About the Game
Your colony can harvest resources, build units, conquer territory, trade with other colonies. As you conquer more territory, your influence in the game world grows, as well as your abilities to expand your footprint. But beware, multiple players aiming for the same territory may lead to conflict!
Screeps is developed for people with programming skills. Unlike some other RTS games, your units in Screeps can react to events without your participation – provided that you have programmed them properly. And, unlike other MMO, you do not have to play Screeps constantly to play well. It is quite enough just to check once in a while to see if everything goes well.
Features:
- You play by writing JavaScript AI which controls your units 24/7 even while you're offline.
- Units of all players coexist in the same real-time huge persistent world and obey the same rules.
- Many kinds of units, base building, mining resources, territory control, economy, manufacturing, transporting, logistics, trading—all the attributes of a real strategy game which you need to program!
- The better your scripts, the better your game—irrespective of the time played. Your creeps will mine, build, defend, and conquer as you just work, sleep, or walk your dog.
- Only basic programming skills are required. However, if you are a pro developer, now is the chance to put your skills to the limit!
- Edit your scripts from the in-game editor, or using your favorite external IDE.
- Other languages are supported via WebAssembly: C/C++, Rust, TypeScript, Go, C#, F#, Kotlin, Swift, D, Pascal, Zig, the list is growing.
- Permanent MMO access with 20 CPU limit included in the starter package. Unlock your full CPU in your account on the official server by purchasing a Lifetime CPU unlock or an in-game CPU Unlock consumable item (can be bought by in-game credits).
- If you don't want to buy an unlock, that's fine—there is a standalone CPU-limited world shard where you can compete with other "CPU-locked" players on equal terms.
- Host your own server, modify games rules and play with your friends via LAN or on the Internet. The server is an open source project.
- The game is slow-paced (from 2 seconds to 5 seconds per game tick depending on a world shard where you start playing), since it allows you to debug your scripts in the real-time world. You can use your private server to develop and test with fast pace (up to 10 game ticks per second).
Screenshots
14 images
Version Information
Steam Patch Notes
Official update history
⬆️ Upgraded all runtime servers to Node.js v24
⬆️ Updated client binaries and NW to the latest version
⬆️ Updated to Pixi v7 and backported room renderer fixes and optimizations made during the development of Arena
⬆️ Updated private server binaries and Electron
🐛 Fixed binaries for ARM-based macOS
We have made a small change to the built-in game console, now it supports two separate methods:
console.log filters all HTML entites on the server side;
console.logUnsafe leaves all responsibility to you, please make sure you filter the content appropriately.
Read more in this GitHub issue: https://github.com/screeps/screeps/issues/162#issuecomment-3796847328
This is a minor update containing the following features:
- Reverse reactions in labs
- Room status data in game API
- Many various improvements
See the full post about these changes in our official blog.
First, the new server cluster is based on brand new Intel Core i9-9900K processors which gives a performance boost to both userland and engine code. Our tests have shown a 15-30% increase in user CPU depending on the load profile. And the tick rate on all shards is now 20% faster—down to 2.2s/tick on shard3!
Second, we've switched our architecture to a containerized pool of applications orchestrated in a Kubernetes cluster. Kubernetes is well known for having a pretty steep learning curve, and this was a serious challenge, but we've managed to find the right guy who joined our team and used his expertise to set up everything properly. Now, this makes our development and deployment process much easier allowing us to test and deploy new features more rapidly. With just one click we can clone the entire production cluster to a temporary instance in private cloud, test everything we need to test, and remove it with one click again afterward to avoid high expenses. This is a thriving technology and we're looking forward to new developments with Screeps World and Screeps Arena that it allows! We already used this platform to carefully test Nodejs 10 and the new game content on the real production world data. Nodejs 10 is shipped now on all game server nodes, and we're pretty confident that we can roll out all new game features (NPC Strongholds, Factories, new resources, Store and Market changes) in the first half of October. Stay tuned!
Discuss this news on our official forum
It's been a long road indeed. The Power resource was introduced to the game in December 2015. The plans for development of the new Power Creeps concept were announced at the same time. Since then, we've heard numerous opinions, deeply analyzed all comments, suggestions and concerns of our community. The concept was changed, readjusted and reworked several times. This wasn't the only reason of the delay of the release: since 2016 we've been focusing on other areas of the project that have more to do with optimization and reworking of the game engine than the game content itself. This was because the release of the game on Steam in 2016 resulted in the influx of players we weren't ready for. However, a great deal of game content has been developed too: minerals, NPC invaders, market system, nukes, room visuals, world shards, tombstones, tunnels, events log. All these things were developed after we had announced Power Creeps, and we believe we didn't spend time in vain but managed to improve the game in many aspects.
But now we are excited to announce the final release of the Power Creeps system in the game! We started its public beta on February 1, 2019 on the Public Test Realm, and after 1.5 months we can say it's polished enough to go live.
What is power?
Power is an end-game mechanic opening a whole new trek in the development of your colony: towards increasing its effectiveness rather than the size of colonized territory. This is how its contents look like:
- You mine a special resource called “power.”
- Mined resource is processed in 8-level rooms and increase your account Global Power Level (GPL).
- GPL allows for creation of Power Creeps – special hero units – and development their levels and skills (so called "powers").
Read more about power mechanics in the documentation.
For now, the first (and likely the main) class has been developed and launched – Operator. All its
Want to try it but don't have sufficient power level? We have a surprise for you: you can instantly upgrade your Global Power Level to 3 right now! The only condition is having at least one Power Spawn in the game. The promo is active 30 days after the release, so Jump into Power Era now!
See API changes in our blog
This is a big game update containing many features:
* New design
* Creep.pull
* Controllers attack improvement
* Other changes
See the full post about these changes in our official blog.
It’s been a while since you’ve heard from us, but all in good reason. We’ve been working hard on some exciting new features that we’re now happy to announce.
Isolated virtual machine
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25169494/90718dba0cf589e60174833c823e0924c5d9bd01.png
The chances are that this major improvement will become historical. Nobody did that in the Node.js world before, we’re proud to be pioneers here. Marcel Laverdet, our open-source contributor, has implemented an excellent isolated-vm native module that finally brings full-featured VM isolation to Node.js. With the integration of this library, Screeps can now provide truly separated sandboxes to players that don’t affect each other in any way. It is highly recommended to try now, since it will be our default VM in a few months.
- You can opt-in for an isolated VM in the new account settings UI called Runtime. This will move the execution of your script to another pool of server nodes with this experimental feature enabled.
- The isolated VM takes you to your very own JavaScript environment, including heap memory and garbage collector.
- Since isolated VMs can be transferred between threads within the same Node.js process, it is no longer neccessary to maintain multiple global instances, and you always have one single global. Moreover, your global environment is very stable and can persist for several days without resets (unless you reset it with your own actions).
- You can use the new API method Game.cpu.getHeapStatistics() to know how much heap memory you’re using in runtime. The maximum effective limit is 256 MB for each player. If you exceed this limit, your VM may be reset.
Although this feature is still considered experimental, it is well tested on our PTR server and shows good results.
Private server support
An isolated VM is also available for private servers in our beta branch that you can install this way:
npm install screeps@betaIt is recommended to set runners_cnt to 1 in your .screepsrc file, since otherwise it will create multiple global environments for each player. There is a new option runner_threads instead which should be set to the number of your CPU cores.
Also, you may want to launch Node.js with --harmony_sharedarraybuffer flag in order to enable some memory optimizations.
Tombstones
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25169494/fcc15a579df771b7fe396014506431088b9046c1.gif
Introduced new major feature: creep Tombstones. When your creep dies for any reason, there is now a special object left that contains information about the deceased creep and any resources it carried. Tombstones slowly decay over time, the decay period depends on the creep body size. After it is decayed, all resources contained are dropped on the ground. A tombstone provides room visibility to its owner.
- New Tombstone global prototype.
- New constants FIND_TOMBSTONES, LOOK_TOMBSTONES, TOMBSTONE_DECAY_PER_PART.
Thanks to davaned for this idea (see discussion on forum) and ags131 for implementation (PR #74).
Other changes
These changes are supported in private server v2.13.0.
Read this post in the official blog
We’re glad to announce that Screeps now has user-generated authentication tokens support. You can use these persistent tokens to authenticate to our undocumented Web API endpoints without using the sign-in process. Use your Account / Auth Tokens section to generate such a token.
Please note that the usual sign-in process will start using Google Invisible reCAPTCHA effective February 1, 2018.
If you have an external tool which uses https://screeps.com/api/auth/signin endpoint automatically, please change it to use Auth Tokens before February 1, 2018! Otherwise it will stop working.
Doing this is trivial: you need to drop using auth/signin endpoint and set X-Token header in all your requests to the persistent token generated from your account settings.
Learn more about this feature in the documentation.
- Runtime servers upgraded to Node.js 8.9.3 (LTS). It ships with V8 5.8, a significant update to the JavaScript runtime that includes major improvements in performance. This enables many modern ES6 language features, such as WebAssembly support. Since it’s a major release, it may have different performance profile depending on language features you use.
- Added binary modules support to the in-game IDE and require mechanics. Learn more in the documentation.
We have always put little attention to graphics in Screeps, since this is a rather niche game for programming nerds. In terms of technology, the game engine has been a simple set of SVG objects moving across the web page. It allowed for rapid development without distracting on complex visual components, but it ruled out any appealing visual effects (like lightning). Besides, this approach suffered from subpar performance when a lot of objects were on screen. So it's time to change that!
In this update, we are excited to reveal a full-blown graphic engine for Screeps based on WebGL and PixiJS. It will allow you to:
- Leverage your machine's GPU even in the browser to significantly boost performance without any lags when scrolling.
- Save your laptop's battery juice since GPU is much more energy-efficient for this task than CPU.
- Add new visual effects to enrich the game atmosphere and yet retain our usual relaxing, abstract style.
In the picture above, you can see some samples of how the new renderer transforms the game when activated. The new feature is beta so far, so to activate it, opt in using the checkbox in the Display Options section of the right panel. Not all features have been 100% migrated to the new renderer yet, and bugs are possible, but you can get a whole new impression of the game right away!
Please inform us about any issues you encounter in comments.
It’s big time! 2 months after its creation, shard1 is available for settlement from outside. The portals leading from shard0 to shard1 and back open their doors for all the settlers, traders, and highway bandits out there.
But aside from the evident feature of transferring players’ creeps between worlds, these portals will leverage another interesting game mechanics, NPC Events.
We won’t delve deep into all the details but leave it for you to discover, especially since the events content and mechanics will change with time. But one thing is sure: it’s worth keeping your eyes on what comes out of these portals (including with your Observers), it could be something tasty!
By the way, a little hint for you: when an NPC creep that took part in an event like this dies, its resources don’t drop on the ground but are placed in a container created automatically so that you can conveniently grab them in time.
Good luck hunting!
- All credits amounts now work with 0.001 precision, including order prices, credits balance and transactions history. User credits balance and order prices are stored in the database as thousandths in integer format which prevents rounding errors. In order to update your private server data, an automatic database upgrade will be performed, see this commit .
- Added new StructureSpawn.spawnCreep method. createCreep and canCreateCreep are now considered deprecated, but still will be available for backwards compatibility. See discussion in this pull request for details.
- When you click “Respawn”, all structures now don’t vanish, but change their owner to SYSTEM_USERNAME, so that other players are able to withdraw resources from them.
These changes are supported in private server v2.10.0.
Current Release
Not available
How to Install
nw.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
211 MB
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