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Songs of Syx News

Current Status and V59

Deer despots,

The latest conquest update really propelled the game to new heights in terms of exposure and sales. It's both good and bad, I would prefer the game to stay under the radar until I feel it's polished and fleshed out enough for no one to find any complaints and be able to have a close relationship with anyone getting involved, or playing it. And crash-free of course.

Not that I'm complaining. This is all unbelievable to me and a huge thanks to every one of you, and especially those who come back with praise/criticism/feedback. I'm just sad, I might not be able to give you the response I used to be able to do. The hours of the day just isn't enough, and I have to focus on game progression for everyone sake in the long term.

The next update will be rich in "quality of life" features, based on suggestions. For one, we'll see a bulk copier tool that allows you to select anything (rooms, jobs, roads, etc. ) of any size, rotate it and slap it down somewhere else. It also contains the possibility to save room-plans between games. Logistics within the city will be more or less finalized, with multi carry for everyone, and a new transport-room that has animal powered carts that will ship huge amounts anywhere on the map. Knowledge will also be polished and finalized.

New features includes procreation that will take place in nursery rooms. subject will visually have gender and there will be children. Immigration will now be but a second way of boosting your workforce. The benefit of procreation is that you get to educate your children in a school system. You can choose to either teach them stuff, which boosts productivity and gains you knowledge, or indoctrinate them, making them easier to control.

Tyranny will be a new term, and can be gained through indoctrination and by other means, such as statues, soldiers on active duty (I'll try to make them march around), executions, or secret police. With more tyranny, you can have lower happiness without risking riots.

I'll also attempt to balance the game. As it stands currently, I think there are many exploits there that allows you to basically skip the mid-game and tax your way to world dominance. I'm planning on making it so that you need a much bigger army presence in regions to be able to tax them without them revolting.

The game released in September last year, and I hope to release V59 before a year has passed, so that I can say I do 6 major updates per year. A year ago, I thought I'd work on the city builder part of the game for 3 more years, now I think it's closer to 2 years. This is what I'm still aiming at doing:

Religion (temples, cultists, human sacrifice, power struggles and riots between religions)
Entertainment (stage for actors, singers, maybe arenas for gladiators)
Health (pandemics and epidemics. Doctors, wards)
Nobility (Smarter, interesting nobility that has wills of their own and needs to be pleased for gains. Nobles will have their own homes and families and require some micro)

Once the city builder has all this, I will consider it to be 1.0, and move on to military related updates (which I know many of you are eagerly waiting for, sorry). And after that, I'll focus on the world map and empire management.

I hope this sound good too you, I'm here, (and now also getting payed) to serve. If you want a chat, I'm here, or at the discord. https://discord.gg/eacfCuE

V58

Adds conquest to Sys. Have fun. Don't forget that if you want to continue your saves of V57, you can check that out as a beta in the steam client. Big patches are never save-compatible.

Massive scale city-builder Songs of Syx gets a new world map, Total War styled conquests

After the initial Early Access success where Songs of Syx managed to quickly shift over 11,000 copies the developer has been toiling away on a massive update that's now in Beta.

Read the full article here: https://www.gamingonlinux.com/2021/07/massive-scale-city-builder-songs-of-syx-gets-a-new-world-map-total-war-styled-conquests

V58 Conquest


Sorry for having kept you waiting. For three long moths I have added basic Civilization/Total war mechanics to songs of Syx. You can now sally forth and conquer your foes and do that which Conan the Barbarian loves so.

It is now available as a steam beta - V58 Beta. It will remain there until the bugs are sorted. I will try to keep it save-compatible during this time.

[previewyoutube][/previewyoutube]

I lost tracks of the path notes the first month, but here is what I've got:

  • Entirely new gameplay mechanics for the overworld.
  • Space usage for sprites severely reduced, making it possible for more mods.
  • UI for goods remade. Now merged with trade.
  • Inflation added. 10% of credits per year will be lost. Sorry.
  • Treasury UI remade
  • New Happiness modifiers and fixed ones.
  • Improved Pastures ability to deal with bad daily work.
  • Made Lavatories modable
  • Added some load information to services and heatmaps for access.
  • Added dynamic yield for mines based on assigned workers.
  • Added some kind of growth inside mountains, made mountain generation a bit better
  • Races now have terrain/biome preference in addition to climate. MODDERS: added a TERRAIN clause for
  • animals. Added POPULATION clause to races.
  • Fixed a lot of streaming issues, like discord. Just uncheck "debug" in the launcher, if it complains when you exit the game.
  • Workshop rooms furniture improved.
  • 2 new races.
  • 3 new music tracks
  • Price for leather fixed through a moddable thing in resource init files.
  • Fixed CTD regarding monuments and smaller rooms.
  • Added forums and a wiki to the webpage (well, community did really).
  • Middle mouse button now grabs map.
  • Knowledge cap now limitless
  • Mines now produce according to employees and deposits, you can now build over bad deposits.
  • Administration room, works as library to make admin points, used to upgrade regions.
  • Rations and rationmaker
  • Autosave & quicksave new UI
  • Changed apartments to only need work every 4th use.


There's also a new wiki on the webpage songsofsyx.com
Thank you to everyone involved and for all you patient players!

V58 progress

UPDATE:

I'm set on releasing 25th of June. This has been the longest update interval yet, my apologies, but hopefully it will be worth it.
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This update is taking quite a bit of time, and in fear of nightly pitchforks and torches, I'll attempt to explain a bit what I'm working on and what you'll get to play soon.

I finally caved to the pressure of the community that wanted expansion of the battle mechanics of Syx. My reluctance was based in the fact that city building stuff is pretty solid ATM, and adding the few more features I want in would be fast. The world management were still just loose ideas I had, and seeing them to completion would take a lot of effort. And it has!

So, having said that, this update will take some time. I'd say at least another month. But hopefully, it will be worth it.

As we all know, the world map is divided into regions. What's new is that each region now has an urban centre. If you control that, you control the region.



You'll now conquer regions with world armies. A world army is a marker on the world map, which you attach garrisons from regions / cities. You then move around with your armies, fighting other armies in field battles, or conquering rebel/AI regions.

Your regions make up your kingdom, and you can tax and manage them. And there is depth here, to satisfy all our needs. You'll be forced to focus on different things to achieve a strong kingdom.



On the city-building side, there will be two new rooms.
Army Depot - works like a trade depot. Battlegear, food and clothes will be collected when your city garrison is attached to an army somewhere else. this is your supply line. If you fail to deliver stuff, your army will fail.
Administration - This will employ clerks, that produce administration points, used to control your regions. It will work the same way as with knowledge.

Apart from this there will be some QoL improvements.