Behind the Scenes

Beta Weekend #2

May 6, 2014

With our previous beta weekend having wrapped up we’re excited to announce our second beta weekend starting this Friday (May 9th) at 8AM pacific time! This will similar to last weekend’s test in that it will last through Sunday evening and you’ll need a Steam key to gain access. One big difference is that you can get your very own beta key right here on our site! Just head back to the main page and enter your email address in the box provided. I think we’re also going to add a sticky-thing to the top of each page, so depending on … Continued

Beta Weekend Wrapup

Whew! Our first free beta weekend for Minimum is complete and what a weekend it was. We had thousands of new accounts created and hundreds of people playing at any given time over the weekend. Some of you were really dedicated – we had a few people with more than 100 (!) games played over the course of the weekend. You definitely surprised us with your dedication! We’ve gotten a lot of great feedback already, some of it on bugs and a lot of it on general gameplay. We’re processing it all and making a lot of changes and fixes, here’s … Continued

Notes for release 50108

May 9, 2014

We made a bunch of improvements based on our feedback from the first beta weekend, focusing on bug fixes and polishing some of the more ridiculous weapons. We’ll keep making adjustments throughout Early Access alongside releasing cool new content for everyone to experience. Please feel free to send feedback to _min-bugreports@ninerealms.net or to visit our Steam Forums to let us know there! Bug fixes: Fixed an issue where players would frequently crash when rotating from the Canyon map to the Titan Factory map Fixed an issue where players would sometimes freeze while rotating to the Canyon map Fixed an issue where … Continued

Our first developer stream!

We’re going to be doing our first developer live stream on Twitch in a few minutes! We’re still getting the hang of streaming and sorting out our setup so expect a few bumps along the way but we’re pretty excited to be able to play the game and answer questions from you guys. Check us out on Twitch here: http://twitch.tv/humanheadstudios

Notes for release 50110

May 10, 2014

We’ve got a new release for you this morning! This one is focused on a few crash fixes and a short-term fix for some of the spawn-camping problems on the Titan Factory map. We’ll be making further changes to both maps to deal with spawn camping in a more direct way in future updates (and future maps!) Bug fixes: Fixed an issue where changing keybinds could sometimes cause the game to crash (or for players to be kicked) when tutorial messages were shown during a match Fixed an issue where certain characters in names could cause players to be kicked … Continued

Beta weekend #2 wrapup

May 12, 2014

Wow. First of all, thank you all so much for joining us for Minimum’s second free beta weekend. We got a ton of awesome feedback ranging from balance suggestions, new feature ideas and bug reports. We’re still sifting through everything that’s come our way and we may not respond to every message individually (although we’ve already responded to a lot!) but rest assured we’re definitely reading them. It was really encouraging to see so many people enjoying the game and responding positively to us on Steam, Facebook and Twitter. For fun, here’s some of the most requested features from players over … Continued

Special beta survivor armor set!

Scarred by crash bugs, dented by overtuned weapons, scuffed and scratched by countless UI quirks, the Beta Survivor Armor represents the spirit of the stalwart beta tester. This is not the shiny, spotless uniform of an aristocrat worn for fashion but the hardy, utilitarian gear required of one who has fought on the front lines of duty. Available only to the most dedicated and earliest of adopters, this armor wears its flaws for the hard won trophies they are! On a more serious note, this wasn’t something we originally planned on but the amount of work you guys put into giving us feedback … Continued

Release notes for 50112

May 13, 2014

Just a few minor fixes and balance adjustments from our previous beta weekend build. We already have our first “real” update planned out and we’ll be giving you guys some additional information on that soon! We’ve also done a wipe of all player stats and inventories as part of our transition from beta to early access. Gameplay changes: Reduced damage for the Grenade Launcher at the outer portion of its blast radius. Will be making further grenade launcher adjustments in the future. Fixed a mistake where the Pickup Hell still had the same damage and fire rate as the basic … Continued

Release notes for 50122

May 20, 2014

It’s time for our first content update since going live on Steam Early Access a week ago. We showed a lot of this stuff on our sneak peek developer stream last week, but now you guys get to experience it directly. Included here are some of the new features and fixes we’ve put in since our last release: New features: Match Invitations and Direct Joining – now you can use your Steam friends list via the overlay to invite friends to matches or join your friends in a match in progress. This is the first step in our plan to … Continued

Release notes for 50130

May 22, 2014

Time for a fix build! This release doesn’t have any significant new features but it does fix a number of small bugs and annoyances we found in the bigger content update we made on Tuesday. This is part of our plan going forward – we’ll release smaller builds more or less weekly that will include fixes, balance changes and sometimes small new features. Every few weeks we will release one of our larger, pre-announced updates that will include more content and bigger feature and changes. Fixes: Rebuilt lighting for the Titan Factory map to fix some ugly smeared shadows (and … Continued

Desert Canyon Overview

May 29, 2014

The first Titan-mode map is Desert Canyon, a clash between Modern and Ancient forces. It is an asymmetrical map but with the same elements for both sides – catwalks, caves and open spawn areas, located on opposite ends of the canyon. Desert Canyon has a wide, central winding Titan path nestled between the canyon walls. Along one side of the canyon are elevated catwalks usually dominated by snipers. There is plenty of rocky cover littered throughout the map to provide a defense against attack from the catwalks. Both sides have close-quarters caves where creeps spawn, excellent for flanking and getting … Continued

Release notes for 50138

May 30, 2014

Time for our first weekly build! In case you haven’t heard us talk about this on our live stream or read about it on our Steam community forums, in between our major planned updates (which are spaced out about once a month) we’ll be doing smaller weekly patches. The amount of content in these will vary widely, with many of them focusing on bug fixes and balance adjustments with smaller (or time critical) new features scattered within. This particular update see us making a pretty significant change to the way armor works and some anti-spawn camping additions, so we’ll talk … Continued

Double XP Weekend

June 6, 2014

The Minimum team wanted to show a little community appreciation with a Double-XP weekend and a key giveaway! If you’ve already been crafting and battling, from Friday to Sunday night you will earn DOUBLE the XP. Thank you for all of your feedback and support so far! If you want to win a copy of Minimum, please enter our giveaway over the weekend! To enter the giveaway for a game key tweet the hashtag #PlayMinimum or Tweet #PlayMinimum Make sure you are following @PlayMinimumGame so we can contact you if you’ve won. Winners will be chosen on Monday! Enjoy the … Continued

Release notes for 50148

Another week, another weekly build for Minimum! This time we got in the much requested auto-balance and team switching feature, added a change to the way weapon leveling works and made some changes to the Healing Katana and the shotgun class of weapons. Changes: Added a new secondary ability to the Healing Katana. Instead of dashing, it now generates an AoE heal. It heals 50 flat health at level 1 and scales to 90 flat health at level 5. With a full set of level 3 armor 90 flat health is about 50% of your max health. Significantly increased the … Continued

Release notes for 50152

June 13, 2014

This is a smaller than usual weekly patch in preparation for next week’s big June update, but there’s a few important changes and fixes in there anyway. Next week we’ll see a lot more stuff, so stay tuned and get excited! Fixes: Fixed an issue where players would occasionally have their stats (experience points, levels, KDA, etc.) reset. Fixed an issue where an incorrect animation would play when jumping using the dash shotgun. Changes: There is now a maximum speed enforced for players. Building more speed (via weapons or armor) will not allow you to move faster than this cap. … Continued

June Update (50184) release notes!

June 20, 2014

It’s finally here! The June update marks our first major content update since the quick one we put out for Memorial Day weekend back in May. Although we’ve done many smaller weekly updates in the interim, the June update represents the sort of content we want to release for Minimum as we carry the game through Early Access and toward our eventual full release on Steam. We’re so grateful to all of the players who’ve stuck with us so far and for all of the new ones joining us as part of the Steam summer sale. With that out of … Continued

Steam Summer Sale! Minimum 50% Off

June 26, 2014

Minimum is now 50% off during the Steam Summer Sale! For those looking for some multiplayer action pick up a single copy or the team pack which includes five copies of the game! You have until June 30th to take advantage of this great deal and be a part of the growing Minimum community! Head over to Minimum over on Steam and get your copy now!

Release notes for weekly build 50244

July 18, 2014

Another week, another weekly build! We’ve been bad about patch notes recently but we’ve finally got our new new section roughed in for the game client so these things should be much easier to get in front of you guys. This week is a lot of small weapon balance tweaks, a few bug fixes and the long awaited pre-release version of our newest Titan mode map! Changes: [HUD] Team color support added to (most) of the existing Titans! We’ll roll out support for the rest soon. [HUD] Team color support added for a few of the existing armors (the ones … Continued

Release notes for weekly build 50264

July 25, 2014

This is a smaller patch aimed at preparing for our soon-to-be-released 3.0 update. We’ve got a handful of fixes and some improvements to bot AI. Keep an eye out for our big update that’ll have new maps, creeps, Titans and devices! Fixes: [UI] Corrected tutorial text for the PLAY NOW button to correctly note that TDM is available (it claimed that only Titan mode was). [UI] Fixed some inconsistent display name text for the Knight armor set. Changes: [AI] Bots now correctly prioritize powerups. [AI] Bots can now sprint properly and should do so more often. [AI] Bots will now … Continued

July Update (50276) release notes!

August 1, 2014

We’ve made it to another major update! This time around we’ve got some new maps for you, including our prettiest map to date (and it’s not even quite finished yet!) and some reworks and revisions to your old favorites. We also have new devices to use, AI bots and seamless bot replacement! As I said in the post for our June update we couldn’t do this without the support and enthusiasm of all our Early Access fans. You guys have taken a big risk on us and we hope we’re living up to your expectations for us as an engaged, productive … Continued

Release notes for weekly build 50306

August 15, 2014

This week’s build is a small set of changes on the surface but a whole pile of stuff underneath the hood to get the core of party matchmaking functional. There are a number of known bugs with party mode right now (which we’ll detail in the patch notes ahead) but we’re working diligently to get those sorted out. Be sure to let us know on the forums if you find any others! Changes: [Balance] Rail sniper is no longer too powerful for an alt fire – it is now exactly powerful enough to have one. The alt fire is a … Continued

Release notes for weekly build 50320

August 22, 2014

We’re steaming toward the end of Early Access and we can’t be stopped! Another week, another new build with incremental improvements and fixes. This time we’ve fixed some long-standing oversights in weapon balance numbers and unleashed a brand-new one for your block-scorching pleasure! Changes: [Balance] Plasma Launcher projectiles were dealing much higher than intended damage after being redirected using the alt fire. This has been corrected. [Balance] The Auto Shotgun was perhaps the biggest beneficiary of our recent move to client-side hit detection, and as such as received some damage reductions to compensate. [Balance] Adjusted Golden Creep positioning in Disaster … Continued

Our end of Early Access update has arrived!

September 10, 2014

At long last Minimum is ready to leave the quiet comfort of Early Access and set forth into the brave world of full Steam games! Update 4.0 brings a bunch of new features and a ton of polish improvements to the same Minimum game you guys have shown so much love to over the past few months. We’re really proud of what we’ve put together and we think that you, the players, should be too. Without your help we wouldn’t have been able to create the Minimum that stands before you today, and for that you have our heartfelt thanks … Continued

New update 50360 rolling out now!

September 12, 2014

We’re rolling out a hotfix build to address our current matchmaking issues. This build also includes a number of additional fixes that should improve stability and performance for many of our users. We’ll be continuing to work on matchmaking fixes in particular and will roll out additional updates in the next few days. You might be disconnected from your match as we begin to take down old servers and replace them with ones running our new build.

Path of Lanterns Overview

September 18, 2014

Path of Lanterns is the newest Titan-mode map. It’s a struggle between Ancient Samurai and Mecha Sumo Titans along a cliff side that wraps around the outside of the map. There is a single large creep spawn in the middle that both sides must fight to control, while a rare Golden creep wanders around the cliffs.

Release notes for fix build 50374

This is a build focused on fixing crashes and improving matchmaking and disconnections. We’ll have additional builds coming out next week with further fixes and improvements as well as live adjustments to matchmaking today and tomorrow.

Talk Like a Pirate Day celebratory skin!

September 19, 2014

Arrrr mateys! In honor of Talk Like a Pirate Day we put together an awesome pirate-themed armor skin for your enjoyment. It’s available in the normal blueprints section (NOT the shop!) for you to unlock at your leisure. The armor will be there all weekend for those of you who wish to feel a little more nautical. Enjoy!

Release notes for fix build 50386

September 23, 2014

We’ve burned the midnight (and weekend) oil to bring you guys another patch to address a bunch of stability and matchmaking issues! This one resolves a bunch of different crash conditions and improves our error logging to help us track down erroneous disconnects and matchmaking failures.

Developer live stream today!

October 1, 2014

We’re doing another of our weekly live streams today! We’ll be talking about new fixes and changes in this week’s build as well discussing our roadmap for additional features for the rest of the year! The stream will start at 4PM PST / 7PM EST / 11PM GMT.

Patch notes for weekly build 70392

October 2, 2014

This is another build focused on stability and bug fixing. A lot of the improvements are behind the scenes sorts of stuff that should improve the experience for everyone (though not being as sexy as new features). Though all our builds will continue to include additional fixes, we’re getting closer to the release of some new content as well that we’ll be teasing for you in a blog post later this week.

Sneak-peek of Desert Canyon’s visual update!

October 3, 2014

Introducing a sneak peak at the visual overhaul for Desert Canyon! Paul, our environment artist, did a visual polish pass on Desert Canyon to bring it up to the standards he set down with Path of Lanterns. The main goals were to bring more color into the map and to reinforce and invigorate many of the visual themes already present.

Patch notes for weekly build 70400

October 9, 2014

More bug fixes and optimizations! We’re continuing to release our weekly fix updates to improve the Minimum experience while we work in parallel on cool new content for our upcoming October content patch.

Sneak-peek of The Event’s visual update!

October 10, 2014

The Event is the next map on our visual update list and our core goals remain the same: reinforce the theme and increase visual fidelity to the same level as that of Path of Lanterns. As one of the game’s oldest maps there was a lot of work to be done!

Patch notes for weekly build 70404

October 16, 2014

More fixes! More tweaks! We’re continuing to gear up for our next big content update later this month and, in the meantime, we’re releasing weekly builds to improve stability and general usability. Keep an eye on our dev blog or join us for our weekly Twitch streams to see sneak peaks of what’s coming in our 1.1 update!

Sneak-peek of Zen Garden’s visual update!

October 17, 2014

While Zen Garden was already one of our better-looking TDM maps it still felt very uneven. Some areas were were too open, others too cramped. Dead ends served little purpose in the grand scheme of the level. We took Zen Garden’s visual update pass as a chance to also balance the level’s more serious layout problems.

Titan Factory 2.0 sneak-peek part 1: Out With the Old

October 23, 2014

What is Titan Factory? Titan Factory 1.0 was the very first Titan Mode map we worked on after picking up the Minimum property from its original developers, Timegate. The level was in bad shape, largely unfinished and totally untested, a situation which makes sense given the unfinished state of both Minimum and Titan Mode at the time.

Titan Factory 2.0 sneak-peek part 2: In with the New

October 24, 2014

Core Goals for Titan Factory Overhaul The biggest goal for the overhaul was to bring Titan Factory in-line with the standards we set for the other levels – namely having the standard barriers and Power Cores as part of the design.

Update 1.1 is finally here!

October 28, 2014

Our first major content update since leaving early access has arrived! We’re really excited to be releasing some of the new stuff we’ve been working on and think that you’ll enjoy the new balance adjustments and prettier maps.

Welcome to update 1.2!

November 25, 2014

What’s that you say? You feel like it’s been a few weeks since the last time you got some new stuff from us? Aw shucks, you’re right! I guess that means it’s time for another map face lift, a new weapon, structures, weapon maximization and more!

Gorillas, dinosaurs and jungles! Update 1.3 is now live.

January 16, 2015

Let’s paint a picture: you’re lost in an ancient, primeval block jungle, stumbling through the thick polygonal brush. Suddenly, you break into a clearing – a gigantic crater! What could have caused this? And what’s the blood-curdling roaring coming from over there!?

Reduce, reuse, recycle: Update 1.4 is here!

February 24, 2015

Block worlds are composed of delicate ecosystems that must be nurtured and maintained. However, the web of block life has started to groan under the weight crafted weaponry and discarded map geometry! What is to be done about this? How can the blocks be saved?

A bold new suit of armor takes center stage!

April 1, 2015

Have you ever found yourself deep in midst of a heated battle in Titan mode, fighting hard for every block and shard, only to realize that there just aren’t any armor choices that suit your lifestyle? There are armors for firefighters, armors for commandos, even armors for astronauts, but perhaps there just isn’t anything that captures your unique combination of gravitas and regal bearing?

Welcome to the Minimum Mini Beta!

March 24, 2016

Minimum is back up and running with a new player hosted server system!  We’re running a short beta to give our existing players a first look, a chance to give feedback, and a head start on building up your Loadouts!  We will be directly implementing player feedback from the beta, and expect regular updates in the coming weeks.  Mostly, we’re really excited to be back!

New Server Tools!

April 21, 2016

Greetings Minimum Users! After a few weeks of beta, we’ve made some significant updates to the game. Our big focus has been on visualization and transparency for the new player hosted server system. New Server Browser: A new visual interface allows players to see what servers are available, who’s on them, and what rules are in play (standard “automatch” is still available). Updated Server Launcher: Quickly access key server parameters from a visually intuitive launcher. The Launcher.exe will include options like max players, target score, time limit, and more, and should make it easier for server hosts to create more customized game … Continued

Minimum 6/24 Patch Notes

June 24, 2016

Patch Notes: Fixed multiple bugs which lead to crashes. Updated the login process to prevent players from being logged out. Updated the store to purchase all available weapons. Fixed a bug where some weapons wouldn’t craft. Fixed an issue with setting the map cycle and password. -The Minimum Team