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Songs of Syx News

Come win a key for the upcoming fantasy city-builder Songs of Syx

We've teamed up with Gamatron to offer you a chance to win a key for their upcoming grand-strategy city-builder Songs of Syx which enters Early Access soon.

Read the full article here: https://www.gamingonlinux.com/2020/09/come-win-a-key-for-the-upcoming-fantasy-city-builder-songs-of-syx

Free demo available



[h2]Release of the free prototype on Steam[/h2]

Hi guys!
We are closing in for our EA release in Steam which will happen in less than a month!
For those of you eager to try out the game before buying:
We just released our free prototype as a demo on steam!
You can download it on the store page.

Note:
This is the same free prototype which has been available on itch.io since our kickstarter. The demo will not receive any content updates and the game in its current state has already progressed quite a bit compared to it. Anyhow it shows the basics of your gameplay and is good enough to already give you an idea on how it plays.

For those who already know the demo:
Nothing changed except for some small fixes. But hey now you can play it on Steam!


[h2]Be part of the Community![/h2]
I can´t say this often enough, but you can have a direct impact on how the game shapes!
We are loving all the discussions, suggestions and feedback we get on our Discord server. Feel free to join!

V53 - Refinement & mod support

The time is nigh. A new age is upon us! Songs of Syx is releasing on steam September 21st and all efforts in regards to this update has been focused on eliminating some of the annoyances fresh and veteran players might have encountered. For some reason, which I've forgotten, I've also increased modifiability by a lot, tried to squash bugs and implemented a few minor suggestions.

[h2]Modding[/h2]
The following is now open to modding:

  • Resources
  • Many room types
  • Technologies
  • Sounds
  • Structures (fences, walls, ceilings, fortifications)
  • Floors & Roads (they look better too)
  • Animals

The character set has now been expanded to cover many Latin alphabets. This can also be modified to accommodate any language not using thousands of characters and read left to right.

There has also been a lot of improvements and fixes around mods to make a modders day a bit better.

A guide on how to mod a few basic things will come soon.



[h2]Quality of Life[/h2]
New placement tools for basically everything. Should help you to build even more beautiful and organic-looking cities.

Completely new room placement and building mechanics. You no longer need to build structures first, these are built automatically.



The farthest zoomed out level of the map can now me used just as the other zoom levels, which will give you a greater overview when doing your thing.



Hotspots can now be named and show on the minimap, so you can name your various districts.



[h2]New UI[/h2]
A bit bigger in general and more intuitive is the idea. A lot of improvements here and there.



[h2]Optimizations[/h2]
I managed to increase performance by roughly 10%, allowing for even bigger settlements.

[h2]Rich Presence, future Steam achievements, Cloud Saving and Steam Workshop[/h2]
We also made the first foundations for various integrations we want to have in the game. Mainly thoose are Rich Presence, achievements for Steam and Discord and also the integration of famous Steam Workshop. So lets explain a bit what we want to do with thoose things:

Rich presence, as you might now, is the little flavour text which is shown besides your player name in Steam friendslist or Discord. We think it is a good way of sharing your progress in game and in generating general interest in what the game is and what people are doing while playing it.



Our Rich Presence implementation is divided into an information part we call state. This one includes some basic stats of your current playsession. For now we decided that your current population, your reputation and the year since founding of your colony are interesting values to see. Anyhow on a later point of development, as the worldmap and also your city empire becomes bigger there might be other important values.

The second part is called detail and basically adds the flavour to the whole thing by telling people what you are currently doing. For now just to test the integration is just says "Ruling over [your city]" but later we will add much more texts, reacting to the stuff and events that happen in game. Here are a few examples:

"Fighting off Krull"

"Conquering XX"

"Surviving winter!"

"Building lavatories"

Rich Presence in steam looks basically the same, sadly without fancy images. We are very open for any ideas and suggestions for flavour texts!



Also we started working on Steam (and also Discord) Achievements! We know from many other games that there are people looking for the 100% achievement hunting challenge so we just had to put some into the game. For now we kept the achievements very simple so they are like "Kill 1000 enemy soldiers", "Farm 10000 mushrooms", "Have a total population of 1000", or "Fell every tree on the map". Most number related achievements will come in tiers. For now we have iron, silver, gold and platin, so you can track your progression with little rewards on the way.

Again as the game development proceeds we will have more challenging and also some hidden achievements for you to find and hunt!



Songs of Syx will support Steam Cloud Saving on release. So wherever you enjoy the game, may it be at home, in the train with your laptop or at work (dont let your boss see it), savegames will be automatically synched between all your devices via Steam.



As this update is mostly about modding we also started thinking about how to distribute and share all your beautiful mods. Thats why we layed the code wise foundation for Steam Workshop to natively interact with the game. We intend of making Steam Workshop the main platform for SoS mods. For thoose of you which dont like or use steam, we have created an official moddb site as a platform for all non-steam users: https://www.moddb.com/games/songs-of-syx

Credits for this goes to Superwutz on the discord. BTW, join the discord! https://discord.gg/eacfCuE

[h2]Some fancy art[/h2]
Meet King Crom. One of the great kings of old. He will henceforth be the mascot of Songs of Syx. Congratulations Crom! Credits goes to https://conartist23.tumblr.com/



[h2]The future[/h2]
Next up is the nobility. The goal is to have a unique building for them, a “quarters” with servants. You will elevate your nobility yourself and appoint them to govern parts of your city. They will produce a boost to their responsibilities, but since they require servants and doesn't work traditionally, they're only beneficial in mid-late game. I'm also going to look into modifiability for races and refine the management of your population. After that, there's going to be a production overhaul, where production is going to be straightened out and polished and rooms such as hunters and mines are going to be proper rooms. I'm also going to look further into maintenance and see if it can be made to play a much bigger role in the city management. Now, lets all cross our fingers for me and the steam release. Feel free to write a review when the time comes.

V52 - The world and beyond

The world map has been redone visually and is now generated better. Check out those mountain ranges!



[h2]Regions[/h2]
Regions The map is now divided into regions. You start with one. Regions can produce resources if you tax them. You can see the potential of each region for each resource.


To tax a region, you'll need honour and that is the same as reputation ATM. You set a general tax on the region and then distribute that tax over the resources. It's better to focus on one resource than several.



Every other day, a shipment will be created, that will make its way into your city and deliver its goods in your import depots.
You can claim other regions as you reputation increases.


[h2]Land Marks[/h2]
I've also added landmarks to the world map. Landmarks have no function ATM, but they're in and those generous souls who opted for that reward have their name and description tied to them.



[h2]Trade[/h2]
A fully dynamic trading system, based on supply and demand is now yours to exploit with the other NPC factions. In the resource manage screen you can see prices and adjust your trading. You start with 0 credits, so if you want to get into the game, you'll have to export something first. There's no benefit to hoard credits, you should use them to import stuff.



[h2]Toll[/h2]
A small toll is paid with each purchase. This goes to to caravans. The caravans will distribute this toll along the path they take. In other words, being between to trading factions will earn you credits.



[h2]Trade Depot[/h2]
This is where you export your goods. It has workers that function just like your stockpile deliverymen. You set how much to export in the for of a %, that represents your stockpile's current load. You can for instance set export when over 70% and your traders will fetch when your stockpiles are above this level.



[h2]Delivery Depot[/h2]
This room has no workers and can accept only one resource. Place them where needed. They are needed to accept any form of resources from the outside world, be it deliveries from your regions, or imports.



[h2]Trade overview video[/h2]
Here is a little video explaining and showcasing the trade features:
[previewyoutube][/previewyoutube]

[h2]The Future[/h2]
Sadly I need to do a bit of boring stuff for the coming future. I'll spend the day up to steam release working on bugs, a few suggestions, re-factoring the code base and polishing the UI. I hope to make something clever with room construction and simplify the process. I also intend to add support for more languages and modding. I'm also going to commission Jasinka and have her make some more music. After steam release I'll start on nobility and slaves.

[h2]Be part of the Community![/h2]
We are loving all the discussions, suggestions and feedback we get on our Discord server. Feel free to join!

V51 - Battles and KS


[h2]It is with great pleasure that I bring death and suffering to the world of Syx! For too long have the Dondorians enjoyed a careless existence of baths and feasts.[/h2]


Introducing Krull, who will mercilessly raid your city. Krull was never loved as a child and is now haunting the lands with his bandits. To face him you must man your forges and train you little subjects in the art of war. Image by rancis O'Nell, tumblr: conartist23.



[h3]In addition, Songs of Syx has launched on KICKSTARTER in order for it to reach new heights. Open up your hearts and wallets, and help in making a very cool game! [/h3]

Features


[h2]RTW Style battles[/h2]
Train troops in the training grounds and equip them with battlegear to defend your city. Or take the fight to the open field, by loading up an included save game.



[h2]Room Expansion[/h2]
You can now expand rooms! In addition, the whole furnishing process has been reworked for a smoother experience.

[h2]Minor Fixes[/h2]

    Prettier roads
    Rendering optimizations
    Tool level now set for each room
    Zoom move with mousewheel
    Coziness implemented bonuses special items for other rooms
    Instant feedback when trying to place something where it doesn't belong
    Room furnishing new item-sizes for all rooms with feedback when trying to place them.
    Night gamma setting
    Script loading/saving more robust
    Better job prioritizing by the AI. It's not perfect, but better
    New technology screen
    Ground is prettier gets wet in rain
    Start camp is now placed manually at the beginning of a game
    Jobs shows when there is a problem
    Continue in main menu loads latest save
    Deleting graveyards will give huge penalty to reputation
    Fine structures uses cut stone
    Hotspots - mark part of the map and navigate to it easily
    Globian eggs dropped by killed Globians


[h3]How do Battles Work?[/h3]
First of all you'll need a training grounds. These are built just like any other room. You then open up the army panel:


A division is a group of soldiers. You can have a total of 96 divisions and there can be a maximum of 150 soldiers in each. You set how many you want for each yourself. Subjects will now automatically assign themselves to the division, but before you can deploy them in battle they need at least level 1 in training and until then they'll be considered recruits.
It takes roughly 4 days for a rookie to level up. And the higher the level, the faster they loose their training skills. A level 1 soldier is good for 10 years, but a level 15 soldier will drop down to level 14 in just two days.
In addition you set the amount on battlegear each soldier of your division will equip themselves with. This boosts defence and attack even more so than training. The soldiers will equip themselves when you muster a division. Race and Experience should be left alone for now, but as soldiers fight, they have a chance to gain experience.
At the bottom panel there is a shield and pressing it should bring you to the battle view. It should be pretty self-explanatory, especially if you've played a "total war" game before, as it's "inspired" from those games.

Combat is pretty straight forward. Fight until someone routs. There is still a lot of work to do in this department, but it works as a prototype for now.

[h3]This is the last free edition of Songs of Syx![/h3]

As much as I've enjoyed having almost 10k play my game over at itch.io, it ain't putting food of the table. That is why future updates of SoS will cost money. Head over to the KICKSTARTER and get a copy for ~$20. Hope to see you there!

Also, I made a little guide for new players to get started here:
[previewyoutube][/previewyoutube]