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SteamWorld Dig Download PC Game


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SteamWorld Dig Download PC Game


DOWNLOAD: https://www.google.com/url?q=https%3A%2F%2Fgohhs.com%2F2ufyxi&sa=D&sntz=1&usg=AOvVaw3N-s5vF94x_8sN7mMyOqci



This game for Windows is available for users with the operating system Windows XP and prior versions, and it is available in many languages like English, Spanish, and German. The game version is 2016 and was updated on 1/04/2017.


There's a good chance you've not played one of the best games of 2013. Back in August, 3DS download game SteamWorld Dig came from nowhere, to receive a flurry of 8s and 9s. It was a breakout hit on the portable platform, and deservedly so. At that perfect meeting point between Metroidvania and Mr Driller, capturing the essence of Spelunky, and achieving absolutely precision platforming, it was a massive, joyful surprise. And yet, as I devoured it, I kept thinking: wouldn't this be even better on PC?


RPS: A lot of PC gamers won't be aware of SteamWorld Dig. There seems to be quite a divide between the 3DS, and the wider gaming world. Can you explain the core idea of the game, and a bit about the critical reaction?


Hoping that it provides some sort of elevator-pitch explanation, we like to refer to SteamWorld Dig as a "mining platform adventure". The objective of the game is mining for precious stones and metals, while the controls are that of a 2D platformer. And since the game has a defined beginning and end with emergent gameplay, where the story is fleshed out one hint at a time, it is an adventure in itself. You scavenge the mines for ore, get back up to the surface to sell your loot, and use the cash to upgrade your tools. Hopefully you get better and stronger, since you'll need better equipment to tackle increasingly tougher enemies, soil and rock the further down you go. Since you are steam-driven, you need to make sure you have enough light and water. Also, Rusty changes throughout the game, as he discovers and assimilates strange contraptions hidden in caves deep down - and his new abilities come at a price.


We released SteamWorld Dig for the Nintendo 3DS in early August. Critics-wise, SteamWorld Dig has been nothing short of a sensation; everyone wants to see a great game from a small developer become a classic. The Nintendo-specific press and sites have raised it to the skies, which can make you a bit suspicious (or happy, in our case) - obviously they want more players on the 3DS platform, and that may account for some of the extremely positive reviews.


We were therefore extremely relieved when major "generalist" gaming sites such as IGN and Pocket Gamer, for example, adopted SteamWorld Dig as their new pet game. Pocket Gamer gave it a perfect 100/100, and IGN almost went all the way with 95/100. Scores like that must be taken seriously - sites like that don't have a specific platform to promote. But IGN has also gone further: they mean that SteamWorld Dig is one of the very best 3DS games ever made, and have included the game in their Game of the Year discussions.


I don't think that SteamWorld Dig is a particularly Nintendo-esque game, if you can picture what I mean by that. It fits the PC just as well. It's not cute; here's a robot protagonist burdened with a task worthy of a Clint Eastwood character in a cartoonish but dark, foreboding environment, and it simply looks kickass in HD. It looks and plays wonderfully on the 3DS, but the high-definition PC version is something else - it's vibrant, detailed and simply stunning. So it doesn't feel like a port at all, rather it's a brand-new perspective on this game where it reaches its potential.


Brjann Sigurgeirsson: Well, bear with me on this one: although we're small, Image & Form has been around for quite some time. We developed a boatload of kids games for PC and Mac before going into iOS development, where we struggled for a bit and then made an awesome game called Anthill in 2011. It's still one of the highest-rated games ever on the App Store.


But before that - almost as a parenthesis - we made this innocuous little tower-defense game called SteamWorld Tower Defense in 2010 for the Nintendo DS. Or the Nintendo DSi, to be precise. The DSiWare Store was Nintendo's first effort at digital downloads, and we decided to give it a try. We were even more naïve back then, and didn't have time or resources to promote it properly. So we were quite surprised when SteamWorld Tower Defense paid for itself. True, we didn't spend very much time and resources on developing it either, but still. With that "success" in the back of our minds, we regarded the Nintendo 3DS and the eShop as a viable future platform from its inception. The shopping experience on the DSiWare Store was nothing like the App Store. The interface was clumsy, and it was almost impossible to find what you were looking for. You may think that we were relieved that we didn't lose money on that game and decided to never think about it again.


But there was this one strange little detail in SteamWorld Tower Defense that kept bugging us. You see, we figured it should be a humans vs robots setup, and at some point we decided on a whimsical role-reversal - the robots should be the good guys and the humans rather greedy, dynamite-wielding lowlives who were trying to break into the robot mines, and you had to stop them. Review sites picked up on that corny little detail, and so we started spending parts of our lunch breaks talking about it: What had actually happened here? How could this world possibly have come to be, where the robots are the friendly "master race", and humanity is reduced to a pack of scumbags? And slowly but steadily, over the course of a year or so we built the story of SteamWorld in between programming and drawing other games.


And so this little tower-defense effort became the seed to its muscly younger brother, SteamWorld Dig. Other things came into play as well: mining games such as Minecraft and Terraria - both milestone games - became very popular, and we liked them a lot. Being old-school gamers, we wanted to make a game that paid homage to classics such as Super Metroid and Dig Dug. So: we wanted to make a mining game, because mining is inherently exciting, and it would have some Metroid-like gameplay mechanics. And it still had to be unique, not a me-too product, and our own. We had the SteamWorld story, and in October 2012 we went to work on it. We were done in June 2013 after having spent all our savings and borrowing the equivalent of the GNP of a small African country, and after that the marvellous gratification of universal praise started in early August.


Brjann Sigurgeirsson: When we were done with it, we didn't really know what to think about SteamWorld Dig. We believed it was good, but we had no idea how it would be received. I was pleading with our lead designer Olle Håkansson to provide me with a few unique selling points that I couldn't think up myself, and he calmly replied "Can't you just tell them it's a great and gorgeous game?" Today, some three and a half months after release on the Nintendo 3DS, I think SteamWorld Dig has a mix of things going for it. Here are some of those:


- The theme of the game is very appealing. The graphics are a mix between Western, steampunk and the sort of robots that you'd like to meet and hang out with. This also resonates in the music score - Western spaghetti twangs combined with the loneliness of the underground.


- There is a strange, hypnotic rhythm to the digging. In real life, digging is hard and exhausting work, and that may be why we appreciate it so much in computer games - perhaps we get a sense of accomplishment from actually shaping the underground with a pickaxe! Also, mining is discovery in its purest form. Chip away a few more times, and you'll find something wonderful. (I secretly want to surprise my wife by taking her on a vacation with a metal detector and a shovel and roam the beaches of some promising coastline where hopefully a lot of old pirate ships have run aground. I'd operate the metal detector, and she'd operate the shovel. Just as secretly, she doesn't want to come along.)


- SteamWorld Dig is a return to classic gameplay mechanics - work, get rewarded, use the cash to get better equipment so that you can work more efficiently. You don't have to bother saving, the game does it for you everytime you get to the surface. And then, at frickin' PERFECT intervals - just when you need something new to happen - there are the caves, where you can permanently upgrade Rusty's abilities. The timing of this is almost uncanny.


- IT'S A GAMER'S GAME! We don't tell you what to do, or how you should play the game. If you want to explore it fully, do it. If you want to speedrun to see how fast you can beat it, be our guest. If you want to dig a little more to the left - well, all that soil is there for you to dig through and create your own tunnels!


- And finally, we're a small, friendly developer: we're the good guys. A handful of determined people who beat Nintendo's own massive games in the eShops - in their own backyard - all around the world. We're always available on Twitter (@imageform) to happily discuss SteamWorld Dig and gaming in general. I think this Twitter frenzy made SteamWorld Dig seem ubiquitous the first few weeks after release.


Brjann Sigurgeirsson: You're right - it DOES feel a lot like a true-blue PC indie! There are a couple of reasons. First, we released it on the Nintendo 3DS first because we like to play games on the device, and as I mentioned above, we felt that SteamWorld Dig really ought to work on the 3DS both commercially and in terms of function - the 3DS is home to a number of really great platformers, such as Mutant Mudds, Mighty Switch Force and many of Nintendo's own platform titles. And obviously we had released a Nintendo DS game earlier, so we felt that we would be able to draw on that experience. If you're counting, then SteamWorld Dig is actually the second game in the SteamWorld series, and its predecessor could be bought on the eShop - so we were hoping for a bit of synergy there. And the people at Nintendo were both very respectful and encouraging from day one. 041b061a72


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