The OST includes an exclusive bonus track, “Signals”, created especially for this release. We will have the OST available digitally on May 20, and the physical CD will ship soon after. If you preorder the disc, you will get the digital download immediately as of May 20.
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We also have new details to share with you about the PlayStation 4 and PC versions of Transistor. The content of the two versions is identical, though certain aspects are tailored to the respective platforms:
Transistor for PlayStation 4 Features
- DualShock 4 Light Bar flashes in sync with the Transistor’s speech
- More than 30 Trophies (including a Platinum Trophy)
- Remote Play & Share Button support (standard for PS4 games)
Transistor for PC Features
- Full controller support & fully remappable controls
- Steamworks support including cloud saves, achievements, & trading cards
- DRM-free: You can play the game offline if you want
PC Minimum System Requirements
OS: Windows 7 or newer
CPU: 2.6GHz Dual Core CPU or greater
RAM: 4GB or greater
GPU: 1GB Video RAM or greater, e.g. Intel HD Graphics 3000, Nvidia 9400 GT, AMD HD 5450
Hard Drive Space: 4GB […]
Our big news going into PAX East this past month was that Transistor is almost done, due out May 20! At the show, we let folks get their hands on a near-final build of the PlayStation 4 version of the game, and got a really great response. Check out our photo gallery below as well as excerpts of some of the coverage!
Mark your calendar for May 20, 2014. In just a few weeks, our next game will be available for the PlayStation 4 and PC!
We’ve been putting the finishing touches on it and think it’s just about ready.
This week at PAX East in Boston, several of us from Supergiant will be taking a short break from development to show you some of our latest progress. We’ll have a near-final build of the game running on the PlayStation 4, which you’ll be able to get your hands on at our booth 892. It was one year ago at PAX East that we showed Transistor for the first time!
We’ll have more details about Transistor in the days leading up to our launch next month. Until then, here are some quick facts we wanted to share, and stay tuned for more:
When is Transistor due out?
Transistor’s release date is May 20, 2014.
What platforms is Transistor coming to?
PlayStation 4 and PC.
Where will I be able to get the game?
On PSN for the PlayStation 4 version, and on Steam or our web site for the PC version.
How much is the game?
Transistor will be sold for $19.99 in North America, and €18.99 / £14.99 in Europe.
Will Transistor be available in my country?
We plan for a worldwide launch. Transistor includes English voiceover and text in English, French, Spanish, Italian, German, Russian, and Brazilian Portuguese.
Can I preorder the game?
Not at this time though we’re looking into it!
Hey are these new screenshots?
Yes! We wanted to show a few more environments without giving away too much. These shots are taken straight from gameplay.
At the end of last year, we got Transistor to an alpha stage of development, which meant the game was essentially feature-complete and fully playable start to finish. Since then, we’ve been working to get every aspect of that game to a better place. Despite the broad-sounding goal, it’s a pretty meticulous process. We figured we’d give you a brief update on how it’s going!
In development speak, after alpha, our next big internal milestone is a fun-sounding term called ‘content lock’. Here’s how those are different:
Alpha means the game content is all there and no significant new features are being added. You’re done creating environments, characters, major features, and game systems. The game should be fully playable and expressive of what the full experience is ultimately going to be. In other words, it should be interesting to play and worth playing. If there are major gaps in the design, or the story, or any other aspect, it’s not really alpha.
Content lock means the game is near shipping quality. Like alpha, this can be a moving target. Placeholder assets are gone, and every aspect of the game from the tuning to the timing of the voiceover to runtime performance are getting locked down. The caveats are removed. There’s a big emphasis on testing and refining. After content lock, it’s down to critical fixes or key surgical improvements.
These days we’re zeroing in on that content lock stage. It’s a key point in development that boils down to sweating the details. We promise to tell you more just as soon as we’re ready. In the mean time, don’t be a stranger and visit us on Twitter, and thank you for all your support and enthusiasm for this game! […]
We’ve been pretty quiet this season, so as the year winds down we wanted to give an update on what we’ve been up to! And show you our festive studio décor.
What we’ve been up to, simply put, is making Transistor.
After our reveal of Transistor went over as well as it did back in March, our goal became very clear: to keep doing everything we can to make the full game live up to the first impression. We had our second major showing at E3 a couple of months later, where we announced the game is coming to PlayStation 4 and PC. We had one more big showing planned for this year, which happened at PAX Prime. Then after that, we wanted to hunker down and work on the game for the rest of the year. And that’s exactly what we’ve done.
Right now Transistor is in an alpha state where just about all of the content, systems, and features we have in mind are implemented in some fashion, and the game is playable from beginning to end. It’s where we wanted to be as we head into 2014.
In the coming weeks, we plan to keep testing, tuning, and iterating on every aspect of the game until we think it’s ready to put out there for you to play. We’ll talk more specifics as we get closer to that time. Until then, you can always check in with us on Twitter or Facebook. Stay tuned, happy holidays, and keep in touch!
We’re back from our big trip to Seattle where we let many hundreds of people get their hands on our latest build of Transistor. Three years ago, we showed Bastion in public for the first time as part of the PAX 10, and this show has been special to us ever since. As we dive back into development, we wanted to share some of the highlights from the show:
Supergiant @ PAX Prime in Photos Have a look at dozens of photos we snapped from our booth and other related events at the show.
One of the things we love about PAX is it’s an opportunity to have our whole team in the same place at the same time. Not only that, the sheer number of people willing to come visit us and wait through a 2-hour line just to play our game is something we still can’t get used to.
Latest Media Impressions of Transistor
We showed an updated build at PAX Prime, featuring a number of improvements on what we let people play at PAX East and E3. Here are links to some media impressions of how the game is shaping up!
“Transistor had us all sorts of excited at PAX Prime.” — Destructoid
Video: “Transistor – Sharp Combat and Aesthetics” — GameSpot
“Whereas Bastion played it relatively safe with its gameplay, Transistor is an entirely new combat experience.” — GamesRadar
“Managed to play it before I said goodbye to PAX 2013. I’m so thankful I did. Blew me away.” — VGRevolution.com
“…in Transistor the player has a very different relationship to the voice-over character.” — Polygon
In less than a day, all of us from Supergiant will be in Seattle for PAX Prime, where we’ll be showing off the latest build of our next game! After the fantastic response we got to our debut at PAX East followed by E3, we’re eager to show you all the progress we’ve made. Here’s what’s happening with us at PAX:
Supergiant Booth #3010: Come Play Transistor & Say Hi
We’re right on the 4th Level of PAX Prime this year, next to our friends at The Behemoth and SpyParty, so come on down during show hours and play our game! Our latest build of Transistor is quite a bit farther along than what we’ve shown at PAX East and E3.
Keen-eyed players who’ve kept close tabs on what we’ve revealed so far should spot a variety of improvements across the board, including new systems for unlocking and installing special plug-ins that modify the Transistor’s functions in a variety of ways.
Now Available: Transistor ‘Cloudbank’ Art Print & 24″ x 36″ Poster
We’re pleased to offer two new Transistor-themed items in our online store, which will make their debut this week at PAX Prime!
Saturday 1pm: 10 Questions with Supergiant Games Q&A Panel
Hosted by the Academy of Interactive Arts and Sciences, this Q&A panel will delve into what life is like at Supergiant, everything from our origins to our experiences working on our current project. If you’re a PAX attendee, please come by the Serpent theater for some full-on Supergiant navel gazing! The full description of the session is right here.
Saturday 11am: Darren at the Official Harmonix Podcast
Earlier that day our composer and audio director Darren Korb will be among […]
During the event, Amir and I will be playing through Bastion live from Supergiant’s HQ while providing the weirdest, most interesting developer commentary we can think of. We’ll be reminiscing about the making of the game and the choices we made along the way, and no doubt be spilling lots of never-before-heard trivia and incredible useless facts!
Speaking of weird Internet video of Bastion, we’ve also just posted our policy on Let’s Play videos and other video content based on our games. Please read it in full if it applies to you but the short version is, you’re welcome to create Let’s Play-style videos of our games and monetize them if you want.
Hope you check out our very first live stream. And happy birthday, Bastion! […]