Brickadia is a multiplayer brick building game that gives you the tools to create and play. Build and invent with your friends, or blow it all to smithereens!
We've been hard at work developing advanced collision detection to let you build and edit movable physics contraptions of epic scale. Watch our first insane physics trailer!
Read our new *very* technical blogpost here:
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We're happy to announce that Brickadia will be going into Early Access in April 2023!
Wishlist the game on Steam today!
And visit our redesigned website for new information:
Kotaku was able to verify the prices publishers/devs have to pay to get a trailer at Summer Game Fest 2024:
1-min = 250k
2-min = 450k
2.5 min = 550k
(Though it appears massive companies and famous devs with big games don't pay these prices)
People were concerned that our upgrade to
#UE5
would make the game run worse, but it turns out...
the game is running better now?
while looking better too!?
even on low-end hardware??
Read our new Devlog for all the info:
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#UnrealEngine
Vehicles are on their way! But first, let's sort out some fundamentals - we've been working on basic physics joints, and figuring out how users will be able to place 'entities' in the game...
Read our new devlog!
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How do you build stuff in Brickadia? It's pretty simple to do, actually!
Let us know what builds you'll be making when early access releases!
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#UE5
With the ability for behaviors on a brick to connect to other bricks through wires, we can then have it color multiple bricks to make, for example, a seven-segment display!
We recently made weapon impacts and explosions affect physics builds - this simple change is really satisfying and fun!
(need to adjust explosion physics power though...)
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Transparent surfaces in a game can be often sorted incorrectly... but is there a proper solution?
(check out the reply to this tweet for much more info!)
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#UE5
We recently made weapon impacts and explosions affect physics builds - this simple change is really satisfying and fun!
(need to adjust explosion physics power though...)
#indiedev
#indiegame
#UE5
One of the most important things that cars will need are wheels... so we've been making many for you to choose from!
Also, all wheels will be resizable and re-colorable!
It turns out our version of the sky and environment assets we were using were very out-of-date... so we finally updated them!
Introducing: new weather, volumetric clouds and more!
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📣 Just posted a new Devlog!
Read about how we have just majorly improved Brickadia's building system! Easier brick sizing, easier reorienting, and a lot more!
(link in reply!)
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#indiegame
#UE5
Switches - can be placed atop/against bricks, or fitted so that the base is flush with a surface. Many other switch and button designs are in the works...
to-do: implement being able to color the moving part of the switch separately from the base
You can now place and remove entities (instead of only bricks) with full undo and redo integration. We don't have any entities made yet though, so six added this funny untextured Ball.
Physics bearings had to be re-made after the whole building system got major improvements... but now they're back and easier to use than ever, with full undo+redo support!
So, using the new wheels and new servo joint, we can make simple torsion-bar suspension setups!
Since the servos can have a customisable amount of damping, this can be an easy way to add suspension to vehicles.
One of the most important things that cars will need are wheels... so we've been making many for you to choose from!
Also, all wheels will be resizable and re-colorable!
Before we add proper steering mechanics, its been fun to try to improvise alternate steering methods... like shooting a front wheel pivot! though it's better to control it using the manipulator tool instead...
Another essential thing we need for vehicles are... functional seats!
next up: adding the ability to wire a seat up to a vehicle engine, to let a player finally drive a vehicle!
So, using the new wheels and new servo joint, we can make simple torsion-bar suspension setups!
Since the servos can have a customisable amount of damping, this can be an easy way to add suspension to vehicles.
Don't forget: adding sounds to your builds can add a lot of life to them! We've been adding new sounds for you to add atmospheric ambience to your scenes...
Here's one example: (sound on! 🔊)
Using additional brick grids, it's possible to get extra creative and use diagonal bricks in your builds! Not sure how well this will run on huge builds yet though...
Here's an example: a roof made out of diagonal 1x1 round bricks
Another essential thing we need for vehicles are... functional seats!
next up: adding the ability to wire a seat up to a vehicle engine, to let a player finally drive a vehicle!
New joint: Servo! It's a bearing, but rotates to a specific target angle you set.
Once we have scripts controlling the angles of servos, a lot will be possible with your contraptions!
With the ability for behaviors on a brick to connect to other bricks through wires, we can then have it color multiple bricks to make, for example, a seven-segment display!
Something we haven't posted here yet is our prototype of "Behaviors" - the scripting system that will add advanced functionality to builds.
Starting with basics, here's a "behavior" that defines a custom brick component which changes the bricks color when clicked.
But, 🧵(1/3)
You don't have to build at normal scale in Brickadia... you can have a lot of fun building beautiful miniature scenes!
Then, make these scenes come to life using hidden mechanisms!
Here's a silly contraption letting you swap between front-wheel drive and rear-wheel drive... None of the small wheels are on motors, only the large wheels are.
Math gates and logic gates! Wiring these together will quickly let you achieve more advanced interactability in your builds, without needing to dive into scripting.
Top row are the basics, bottom row are the more advanced.
Figuring out the model for a regular sized vehicle engine... This can fit nicely in normal cars, but we will also make a very tiny version styled after an R/C control unit which can fit pretty much wherever. Potentially other sizes too?
Something we haven't posted here yet is our prototype of "Behaviors" - the scripting system that will add advanced functionality to builds.
Starting with basics, here's a "behavior" that defines a custom brick component which changes the bricks color when clicked.
But, 🧵(1/3)
We're a bit late to inform, but we do have an account on "that blue app that we probably shouldn't say the name of". The handle is "", and we'll post a lot more there once we can post videos!
Our bi-weekly blog series starts here! This first Devlog shows the journey we took to getting Brickadia in Unreal Engine 5.1.
Devlogs will be posted every other Monday - follow us to be notified!
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Player parts are coming! They're a new feature that lets you customize every aspect of your player, including arms, legs, heads, hands, and torso!
You can add additional parts like armor, peg legs, hats, capes, backpacks, and more!
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#gamedev
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#UnrealEngine
It's been a bit, but Patch 5 is here! Including weather effects, a space map, fill paint for the Paint Tool, experimental ray-tracing support, and of course a ton of new weapons and cosmetics!
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#UE4
Currently there is no visual editor so we can't yet show any script visuals. The visual editor will make it friendly for *anyone* to start tinkering around with scripting, no matter your existing coding skill!
We'll post some cooler behaviors demonstrations soon 👀
🧵(3/3)
We can add if/else statements and instance variables to the script, to make it cycle between 2 colors instead.
The journey to get here was huge. After disliking off-the-shelf scripting engines for our players, we built our own - complete with a custom compiler and VM.
🧵(2/3)
Wires are the next major addition to Brickadia! Hook up buttons, doors, dials, switches, logic gates, and all sorts of components together! Read more in our blog post!
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#UE4
Our next patch is here! We'll have some more news soon, but for now, check out some of our newest features like the new autosaver, or simple prefabs.
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We just launched the Brickadia Development Blog! We plan to bring you the latest news and behind the scenes technical details about our future work, stay tuned!
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Alpha 5 is closer to completion than ever! Today we're giving you another taste of the UI design overhaul, featuring improvements and additions that will be part of the upcoming release:
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As hinted by the retweet earlier, we are adding a bunch of new features regarding audio for Alpha 5! Check out how you will be able to spice up your creations with the power of s o u n d:
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Let's not forget Alpha 5 is also about the UI, and for that matter, we discuss the evolution and challenges of the ongoing user interface overhaul on our latest blog post:
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We've just posted a new devlog! Read about how we've been working on a lot of graphics improvements such as upgraded environments, volumetric clouds, HDR, DLSS 3, FSR 2 and more!