient Caldera there is an bug, when you will set the planet to the Erekir, it will type "Unit cant build", and when waves are spawned the enemy units destroyed instantly.

    Steps to reproduce: Create a new singleplayer game and select map ancient caldera, then in rules select planet erekir. then you will see text "Unit canʼt build"

    Link(s) to mod(s) used: The mod repositories or zip files that are related to the issue, if applicable.

    Save file: The (zipped) save file you were playing on when the bug happened. THIS IS REQUIRED FOR ANY ISSUE HAPPENING IN-GAME OR IN MULTIPLAYER, REGARDLESS OF WHETHER YOU THINK IT HAPPENS EVERYWHERE. DO NOT DELETE OR OMIT THIS LINE UNLESS YOU ARE SURE THAT THE ISSUE DOES NOT HAPPEN IN-GAME. IF YOU DO NOT HAVE A SAVE, DON'T WASTE TIME OPENING THIS ISSUE.

    If you remove the line above without reading it properly and understanding what it means, I will reap your soul. Even if you're playing on someone's server, you can still save the game to a slot.

    (Crash) logs: Either crash reports from the crash folder, or the file you get when you go into Settings -> Game Data -> Export Crash logs. REQUIRED if you are reporting a crash.


    Place an X (no spaces) between the brackets to confirm that you have read the line below.

    • [ ] I have updated to the latest release (https://github.com/Anuken/Mindustry/releases) to make sure my issue has not been fixed.
    • [ ] I have searched the closed and open issues to make sure that this problem has not already been reported.
    bug 
    opened by traincrisis 4
Releases(v140.4)
  • v140.4(Nov 13, 2022)

    • Fixed some placeholder/unfinished sector descriptions in many languages
    • Fixed payload blocks rotating to face unit direction
    • Fixed duplicate UUIDs being allowed on servers in certain circumstances
    • Fixed some minor crashes
    • Fixed incorrect shoot speed multiplier display for blocks
    • Fixed certain Erekir resources being unlocked while on Serpulo (although the tech tree items are still shared)
    • Fixed commanding all unit factories triggering rate limit on servers
    • Many other small bugfixes
    • Increased long tap duration on mobile for less annoying accidental payload pickup
    • Made most turrets target conveyors/ducts/etc again
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(69.01 MB)
    server-release.jar(9.01 MB)
  • v140.3(Nov 11, 2022)

    7.0, an update that has been in development for more than 1.5 years, is finally here.

    As with earlier major updates, there are too many changes to list in a single changelog - these are just the highlights.

    • An entirely new planet - Erekir - with its own campaign, tech tree, units and blocks
    • 100+ new blocks to research
    • 18 new units for Erekir, 5 new naval support units on Serpulo
    • Tanks, hovercrafts, insectoid walkers and more
    • 10 new turrets
    • Entire new systems for transporting power and items on Erekir
    • A new, more direct system of commanding units to move to specific locations and attack enemies

    Special thanks to the community members who helped create maps for use in the campaign:

    • Mechanicalfish
    • ThatOneBepis
    • hhhi17

    Note: Server-wise, this release should be compatible with beta 140.x versions.

    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(68.99 MB)
    server-release.jar(9.01 MB)
  • v140.2(Nov 9, 2022)

    This is a minor bugfix patch, intended to be the last beta release before 7.0 is fully available.

    • Fixed minimap block colors not updating on servers with fog enabled
    • Fixed some screen bounds issues on mobile
    • Fixed some unit targeting issues relating to fog
    • Fixed units piling up at last core in Origin sector
    • Fixed coastline unlocking too early on Serpulo
    • Minor improvements to campaign completion dialog
    • Added basic descriptions to Coastline/Naval Fortress
    • Made canvas blocks blend together seamlessly
    • Various improvements to display of stats/multipliers (Contributed by @MEEPofFaith)
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(69.10 MB)
    server-release.jar(9.12 MB)
  • v140.1(Nov 3, 2022)

    This is a hotfix for block targeting and Steam achievements.

    • Fixed blocks on Serpulo not being targeted by units/turrets
    • Fixed ability descriptions for some Erekir units
    • Fixed several Steam achievements not triggering correctly
    • Fixed various crafter lights flickering
    • Fixed BuildingBulletDestroyEvent not firing (API fix)
    • Buffed Shockwave Tower range and reload slightly
    • API change: Removed GameState.serverPaused, you can set to State.paused instead now
    • Removed screenshots from game data export
    • Added heat icon to stats for easier differentiation
    • Added extra hint about building cores to Basin nuke warning
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(69.08 MB)
    server-release.jar(9.10 MB)
  • v140(Nov 1, 2022)

    This version can be considered a pre-release. The Erekir campaign is complete, and now has a final sector. With the release in 10 or so days, all that remains is bugfixes and balancing.

    • Fixed canvas being available on Serpulo
    • Fixed RTS AI targeting unreachable locations and thus piling up units more than necessary
    • Fixed tanks not applying crush damage on servers
    • Made RTS AI target more structure types
    • Made Scathe turret only reveal fog in a fraction of its range - a spotter is required for more range
    • Made tank assembler require cyanogen
    • Hosts can now pause in multiplayer (this does not affect headless servers)
    • Misc unit balance
    • Decreased cost of T2/3 Erekir cores significantly
    • :emojis: for blocks in chat now automatically get replaced when typing on desktop (try :router:)
    • Added new achievements - these have NOT been tested yet, and some will be broken! [Steam]
    • Added 'rebuild selection' key - holding B (default) and dragging in an area will add ghost blocks to your build queue (Desktop only)
    • Added a packet rate limit for servers - sending packets too fast will get you blocked/kicked
    • Added a default max player limit for servers
    • Added a message block for Erekir (yes it's literally just a recolor, I had no better ideas)
    • Added a unbreakable message block for mapmakers
    • Added a keybind to select all units while in command mode (G by default)
    • Added support for selecting multiple unit factories at once (still no area selection yet)
    • Stretched out 'landing' sound to sync with core landing - yes, very lazy, I wil make a new one at some point
    • Increased speed of block constructors slightly

    Campaign:

    • Improved hints for Onset
    • Reduced research costs for most blocks
    • Added neoplasm to tech tree
    • Fixed objectives still continuing after capture
    • Fixed sectors across Erekir/Serpulo updating or preventing launch when they shouldn't
    • Added 'abandon' button in pause menu for easier access
    • Added Ground Zero tutorial (Original implementation by @MEEPofFaith)
    • Added several new Erekir maps
    • Added (WIP) final map completion dialog
    • Removed Interplanetary Accelerator from Serpulo research (it has no use)
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(69.07 MB)
    server-release.jar(9.10 MB)
  • v139(Oct 4, 2022)

    v7 is now moving into the beta stage. The campaign system has been (mostly) stabilized, and all that remains in terms of content is approximately 5 more Erekir maps.

    • Fixed neoplasm being incinerated when contacting slag-bearing blocks

    • Fixed tank units not working correctly in mods

    • Fixed ground units moving too "smoothly" around corners

    • Misc balancing

    • Made Corvus and Vela no longer stop to shoot when commanded to a target

    • Made internal 'Canvas' block show up on Erekir - not particularly useful, but some may find it interesting

    • Made liquid tanks/containers solid and targetable by turrets again

    • Made mirror filter support increments smaller than 45 degrees (contributed by @hortiSquash)

    • Made neoplasm slightly more dangerous / spread faster

    • Removed the 'unit ammo' rule from custom game selection - this rule never worked properly on Erekir, is not balanced, and is seldom used

    • Improved planet selection UI

    • Improved item/block selection UI in certain blocks (contributed by @MEEPofFaith)

    • Added Heat Router block (Code contributed by @l-Luna, sprites by @kapzduke)

    • Added unit cost multiplier rule (Code partially contributed by @Ilya246)

    • Misc improvements to AI behavior in "RTS" maps

    • Mixed tech is now disabled as an option in new maps; the two tech trees are not meant to be used together - no, I will not be changing this back

    • API change: Made Separator class use a drawer field like GenericCrafter

    • Added several new maps [Campaign]

    • Added first-time planet/campaign selection dialog [Campaign]

    • Made 'global items' of Erekir and Serpulo separate [Campaign]

    • Removed Tantros from solar system, visually [Campaign]

    • Removed shield breaker block [Campaign]

    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(68.64 MB)
    server-release.jar(8.77 MB)
  • v138(Aug 29, 2022)

    • Fixed an exploit allowing logic-controlled units to transfer items with no cooldown
    • Fixed objectives edit dialog being broken with UI scaling
    • Fixed logic-spawned waves creating ghost units
    • Fixed non-hittable units being targeted in certain situations
    • Made player list more compact
    • Made clicking player on list jump to their position
    • Made Neoplasm stay on most liquids instead of disappearing
    • Various minor balancing changes
    • Changed interplanetary accelerator launch text for Serpulo with some beta clarification
    • Added Call.openURI method for servers to share links to players
    • Added sounds for most Erekir blocks/units
    • Added descriptions for Erekir content
    • Added two new campaign maps
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(68.43 MB)
    server-release.jar(8.57 MB)
  • v137(Aug 4, 2022)

    • Fixed boosting units jittering when near obstacles [Mobile]
    • Fixed command UI not refreshing when switching single units
    • Fixed shielded walls being available on Serpulo
    • Fixed core schematics not connecting bridges on launch
    • Fixed some random network errors
    • Fixed various resource duping bugs in launch UI
    • Fixed certain Serpulo generators not displaying liquids
    • Fixed lightning not being able to damage conveyors
    • Fixed seams in tiles on certain mobile devices
    • Fixed various duct-related blending issues
    • Fixed stack router not outputting evenly
    • Fixed legged units being able to drown even when the body is on land
    • Fixed certain icons being squished
    • Added Flux Reactor block (unbalanced!)
    • Added Neoplasia Reactor block (unbalanced!)
    • Added Heat Source block for sandbox
    • Added command order system for Serpulo support units
    • Made Neoplasm liquid accessible in liquid sources/core database
    • Made drills only display mine-able resources from current map
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(67.48 MB)
    server-release.jar(8.48 MB)
  • v136.1(Jul 19, 2022)

    • Fixed some menus being cut off in portrait mode [Mobile]
    • Fixed Erekir core units being able to target enemies [Mobile]
    • Fixed Erekir tutorial mentioning "shift key" on mobile devices
    • Fixed objective display showing empty dialog box on click
    • Fixed various minor crashes
    • Fixed certain crafters always requiring power even with no input
    • Fixed Erekir sector launch dialog showing copper/lead when Serpulo sector is loaded
    • Fixed unit repair beams still drawing when unit boosts
    • Fixed Arkycite floor applying wet status effect
    • Added hint for controlling unit factory output locations
    • Made mod browser filter out mods that don't have minGameVersion >= 136
    • Disabled resource sharing in campaign
    • Various minor tweaks and improvements to campaign maps
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(67.25 MB)
    server-release.jar(8.45 MB)
  • v136(Jul 16, 2022)

    The first Erekir build is finally here.

    This is a massive update that brings with it an entirely new planet - Erekir - with a completely new tech tree. It would take too long to list all the changes and additions in this build, but here are the highlights:

    • A new, separate (but incomplete) campaign on the planet Erekir with its own mechanics
    • 100+ new blocks
    • New units
    • New items
    • New factories, turrets, distribution blocks, support structures, etc
    • New systems for "scripting" maps with logic blocks and objectives
    • A fog-of-war system, available as a custom map rule and enabled on Erekir
    • Countless tweaks, improvements and QoL changes
    • Countless bugfixes... and probably even more new bugs

    The old command center and formation mechanics have been replaced with a 'RTS' command system. On desktop, holding [Shift] places you in 'Command Mode', which gives you RTS-like control over your units. Left-click to select groups of units, and right-click to order them to locations or targets.

    Note that there is currently no way to RTS-control builder/support units present on Serpulo, like Poly or Mega.

    Please keep in mind that the Erekir campaign is still completely unfinished, and covers less than half of the tech tree. While Erekir is nearly completely in terms of block/unit content, most things not covered in the campaign are completely unbalanced, and should be treated as such! Damage/speed/reload/etc values of end-game content are essentially untested placeholder values.

    For an introduction to the new systems introduced in this build, play the campaign first. The content added in this update has not been properly tested in custom maps or PvP yet.

    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(67.19 MB)
    server-release.jar(8.39 MB)
  • v135.2(Apr 3, 2022)

  • v135(Nov 25, 2021)

    • Fixed spawnpoint shockwave not killing units
    • Fixed payEnter logic command creating infinite ghost units
    • Fixed modded attributes wiping vanilla attributes
    • Fixed some overdrive projector application inconsistencies
    • Fixed some launch pad export calculation issues
    • Fixed some unloader edge cases
    • Fixed unit sector icons not saving
    • Switched Linux audio backend to PulseAudio - if your sound breaks/gets distorted after this release, please report it
    • Added WorldLabel entity for server-side persistent messages (no documentation yet)
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(57.30 MB)
    server-release.jar(6.90 MB)
  • v134.1(Nov 1, 2021)

    • Fixed block pickup on servers not removing block clientside
    • Fixed certain blocks rendering/updating incorrectly on payload conveyors
    • Fixed shoot effects not following units
    • Fixed a turret select crash
    • Fixed disabled mods appearing in crash logs
    • Added unit build requirements to stats
    • Unloaders: Fixed outputs with equal weight not being alternated
    • Modding: Added deprecated ChatFragment method so certain mods don't crash
    • Modding: Added Weapon#layerOffset
    • Modding: Added support for reading JSON environment flags as string arrays
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(57.22 MB)
    server-release.jar(6.89 MB)
  • v134(Oct 27, 2021)

    • Fixed leg units using ground unit pathfinding
    • Fixed some payload-related crashes
    • Fixed all ground waves on Serpulo being replaced by flying units
    • Fixed host not being able to make other users admin locally
    • Fixed payload constructor blocks sharing the same scroll bar position
    • Fixed a pixelation-related crash
    • Fixed plastanium conveyors having infinite capacity when loaded
    • Minor tweaks to copper requirements of certain blocks
    • Made turrets payload-loadable
    • Payload blocks now draw and update on conveyors; this allows for functional moving turrets
    • Added saved games search & improved map search filters (Contributed by @TranquillyUnpleasant)
    • New unloader implementation; more reliable & better at balancing items across blocks (Contributed by @hortiSquash)
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(57.21 MB)
    server-release.jar(6.89 MB)
  • v133(Oct 17, 2021)

    While this version is technically network-compatible with 132, it has significant behavioral differences that warrant a new release. I would rather not see massive desyncs on outdated servers.

    • Fixed logic being able to control dead/removed units (e.g. into payload blocks)
    • Fixed deconstructors not checking unit payload size/etc (direct deconstruction was added hours before release and not tested properly)
    • Fixed deconstructors sometimes refunding slightly less than 100% of resources
    • Fixed constructor being able to create banned/invalid blocks
    • Fixed player units not disappearing when ctrl-clicked into payloads
    • Made payload loader only move out containers when >= 1 item is at full capacity
    • Added liquid container to tech tree
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(58.39 MB)
    server-release.jar(6.82 MB)
  • v132(Oct 16, 2021)

    • Fixed tapping items in block inventories always requesting the whole stack
    • Added Constructor & Large Constructor for block creation; may be useful for item/liquid transport via payload mass drivers
    • Added 2x2 tank
    • Added payload loader & unloader
    • Added Deconstructor; converts a unit/block back into items at 100% efficiency
    • Added cryofluid tiles (Contributed by @TranquillyUnpleasant)
    • Added editor map search (Contributed by @TranquillyUnpleasant)
    • Added system for displaying backgrounds in map rules; currently can't be changed without mods/plugins
    • Added system for custom chat formatting in servers (see NetServer#chatFormatter)
    • Changed Retusa weapon to a naval torpedo
    • Made legged units able to drown when all legs are in deep water; buffed speed/damage to compensate
    • Made all large mechs able to drown (slowly) when surrounded by deep water
    • Made crawler explosions deal damage on death
    • Made certain shoot effects track unit rotation (Contributed by @MEEPofFaith)
    • Made sorter/gate output flips direction-dependent
    • Major changes to planet API; will break mods with planets
    • Increased surge alloy damage when exploded
    • Converted game soundtrack to ogg (-> smaller filesize)
    • Improved planet renderer water/ice reflections
    • Added clouds to Serpulo
    • Added naval waves to Serpulo
    • Improved Serpulo sector generation, especially when water is involved
    • Increased Desolate Rift difficulty slightly
    • Older generated maps made in the two new preset sectors are now auto-deleted
    • Logic: Made @tick/@time be synced; @tick no longer resets; @time is now @tick in ms instead of local client unix time
    • Logic: Synced random number generator state (note that this will still not fully fix RNG desyncs)
    • Logic: Added line numbers and jump line indicators
    • Logic: Added variable display dialog
    • Logic: Added unit command to enter payload blocks
    • Logic: Many various bugfixes
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(57.19 MB)
    server-release.jar(6.88 MB)
  • v131(Sep 13, 2021)

    • Fixed Omura bullet trail length not being cut off by impact
    • Fixed BE server not auto-updating
    • Fixed sectors having decreased production/export when loaded for a short time
    • Fixed overdrive visuals displaying for liquid routers/conduits
    • Fixed overdrive projectors not affecting passive sector damage calculations
    • Fixed alpha bleeding not applying properly to mods
    • Made Stained Mountains guardian easier
    • Made pebbles look less like ore
    • Made most configurable blocks show their inventory when tapped
    • Made campaign bases slightly denser
    • Made Base AI walls correspond to tier
    • Many various improvements to wave editor (Contributed by @JrTRinny, @TranquillyUnpleasant)
    • Made drills no longer show items under solid walls
    • Unit rebalancing
    • Added unit icon selection for sectors
    • Added 'target' field to river noise filter
    • Added repair turrets to Vela
    • Added Deep Tainted Water, made standard tainted water shallow
    • Added rivers to Serpulo generation
    • Added cliff button to map editor
    • Added subtle shadow to ships
    • Added 2 new (untested!) campaign naval maps
    • Improved compatibility with v6 mods
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(64.20 MB)
    server-release.jar(6.84 MB)
  • v130.1(Aug 23, 2021)

    • Fixed logic being able to build invalid blocks
    • Fixed crash in text fields when [[ is typed
    • Fixed smelters not producing sound
    • Fixed modded naval units with boosters exhibiting buggy behavior
    • Fixed ground unit floor speed multiplier being squared
    • Moved Minke ability to Oxynoe, buffed Minke
    • Made tile attribute display more consistent; now displays boosts for entire block
    • Allowed building blocks that host doesn't have unlocked in campaign again
    • Allowed logic units to drop items with @air as a target
    • Optimized memory allocation of collisions
    • Added core database & schematics to main menu [Desktop]
    • Added max spawn field to wave editor
    • Added "units created" game stat
    • Added unit 'decal' system for mods; draw arbitrary sprites on top/below units
    • Made 'block info' keybind work for hovered blocks [Desktop]
    • Improved wave editor UI (Contributed by @TranquillyUnpleasant)
    • API: deprecated Unit#realSpeed(), use speed() instead
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(62.95 MB)
    server-release.jar(6.78 MB)
  • v130(Aug 16, 2021)

    • Fixed cores in core capture mode getting destroyed instead of replaced client-side
    • Fixed water appearing as a block in pump info UI
    • Fixed minimap not updating when a building's team changes
    • Fixed aegires core capture making core neutral
    • Fixed sectors being able to export more than they import + produce, indefinitely
    • Fixed sector export/import lines curving through planet
    • Fixed plastanium walls in older saves having more than 100% health
    • Fixed hints appearing during opening launch scene
    • Fixed liquid extractor bar always being displayed as 100% full even with low power
    • Fixed certain sectors not spawning any waves
    • Fixed players getting stuck in units upon simultaneous control on servers
    • Fixed many various soft keyboard bugs [Android]
    • Cleaned up heat sprites for all turrets
    • Significantly increased payload propulsion tower range
    • Decreased cultivator water requirements slightly
    • Made batteries display a formatted amount of power stored
    • Made cultivators consume a constant amount of water, even when on spore blocks
    • Made player-team flare & horizon AI stop and attack first target on path to core
    • Made zenith AI shoot when passing targets en route to core
    • Misc ammo rebalancing
    • Removed pointless 'device' switcher in controls dialog
    • Added 'banned units' rule
    • Added holographic icons above unit payloads that appear when their upgrade is banned or not researched
    • Added search bar to database
    • Added team-specific rules & AI
    • Added a progress bar for world data
    • Added a list of occupied sectors & their status to planet dialog
    • Changed derelict team icon
    • Made banned units/blocks appear crossed out in core database
    • Allowed dumping/moving into payload voids
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(62.91 MB)
    server-release.jar(6.78 MB)
  • v129.2(Aug 4, 2021)

    • Fixed a memory leak that occurs when a team has no repair units
    • Fixed logic display removal memory leak
    • Fixed a missing shared library error on startup [Linux]
    • Fixed borderless windowed setting cutting off edge of screen [Windows]
    • Fixed piercing bullets hitting targets multiple times... again
    • Fixed logic-controlled naval units not rotating when moving
    • Fixed Workshop not initializing when invalid subscribed content is found [Steam]
    • Fixed unit mining beams disappearing when unit is off-screen
    • Added icons for crux/sharded/derelict teams - currently used in very few places
    • Added mod import progress bar
    • Added automatic team region generation for modded blocks
    • Added import/export lines & additional info for sectors
    • Improved block color palettes for PvP teams
    • Disabled non-functional crash report sending
    • Removed liquid spill "generation" tracking; improves puddle deposition in subtle ways
    • Changed "borderless windowed" setting to "borderless fullscreen" [Windows]
    • Messed around with the borderless & exclusive fullscreen modes, might fix something but the behavior varies so much between devices I really don't know [Windows]
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(62.99 MB)
    server-release.jar(6.76 MB)
  • v129.1(Jul 28, 2021)

  • v129(Jul 28, 2021)

    • Fixed payload sources not being deactivated correctly
    • Fixed player autotargeting units that cannot be hit [Mobile]
    • Fixed inconsistent & jittery arrow animations for all bridge blocks
    • Fixed screenshake permanently moving camera position when panning
    • Fixed bullet heal percent being displayed as 0 when <1
    • Fixed packet error occurring on core capture
    • Fixed editor brush slider being displayed below text
    • Fixed generators not saving item consumption cooldowns
    • Fixed units not being able to build when core is empty and the build cost multiplier makes a block free
    • Mods: Fixed JSON mass drivers not having a default bullet set
    • Mods: Deprecated ExtendingItemBridge / LiquidExtendingBridge; use ItemBridge/LiquidBridge instead
    • Removed "extension" animation for item/liquid bridges
    • Removed mend projector orange phase tint (was too similar to overdrive projector)
    • Removed mouse&keyboard option, it was never actually implemented [iOS]
    • Removed block flow rate option - there is little reason to turn it off
    • Made certain units with payloads automatically drop them near targets
    • Logic: Fixed jump instructions not copying destination
    • Made drill/extractor shading more realistic when rotating (Contributed by @sk7725)
    • Minor tweaks to blast/laser drill spinner sprite
    • Tweaks to thermal generator & coal centrifuge effects
    • Improved UI slider appearance
    • Steam: Renamed misleading "Local Servers" section to "Open Games & Local Servers"
    • Tweaked block plan skip algorithm to reduce switching (Contributed by @buthed010203)
    • Allowed mining of sand with double-click-to-mine enabled (Contributed by @buthed010203)
    • Launch pads can now be disabled (but not individually!)
    • Allowed pickup of derelict blocks
    • Increased shale oil yield
    • Made containers/vaults explode significantly less violently when linked to core - should not be a liability anymore
    • Added new core landing animation
    • Added new core launch animation for campaign
    • Added graphics option to skip all launch/landing animations
    • Added hint explaining derelict block mechanics
    • Added tooltips for certain settings
    • Added descriptions for new content
    • Added display of fragmentation bullet stats
    • Added sector import statistics
    • Added approximate range circle when placing illuminators
    • Added Call methods to play sounds on clients from servers

    Flying unit AI has been improved:

    • For AI teams, flying units will now correctly prioritize certain types of structures when attacking
    • Eclipse prioritizes reactors, Antumbra prioritizes generators, horizon targets factories, etc
    • Higher-tier flying units will no longer stop at "irrelevant" targets like walls or turrets
    • For player teams, flying units will move straight to the enemy core
    • This behavior aims to be more consistent with ground unit AI

    The unit ammo system/rule has been redesigned:

    • Removed resupply point block
    • Made units resupply items from containers, vaults and cores, to be more consistent with power ammo
    • Assigned different ammo items to many units
    • Oct no longer acts as a mobile resupply point, as it cannot reasonably carry all different ammo types at once
    • Mods: AmmoType is now an interface, and the AmmoTypes class has been removed. Create new Item/PowerAmmoType instances instead.
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(62.29 MB)
    server-release.jar(6.75 MB)
  • v128.1(Jul 17, 2021)

    • Fixed Poly units rebuilding blocks that were canceled after they acquired a target
    • Fixed various JavaScript operators not being available, causing crashes [Mods]
    • Fixed buildings not being saved properly [Logic]
    • Fixed idle command not stopping unit movement [Logic]
    • Fixed continuous lasers in units having broken sound
    • Fixed mod dialog width exceeding screen size on phones
    • Fixed negative bullet knockback not pulling in units
    • Fixed lightning extending "wet" status effect lifetime on apply
    • Made defeated teams in PvP automatically turn derelict/explode
    • Improved naval support shoot sounds
    • Added sounds for rocks/vegetation breaking
    • Campaign: Improved planet generation; paths between core and spawns should now be less straight
    • Campaign: Fixed planet generator including inaccessible areas of map
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(62.15 MB)
    server-release.jar(6.77 MB)
  • v128(Jul 12, 2021)

    • Fixed crash when mods override 9-patches with normal sprites
    • Fixed bullets shot on servers not retaining remote unit velocity
    • Fixed misleading incinerator block status
    • Fixed logic polygons overdrawing triangles
    • Fixed votekicks not tracing user IPs
    • Fixed mod sprite packer not allowing subfolders in page-specific sprite folders
    • Fixed all HTTP-related requests not working [Mac]
    • Fixed Java mods with default interfaces not loading [Android]
    • Fixed Java mod files not being imported correctly [Android]
    • Fixed icons being offset on buttons at high UI scale
    • Notable API change: Removed Core.net, use the arc.util.Http class instead
    • Decreased Disassembler cost
    • Increased Fortress health & base damage
    • Slight Aegires healing nerf
    • Reorganized some settings
    • Improved settings & editor filter sliders
    • Made force projector "decals" team-colored
    • Made Navanax EMP explode on cursor
    • Made 3x3 blocks fit on payload conveyors
    • Made Separators less likely to desync (contributed by @Quezler)
    • Made status indicators only draw for same-team blocks
    • Merged all whitelist commands into one [Server]
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(62.11 MB)
    server-release.jar(6.77 MB)
  • v127.2(Jun 30, 2021)

    • Fixed derelict cores preventing PvP game-over
    • Fixed Java mods not loading classes correctly
    • Fixed liquid turrets not targeting closest fire
    • Fixed payload routers not distributing evenly between two conveyors
    • Made units target & move toward derelict cores in capture mode
    • Made falling wrecks killable
    • Nerfed repair turrets
    • Buffed Eclipse, Mace
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(62.95 MB)
    server-release.jar(6.77 MB)
  • v127.1(Jun 26, 2021)

    Cleaning up a few bugs I missed.

    • Fixed players being assigned to the derelict team on PvP
    • Fixed users crashing on server connect [Steam]
    • Fixed jittery interpolation on servers
    • Fixed a couple rare crashes
    • Potential fix for small viewport on Retina displays [MacOS]
    • Hid outdated multiplayer lobbies [Steam]
    • Passage map: Made side-cores captured by default to reduce rushing
    • Mods: Suppressed class/field/method resolution exceptions thrown on ClientLoadEvent to avoid crashes
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(62.95 MB)
    server-release.jar(6.76 MB)
  • v127(Jun 25, 2021)

    This is a highly incomplete version of v7. Most content planned for v7 is unfinished, and will not be included in this release!

    Ideally, this version should be more stable than 126, but without a release, I cannot say for certain. The current "stable" version (126.2) contains severe bugs & balancing problems that have been addressed in this release. Due to these issues, I may have to split the v7 update into two different parts; whether or not such a split release happens at all depends on how long it takes me to finish the "interplanetary" v7 content.

    Android users: This version will NOT be available on Google Play - download the APK file directly from itch.io instead! I haven't set up the new Google Play listing yet.

    iOS users: This version has been submitted to TestFlight, and should be available as soon as Apple approves it (ETA ~1 day).

    Changelog:

    • Countless bugfixes
    • Countless unit & turret balancing tweaks
    • Optimized fire visuals
    • Made mass driver output speed more FPS-independent
    • Made phase bridges overdriveable & more reliable at lower FPS values
    • Reorganized core items & guardian bar UI
    • Added red outline for guardian units
    • Added more options to editor filters
    • Added editor filter copy-paste buttons
    • Added display of current status effects to Ui
    • Added 5 new support naval units
    • Added payload void & source for sandbox
    • Added a payload mass driver equivalent
    • Added polygonal core protection rule
    • Added core-capture rule for PvP/attack maps
    • Added one experimental core-capture PvP map
    • Added lights for most effects & bullets
    • Added new T2 repair point
    • Added controls to deposit current unit into payload block directly
    • Added schematic tags
    • Added client-side "ghost building" sync when playing multiplayer
    • Campaign: Reorganized sector icon selector, added support for content sector icons
    • Updated packaged Java version to 16 [Desktop]
    • Made units unstackable in most situations
    • Mods: Support for loading classes from other JARs as dependencies
    • Mods: various API changes, see https://mindustrygame.github.io/wiki/modding/7-migrationv7/ for details
    • Logic: Added inverse trig operations
    • Logic: Added content ID lookup & wait instructions
    • Lots of other stuff I probably missed
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(64.09 MB)
    server-release.jar(6.76 MB)
  • v126.2(Mar 29, 2021)

    • Fixed bridges being planned without unlock in campaign
    • Fixed player moving slower on servers with status effects
    • Fixed player not respecting formation speed on servers
    • Fixed separators consuming power when idle
    • Fixed logic blocks not saving buildings on reload
    • Fixed rare door placement crash
    • Fixed logic units being able to take/remove items from any team block
    • Improved power node link preview
    • Reduced Nova range slightly
    • Added list of status effects to core database
    • Added status effect display to bullets (icons contributed by @sk7725)
    • Added block info keybind
    • Added bullet stats for continuous laser turrets (e.g. Meltdown)
    • Made bridges autolink when dragging multiple lines
    • Disabled logic unit building for servers by default
    • Made application terminate itself when exiting; may fix memory leaks [Android]
    • Internals: Removed all code for disposing resources on exit; this should be handled by the OS now
    • Logic: Made dead sensor return 1 for null, to simplify validity checks
    • Logic: New text parser; supports defining and jumping to labels with name: instead of numbers
    • Logic: Added support for negative draw coordinates
    • Logic: Disabled packets for config; may desync, but will help reduce lag
    • Campaign: Various tweaks to make background simulation more accurate
    Source code(tar.gz)
    Source code(zip)
    Mindustry.jar(68.94 MB)
    server-release.jar(6.80 MB)
  • v126.1(Mar 6, 2021)

Owner
Game developer, Java & Nim programmer. Creator of Mindustry.
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