About This Game The Dwarves of the HammerHelm Clan dream of living above ground, under the sun and clouds. As their Champion, it is up to you to help them establish their home and guide them towards prosperity. But this new land is filled with danger and your town will face many challenges.Something dangerous is stirring in the storehouse, keeping the workers from delivering their resources. The sewers you built last week to help the town remain clean - goblins have moved in and are using it as a base of operations. The farms have become poisoned and won't yield crops. And the Tavernkeeper has heard rumors of a Necromancer building his tower nearby, plotting to attack the town.The more your town grows, the more your adventure grows!Build a town from over 30 different structures including houses, armorsmiths, breweries, taverns, carpenters, wells, and more!Attract townspeople to help collect resources, build structures, and work in the shops.Create your character and place your own home to customize and decorate.Craft weapons, armor, and more at the shops you create.Explore your town and enter every building you place.Manage your town's resources to ensure the citizens are happy, healthy, and safe.Dynamic quests and events based on how you build your town.Level up and learn skills such as Luck, Hard Head, and Killing Blow. Explore dungeons, caves, mines, sewers, and more!Fast-paced, action combat system. 7aa9394dea Title: HammerHelmGenre: Adventure, Indie, RPG, Simulation, Early AccessDeveloper:SuperSixStudiosPublisher:SuperSixStudiosRelease Date: 27 Jul, 2017 HammerHelm Download Highly Compressed Rar power hammer helm. hammerhelm game. hammerhelm cave in. hammerhelm pc game. hammerhelm cheats. hammerhelm review. hammerhelm demo. hammerhelm lotr. hammer helm lenggries. hammerhelm baldur's gate 2. games like hammerhelm. hammer helm mine black desert. hammerhelm free download. hammerheim mtg. nhk hammer helm. hammerhelm steam. hammerhelm gameplay. hammerhelm multiplayer. hammerhelm download. hammer helm mine. hammerhelm wiki. hammerhelm crack Neat Idea still in alpha, Hope all the bugs get fixed. Combat and gather should be 2 sep. buttons: when in battle you will get errors about the tree is not old like you are trying to gather. I can not recommend the game in its current state.. Neat Idea still in alpha, Hope all the bugs get fixed. Combat and gather should be 2 sep. buttons: when in battle you will get errors about the tree is not old like you are trying to gather. I can not recommend the game in its current state.. This game has lot of potential and some really professional devs that are cranking out bug fixes and content improvements at an alarming rate. If they keep this up it won't be 'early access' for long. The game itself is an well done mash up of RPG, Strategy Survival, Crafting, and a City Builder games. It works together very well and once it is all smoothed out and the gaps filled in, it will be a great game in my opinion. Keep it up Devs. You have a real gem here!. Game is still alpha and has some issues, but the developer is committed and very responsive. Haven't spend a lot of time in game yet, but from what I've played it seems fun.. I have had a lot of fun with the game since I started playing. The game is still in early access, with constant updates from the Dev. Playing lots of early access games I can say it is impressive the amount of updates given. ** Audience**\u2611 Beginner\u2611 Casual Gamer\u2611 Normal Gamer\u2610 Expert** Graphics**\u2610 Bad\u2610 Alright\u2611 Good \u2611 Beautiful\u2610 Fantastic ** Music **\u2610 Bad\u2610 Alright\u2611 Good \u2611 Beautiful\u2610 Fantastic ** Difficulty **\u2610 Easy \u2611 Average\u2611 Easy to learn\u2610 Hard\u2610 Unfair** Bugs **\u2610 Bugs destroy the game\u2610 Lots of bugs\u2611 Few Bugs\u2610 You can use them for speedrun\u2610 Nothing encountered** Story **\u2610 There is none\u2610 Bad Alright\u2611 Good\u2610 Fantastic** Gameplay** \u2610 Frustrating\u2610 Sleepy\u2610 Boring\u2611 Fun** Game time \/ Length **\u2610 Really short (0 - 3 hours)\u2610 Short (4 - 8 hours)\u2610 Few hours (10 - 20 hours) [if you focus on the main story]\u2610Long (40-60 hours) [if you complete everything]\u2610 Very Long (61-100 hours) \u2611 Extremely Long (101+ hours) **Price \/ Quality **\u2611 Full price \u2610 Wait for Sale \u2610 Don't buy. I have had a lot of fun with the game since I started playing. The game is still in early access, with constant updates from the Dev. Playing lots of early access games I can say it is impressive the amount of updates given. ** Audience**\u2611 Beginner\u2611 Casual Gamer\u2611 Normal Gamer\u2610 Expert** Graphics**\u2610 Bad\u2610 Alright\u2611 Good \u2611 Beautiful\u2610 Fantastic ** Music **\u2610 Bad\u2610 Alright\u2611 Good \u2611 Beautiful\u2610 Fantastic ** Difficulty **\u2610 Easy \u2611 Average\u2611 Easy to learn\u2610 Hard\u2610 Unfair** Bugs **\u2610 Bugs destroy the game\u2610 Lots of bugs\u2611 Few Bugs\u2610 You can use them for speedrun\u2610 Nothing encountered** Story **\u2610 There is none\u2610 Bad Alright\u2611 Good\u2610 Fantastic** Gameplay** \u2610 Frustrating\u2610 Sleepy\u2610 Boring\u2611 Fun** Game time \/ Length **\u2610 Really short (0 - 3 hours)\u2610 Short (4 - 8 hours)\u2610 Few hours (10 - 20 hours) [if you focus on the main story]\u2610Long (40-60 hours) [if you complete everything]\u2610 Very Long (61-100 hours) \u2611 Extremely Long (101+ hours) **Price \/ Quality **\u2611 Full price \u2610 Wait for Sale \u2610 Don't buy. Game is still alpha and has some issues, but the developer is committed and very responsive. Haven't spend a lot of time in game yet, but from what I've played it seems fun. Alpha 10.9 - 325 Updates Since Launch!: Tonight's build is the 325th update to the game since launching in early access in July 2017... and it's a fun one. New Quests!This build includes three quests!Get Ready to Grrrumble!. Teleport Platform Design: I'm in the process of building the teleport system and wanted to let you all know where it is headed.You can teleport back to your town once you have placed a Teleport Platform. I was playing around with the idea of teleporting into the wilderness, but I think teleporting from town, to someplace on the island, and then teleporting right back to town would create a pretty large balance issue. You can only place one Teleport Platform.A Teleport Platform has 6 charges per day. To use a Teleport Platform you will need to craft teleport crystals.The higher the resource used to craft the teleport crystal, the less charges it uses. So a Jade teleport crystal uses all 6 charges, Gold uses 3, Diamond uses 2, and Blood Stone uses 1 charge. If you attempt to use a teleport crystal that uses more charges than your Teleport Platform currently has you will get a notification letting you know how many charges it has left.You will be able to place teleport crystals in your hotbar and use them the same way you use a potion. Using a teleport crystal will take about three seconds to teleport you to the Teleport Platform and will consume the crystal. During this time, you cannot move, so it's dangerous to use these near monsters! You also cannot use a teleport crystal when inside of a dungeon, cave, or other underground structure.Jade and Gold Teleport crystals will be craftable at the Stonemason and you'll need a Stonemason and a Carpenter to craft the Teleport Platform. Diamond and Blood Stone teleport crystals are crafted at the Mage Tower. Teleport crystals require some ore plus some alchemy ingredients. I'm in the process of balancing these costs.. Roadmap to Full Release Progress Update: Time for another Development Update on the Road to Full Release. You can read the original Roadmap Announcement here:https://steamcommunity.com/games/664000/announcements/detail/1710706508279875941Below is a list of the goals and the progress that has been made on them so far.Note when something says "Done" that doesn't mean I'll never add more to it, it simply means I'm happy with where it is for now and moving on to other things. After leaving early access I will very likely come back to many of these to add more to them or make changes to improve them. Also, changing the format of this to hopefully make it easier to read.IN PROGRESS. Townspeople Optimization Test Build - Alpha 13.4: I created a test build so you can try out the new townspeople AI optimizations. While still using the same pathfinding system, this was a fairly good sized change to the way the NPCs move about the world.In a very large town of 50 townspeople on my mid-range test PC, I saw a framerate boost from about 40 to about 65! Most of this was a result of lightening the load on the CPU from the NPCs.This build also has a couple of other smaller fixes in it:Fixed a bug that caused the third ingredient in the last item in the crafting list to not display.Fixed a bug where Farmers would use the run animation while moving at walk speed.The ESC key can now be used to close the town storage UI.My goal is to get this build live this weekend if all goes well.If you'd like to try out the test build, you can get it by doing this.... In Development: Optimizations: I've been playing around with a few occlusion culling solutions and I think I found one that I like. Occlusion culling is basically an optimization technique that stops the video card from drawing objects you can't see. Without it, the card will draw all of the buildings even when you are inside the storehouse. This is currently how HammerHelm works.As you can see in the gif, as I move into the storehouse, the game turns off the buildings I can't see! It's also turning off the trees, rocks, and other objects that would normally be drawn in the camera's view.I'm still experimenting with this and need to make some tweaks to get it to work even better. I also need to test it with the new trees. But I think it looks promising and should provide a nice boost to performance, especially on lower end PCs.. Townspeople Optimization Test Build - Alpha 13.4: I created a test build so you can try out the new townspeople AI optimizations. While still using the same pathfinding system, this was a fairly good sized change to the way the NPCs move about the world.In a very large town of 50 townspeople on my mid-range test PC, I saw a framerate boost from about 40 to about 65! Most of this was a result of lightening the load on the CPU from the NPCs.This build also has a couple of other smaller fixes in it:Fixed a bug that caused the third ingredient in the last item in the crafting list to not display.Fixed a bug where Farmers would use the run animation while moving at walk speed.The ESC key can now be used to close the town storage UI.My goal is to get this build live this weekend if all goes well.If you'd like to try out the test build, you can get it by doing this.... Iron and Diamond Weapons WIP: We're making some good progress on the new weapons and armor again and I wanted to show some progress! Concept images are on the right.. In Development - Improved Tree Chopping: Something I am experimenting with for when I redo the world map with the new tree assets. I want to make chopping down trees more interesting and fun! The three parts of the trunk left are behind at the end are collected just like the logs are now. In this case though, they match the size and shape of the tree trunk. Trees in HammerHelm are really big though, so we'll see how this looks in practice. Worst case I can create three smaller logs from the bottom piece and have those remain while the upper parts disappear with the canopy and branches.The stump that remains at the would stay until the tree started to regrow.. Short Term Work Update: There hasn't been new build in a few days and I wanted to post so you all knew what I am working on. It's some bigger stuff that needs to be 100% complete before I add it into a build so there may not be a new build for another week or longer. I don't like going dark, so even without a new build, I'll be updating on my progress.Note all of this is in addition to the weapons, armor, monsters, and new flora that my artists are working on, which is what is left of most of the roadmap.Optimize the NPC pathing. In Development: Optimizations: I've been playing around with a few occlusion culling solutions and I think I found one that I like. Occlusion culling is basically an optimization technique that stops the video card from drawing objects you can't see. Without it, the card will draw all of the buildings even when you are inside the storehouse. This is currently how HammerHelm works.As you can see in the gif, as I move into the storehouse, the game turns off the buildings I can't see! It's also turning off the trees, rocks, and other objects that would normally be drawn in the camera's view.I'm still experimenting with this and need to make some tweaks to get it to work even better. I also need to test it with the new trees. But I think it looks promising and should provide a nice boost to performance, especially on lower end PCs.
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