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Lords and Villeins News

Lords and Villeins - F.A.Q. and Livestream



Since the launch of the game on Steam, the game has been enjoyed by thousands of you! It in an incredible journey for us to see so many of our players enjoy the game and fall in love with it! We received a "Very Positive" rating on Steam, hundred of people joined our Discord community, shared screenshots of their amazing settlement, asked questions, feedback and helped us identify bugs and balance issues with the game. This is no less true also for our Steam forums, where you are passionately discussing the game, sharing suggestions, and your feedback. Many also made YouTube videos, spread the word about the game to their friends, or even made some useful guides for others!

We are incredibly humbled by the response of the community and the support and help we have received. Thank you to everyone who participated, even if simply by purchasing the game! Your support motivates us to do our best, brings a smile to our face almost every day, and most importantly - helps us make the best game we can. And if we may ask, please keep it coming. Write a review on Steam, join our Discord, send us your feedback, interact with the community - launching in early access was just a start and we want to keep it lively and interesting.



Livestreams with Developers

If you've missed our launch day live streams, you can watch the Interview with the Developers with DaBesJared and our presentation about the history of the development.

If you want to be there live and ask questions, we will be hosting another live stream this Saturday 23rd at 7PM CEST (1PM EST, 10 AM PST) on our Twitch channel. We hope to see you all there and will be happy to answer all your questions!

F.A.Q.

Speaking of questions, we received many of them and decided to maintain a #faq channel on our Discord together with a collection of suggested features so our community know we are taking your feedback on board. While we can't make any promises about what will end up in the game in the end beyond our public roadmap we still want you to know we monitor the feedback and do our best to find some extra time to implement the most impactful features.

Once again thank you all for participating in our community and making it such a nice and supportive place. And thank you for being patient with our updates and issues the game currently has as we work on fixing them.

And now without further ado, here is a list of questions and answers, followed by the suggested features list.

[h3]Q: Why are villagers not building?[/h3]
A: First thing to check is if there is a zone over the area and this zone is assigned to a family that is supposed to be building. Then we recommend checking if the family has access to resources in any of their zones. If you are counting on them buying resources from the warehouse, make sure the warehouse has a storefront built. Manor and Warehouse will be assigned to the ruling family automatically and structures inside will be built by them. Structures outside of any zoned area will be also built by the ruling family at this moment.

[h3]Q: Why are villagers not working?[/h3]
A: When it comes to work, villagers need to have all the structures that are required by the zone, to perform work. Which resources are needed for their job you can observe in the tooltip of each of the required structures (see the recipes of the structure). Often firewood is easily forgotten! You also need to make sure that the work structures do not have all access points blocked - trees and corpses block the access as well! You can also check the priority settings of the zone to see if some of the resource priority is 0. If none of this helps, we may have a bug and we would encourage you to report it so we can make sure it gets fixed!

[h3]Q: Why are people not buying / selling their resources?[/h3]
A: Villagers are only buying things they have a practical need for. Building materials will be purchased only if they have blueprints to build, other resources will be purchased only if they are required to perform their work. They also need to have enough money to be able to purchase things so make sure some villagers are not keeping all the gold in the economy and redistribute wealth if needed. On the other hand, villagers will be selling only resources they do not need for themselves or that they do not have to pay taxes on. They progressively put taxed resources aside and will not sell them to other villagers unless they run out of money to purchase food.

[h3]Q: How exactly do villagers manage the storefronts?[/h3]
A: Villagers collect all the resources they want to sell every morning and put it up in an empty storefront (private store in their zone if there is one or one in the closest marketplace otherwise). Storefronts have fixed opening hours that last from 9 AM to 3 PM so you need to make sure the storages are managed well and in proximity to the storefront so it does not take them too long to put all the goods up for sale. Finally, ground storages are considered too heavy to carry for the store, so instead, villagers will sell "contracts" that grant the buyer permission to pick them up directly from the storage.



[h3]Q: Small families do not work well?[/h3]
A: Unfortunately at this moment, very small families are unable to function very well as each day requires occupying a storefront, performing labor, and cooking meals for the family, which a single person can't manage to do alone.

[h3]Q: Can I expel a family?[/h3]
A: Not at this moment, but in future updates, you will be able to force people to join the monastery, recruit them to the army, execute them for their crimes, or exile them from the settlement.

[h3]Q: Is there a penalty for seizing?[/h3]
A: Not at this moment. In our first update, we will be adding a reputation system, which will be impacted by frequent seizing actions. Our idea is that players should always strive to optimize their taxation strategy and use seizing as a last resort option.

[h3]Q: How are granted and seized resources transferred?[/h3]
A: The moment a resource is granted or seized, the new owner will soon collect them from their storage and store them in their own zone (or drop them inside of their zone as a trashpile if there are not enough storages available). This means it takes a while before you will see the granted resources in the inventory of the new family.

[h3]Q: When should I grant and when should I sell?[/h3]
A: Granting is useful when you want to be specific. Say you want a family of fishers to collect exactly 50 yarn. They could purchase them from you, but they will only do this when they actually need them, and they will have to be there before any other family will need yarn and purchase it first.



[h3]Q: Can I purchase resources from villagers?[/h3]
A: At this moment we do not have a UI that would support this action. You can only seize resources and grant them gold in the granting tab afterward.

[h3]Q: Why are villagers selling the resources they need?[/h3]
A: You may wonder why a farmer is selling cooking ingredients when they will end up starving themselves if they can't harvest more. Or why fishermen are selling yarn when it is clear they will need it to repair their fishing net eventually anyway. The reason is that in our design we put the sustainability of the settlement as a whole first. If we would make villagers too selfish and overprotective of their goods, the economy would slow down and it would be more difficult to run smoothly. Villagers thus keep stock only for the next few days and everything else they offer on sale in case anyone has a more immediate need for it. This puts a lot more emphasis on the player to choose wisely if they are ready to accept a new family since villagers will not hesitate to sell them their goods and might put themselves into a tougher situation.

[h3]Q: What is the purpose of money in the game and can I get more of it?[/h3]
A: Money facilitates the trade and wealth of every family. Everything has a market price which is maintained over time by monitoring supply and demand for each resource. Certain families thus grow wealthier and players can apply different taxing strategies based on their income. It is typical (and by design) that especially in the early game foragers will have an easy time making a lot of money if the player does not impose strong taxes, since everyone needs planks and wood to set up the settlement, while later money shifts more towards other families. Players thus need to redistribute wealth so that no family runs out of money to trade with and gets stuck in the economy. In the first big update, we are also adding a traveling salesman, which will introduce a new source of gold and thus allow to grow the gold in circulation over time (though they will also take gold away as they are selling resources to the villagers so you will need to make sure that does not happen too often).

[h3]Q: I started the game without a spouse. Can my family get one in the game?[/h3]
A: Unfortunately not at this moment. We will be adding relationships in the World Update and in the noblemen update players will be able to arrange marriages with other noble families.

[h3]Q: Is there any use for beer / armor / weapons / rope / tools etc. at this moment?[/h3]
A: Some resources currently have no use in the game. We call them the end of the production chain - the final form of products that typically take shape of equipment or consumables. For all of them, we plan to add useful content later. Equipment will become relevant for hunters and soldiers, tools will be used by villagers to improve the speed of their work and rope will find its use in building materials. With the addition of traveling salesmen next update, all resources can be a useful form of an export good which players will need to maintain tradeable gold in their economy.

[h3]Q: What if I don't meet royal demands?[/h3]
A: The relationship with the royalty will suffer each year if the tax delivery is not sufficient. When it goes down completely, the player will be stripped off their titles and lose the map.



[h3]Q: How do I make cheese?[/h3]
A: At this moment, there is a bug where we missed adding the recipe for cheese. so it does not show on the kitchen table. To make cheese, the family needs a kitchen table and cooked milk, which can be cooked in the cauldron with milk and firewood.

[h3]Q: Why do villagers wall themselves off?[/h3]
A: Our AI has its quirks and in this case, they simply can't detect this is happening before it happens. Developing a good AI takes a lot of time and we continuously strive on improving it. Situations like these will be hopefully prevented in the future.

[h3]Q: Why are butchers not butchering animals?[/h3]
A: Animals are only sold to the butchers when they get old enough to not be useful anymore. This means that cows, pigs, and chicken will have to reach nearly their maximum age (in our game it is around 3 to 5 ingame years depending on the animal). Since pigs do not produce additional goods, villagers sell them to the butchers as soon as they reach adulthood in one year of age.

[h3]Q: What do animals eat?[/h3]
A: All animals eat straw, grain, rice grain, cabbage, carrot, potato, parsnip, melon, apples, and pears, and pigs also eat acorns. Villagers should be refilling the feeder as it is getting empty and they can mix those resources to refill it.

[h3]Q: Do new families arrive with money?[/h3]
A: Yes, all new families carry some amount of gold with them. However, you will need to give them a household and build a chest so they can drop their gold in there and you will be able to see it. Our AI is using the chest to share the money with each other efficiently without having to chase each other. There is currently a confusing issue where we do not display this gold in the family inventory until it is stored in the chest and it appears as if they arrived with no money. We will be addressing this in the future.

[h3]Q: Where can I find save files and player logs?[/h3]
A: Player logs are located in C:\Users\[USER]\AppData\LocalLow\Honestly Games\Lords and Villeins\. Here you can find the Player.log file as well as the SaveData folder containing all your save files.

[h3]Q: Linux / Mac / Mobile support?[/h3]
A: At this moment, we have no specific plans to support these platforms. We would like to add support for Linux or Mac at some point but as a small team, we currently need to fully focus on Early Access on Windows.

[h3]Q: When is the new big update?[/h3]
A: Soon! šŸ˜±šŸŽƒšŸ‘»

Here is a small teaser! (click for bigger image)














Requested Features

These features we have noticed our community request more often. They are listed in no particular order. If you want to stay up to date with our list, seek our #requested-features channel on our Discord.
  • Ability to modify terrain
  • Customize starting conditions, including bigger maps
  • More information about market prices, graphs, and historical data
  • Zone templates and / or villagers planning houses by themselves
  • Make designating storages to resources more easily
  • Generate resources when salvaging trees and rocks
  • Ability to selectively prioritize building blueprints
  • Highlight blueprints that are missing resources
  • Better information when resources are sold out, which were sold out
  • A game mode where there is no royal tax
  • Servants that work on the manor so the ruling family does not have to do the building
  • More walls, floors, and roofs from other materials
  • Ability to split households / families
  • Tooltips sharing more detailed information about crops and animals
  • All villagers can be gatherers - gather mushrooms, fruits, herbs, or cut down trees for wood
  • Customize opening hours for storefronts
  • More keybinds and the ability to customize them
  • Ability to purchase resources from the villagers
  • Add a structure that marks a mining spot for smelters to mine clay and for miners to mine underground
  • New menu for removal tools, including a tool to remove vegetation only, or tools that apply on all layers
  • Ability to move objects that have been built
  • Make benches walkable and accessible from a side
  • List which ground resources are sold in the storefront panel
  • Ability to postpone the request to join UI
  • Improve AI so that they can stock on resources for multiple tasks in a row
  • Improve AI to manage their storages more efficiently and "group up" resources in them
  • Improve AI so they do not plant crops that will not be able to finish
  • Improve AI so they do not wall themselves off
  • Rectangle size tooltip when placing zones
  • Toggle visibility of blueprints
  • Allow splitting families
  • Block / limit production of certain resources, improve the priority UI
This article is featuring screenshots from our Discord member Snowy.

[h3]Get Lords and Villeins on Steam:[/h3]
https://store.steampowered.com/app/1287530/Lords_and_Villeins/

Lords and Villeins update 0.7.35 is here!



Greetings milord!

Today we bring you the very first update for Lords and Villeins! This update brings in a lot of changes related to game balance, QOL improvements, new options and a plethora of bugfixes. We hope you will enjoy the game even more now, while we are hard at work, preparing the first Content Update.

We would also like to take this opportunity to thank everyone who voices their support or shares their feedback and / or bug reports in our Steam Forums. We are checking the forums regularly, collecting your responses and working on implementing the changes you ask for. By helping us this way, you help to make the game better for everyone and for this you deserve a big THANK YOU ā¤ļø

Read the full changelog below:

[h3]General Changes:[/h3]
  • Improved balancing of prices and costs of resources particularly around wood and firewood
  • Improved balancing of useful new families arriving to the settlement
  • Increased capacity for villagers to carry resources, to optimize storefront management
  • Added notification "Insufficient Storage" when families drop too many trash piles to help players guide them to build storage structures
  • Added "X x Y" indicator in the tooltip when placing walls and floors in rectangle shape
  • Reduced probability of pregnancy from 10% to 5% to decrease the speed of growth
  • Changed gold to silver to copper ratios from 1 : 10 : 10 to 1 : 100 : 100
  • Added shortcut in the zone context menu to display the family market presence of the assigned family
  • Added option to rotate doors
  • Added Frequent Music option in the settings which makes music play more often.
  • Improved font sizes in various places
  • Added option to allow numbers in ruler's name
  • Character creation screen remembers last settings
  • Updated Inaccessible Structure notification to have buttons for source and target
  • Added ability to rename villagers and families
  • Added two new quests introducing the zone overlay and the warehouse zone
  • Production Structures now list recipes - this gives idea what they are used for and which and how many resources are consumed
  • Storage structures list which resources they can store
  • Updated yields of firewood, reduced cost of wood and wood planks, and updated cost of wooden walls
  • Updated Credits

[h3]Bugfixes:[/h3]
  • Fixed starving issues with the newborn child if they were born early after new family arrival
  • Fixed bug where rich families were not cooking good meals
  • Fixed tutorial bug which prevented highlighting elements in the quick build menu
  • Fixed bug in the butchery zone which causes AI to be inefficient when processing meat
  • Fixed bug where access to trash piles was unintentionally blocked by trees
  • Fixed issues and typos in Czech localization
  • Fixed possible bug with flailing barley, rye and other resources
  • Fixed bug where tailors were not producing capes and robes
  • Fixed bug where brewers were not using hops
  • Fixed zooming camera with keyboard bug
  • Fixed bug which caused camera movement


https://store.steampowered.com/app/1287530/Lords_and_Villeins/

Lords and Villeins - Basic Gameplay Guide



This guide covers the basics of the gameplay. However, Lords and Villeins is a rich city-building experience, with many interesting systems and interactions. To understand it properly, we strongly recommend playing through the ingame tutorial scenario and engaging with our rich in-game knowledge book.

[h3]Expanding Your Settlement[/h3]
Your first task is to make sure that your villagers have a place to live. You can use walls to create rooms, place furniture to place tables to eat on and beds to sleep in. Although peasants are used to living in dirt, you can improve their houses by placing floors and roofs. They also need some storage to store food and money (which they do not have a lot of). There are also production structures which are useful when setting up production chains in labor zones.

Placing the structures alone will not build them. You need villagers to carry resources to the building site and villagers are not allowed to use just about anything - they need your permission. To give them one, you must place zones of a given purpose and assign them to each family. This indicates that everything encompassing the area of the zone is given to the care of the assigned family, meaning that all of the family members are allowed to construct buildings, structures and use them to take care of their needs and produce valuable resources.

After your villagers are settled, it is time to get them to work. Understand what professions your villagers are skilled in and assign them working zones relevant to their skills. Place all required structures, make sure they have access to all resources their zone consumes and observe them work as hard as they can to please their ruler.

At launch of the early access version roofs, walls and floors serve a decorative function, but in later updates they will protect villagers from cold weather and criminals trying to steal their goods.



[h3]Controls[/h3]
Access build menu to place structures and zones.



Move camera




Increase camera movement speed




Cancel action / close UI / open Main Menu



Hold to display Zone Overlay



Press to toggle Zone Overlay



Control Time (Speed 1x, 2x, 3x, Pause)



Selection, placing objects



Canceling selection, canceling action



Hold to switch in Brush Mode when placing floors or zones



Hold shift and scroll to change brush size



Hold to switch into removal mode. Useful when removing an object that has been placed by mistake.



When placing zones, hold ALT to highlight and select the zone you want to start expanding. The expansion must always touch the original zone.



[h3]HUD[/h3]


[h3]Build Menu[/h3]
Access build menu to place structures and zones.



Walls




Floors




Roofs



Furniture



Production Structures



Storages



Zones



[h3]Assigning a Zone[/h3]
Assigning a zone can be done through zone overlay. Make sure it is active by pressing the zone overlay button or the key. Then click in the area of the zone to bring the context menu.

In the context menu, you will find all required structures to build and several useful functions, including assigning the zone, zone inventory, zone priority settings and zone accounting report.



[h3]Fealty[/h3]
After opening the zone assignment, select a family that you wish to assign and decide on a type of the feaf you want the zone to be governed by. There are four options:

  • Socage is used to tax a % of produced resources. Use it in any labor zone where you have interest in their production.
  • Fee-farm is used to charge rent for the area. Use it in areas where you can’t or don’t want to tax any specific resources.
  • Stewardry is used to tax 100% of their production. This means they can’t earn a living on the market to buy food, so you will have to pay them a certain wage for their service.
  • Frankalmoigne is for areas where you feel particularly generous and you want your villagers the luxury of living there completely free of charge.


[h3]Building [/h3]
Everything that you want to build, is first placed on the map as a blueprint. Villagers responsible for the zone in which the blueprint has been placed will carry any resources required to build the structure to the building site and then proceed with construction.



[h3]Storages[/h3]
All resources have a designated storage structure which villagers use to store their resources. The most important structures are ground storage, barrel, regal, and chest, which almost every zone needs. Villagers then carry resources to the closest available storage.


[h3]New Families[/h3]
New families come in regularly and randomly. The family profession, the size of the family and the skill level of their profession is announced in advance and you get to decide if the opportunity meets your goals. Each new family profession can expand your production chain and help you grow, but they might not always be the best choice. If you are lacking the ability to produce resources they need, they will be nothing but another person to feed. Engaged villagers will also occasionally get pregnant and bring a new life to the world.

In our first public update, we will introduce traveling salesmen - visitors that offer goods your settlement needs. This will allow certain families to be productive even if you can’t produce the used resources on your own. New families will also be introduced via the inn, where they will spend a few nights before ultimately deciding if they want to ask the local ruler for a permanent permission to stay. The ruler's reputation here means everything.



[h3]Market[/h3]
All villagers create supply and demand for resources their whole family needs on a daily basis. Every family looks at their own needs, current inventory, all the zones they have assigned and estimates how much they should buy to be able to stay productive. They will also evaluate which resources in their stock are excessive and offer them on the market for a price. If you build storefronts in private zones and marketplaces, villagers will occupy them and trade with each other using money according to their needs.

Your job as their ruler is to make sure that the economy is balanced enough to keep things going smoothly. Watch out for any bottlenecks, families starving for money to trade with or overproduction of resources that can plummet the prices of goods down enough so that families producing them may have a hard time making a living. Your main ways of keeping things in balance is getting new families, adjusting taxation, analysing inventory stock of each zone and seizing and donating resources between families using the warehouse book ()

The view of the supply and demand can be accessed through the villagers book for each family.

Villagers trading with each other on the market.

[h3]Taxes[/h3]
There are two types of taxes in the game. The taxes you collect from your villagers, and the taxes your king collects from your settlement. While the local taxes happen at the start of each new season, the king tax is collected yearly from your warehouse, by tax collectors who arrive at the beginning of autumn of each year (with the exception of the first year).

The king’s demands are tied to your playstyle and are resembling the production that you are capable of. By keeping up with the demands, you will increase your relationship with the king and earn favor points, which you can spend to request families with specific professions to expand your settlement.

The king’s tax report

[h3]Going Beyond Basics[/h3]
There are many more mechanics to study and discover. Learn the full production chain, understand food and cooking ingredients, changing prices, villagers needs, taming animals or how to properly place zones.

We encourage every passionate player to engage with our in-game knowledge book, to understand the game mechanics and explore the possibilities for fun that
Lords and Villeins can offer.

You can access it by simply pressing the help button in the in game HUD



https://store.steampowered.com/app/1287530/Lords_and_Villeins/

Lords and Villeins Early Access is here!



Greetings milord!

The time has finally come - Lords and Villeins is available in Early Access RIGHT NOW! The price is set at $19.99 USD / €19.99 EUR, with a 15% launch discount available during the first week. So waste no more time and start building your very own medieval village!

Check out the Early Access Launch Trailer:
[previewyoutube][/previewyoutube]

As is expected, there will be a number of content updates throughout the Early Access period. You can check out the roadmap on the store page or in this steam thread.

Additionally, we have great news for all those of you, who took their first step towards enlightenment and own Honey, I Joined a Cult on Steam - for a limited time, you will get additional 10% discount (on top of the 15% launch discount!) on Lords and Villeins.



[h3]Grab Lords and Villens right now:[/h3]
https://store.steampowered.com/app/1287530/Lords_and_Villeins/
[h3]Join our discord:[/h3]

Lords and Villeins Devlog #1 - The Hidden Complexity of Lords and Villeins



Since Lords and Villeins is launching in Early Access tomorrow, we are hoping you will enjoy the game and have a positive experience when it comes out. But today, we want to share with you a story. A story of how this game started with a small but very ambitious idea that could easily prove to us to be impossible.

To answer why, we need to look at three major pillars of our game design - the setting, the macro-oriented gameplay, and our AI simulation.

[h3]A Personalised Experience That Feels at Home[/h3]

Being big fans of colony sims and builder games like Prison Architect, Rimworld, or Banished, we knew there was a lot to enjoy in the space of the city-builder genre, but a certain type of game was still missing - one that would feel like a management game at its core but introduced the personalized experience of living beings that players can empathize with. A perfect mix between the high-level perspective of Prison Architect and the local and personal stories of Rimworld.



There was one setting that fits this description very well - feudal landlords of the medieval age. With municipalities that span a single village and settlements in populations of few dozens of people, it is easy to see how even those who govern them would get to know and remember nearly every person plowing their fields or serving them in the yard. Yet given their title and position still being far removed from their lives and have a great responsibility on their hands. This setting was a perfect fit and so came the idea for Lords and Villeins to life.

We went on to do detailed research of medieval times, trying to find as much inspiration for the game as possible, and with the foundation of core gameplay - gathering materials and building structures - we started to think about how to set our game apart from others and how to best support our design goals.

[h3]The Ruling is not Handholding[/h3]

The most significant design decision we made early on, was to focus on the act of ruling, as opposed to micromanagement of single NPCs and their personal schedules. In line with that decision, our core unit of control - the centerpiece of interaction between the player and the game - became a whole family of villagers. A choice contrasting with the more traditional focus on specific NPCs and their day-to-day decisions.



Having the focus on families allowed us to hit the nail on the act of ruling. We could give commands and set production targets without worrying about the specifics. But we were also trying to make the local and personal experience of living village, which meant that we must find a way to simulate not just the families, but the everyday lives of every single villager in the game. Everything from their morning routines to labor, basic needs, relationships, and so on.

This created a challenge - we needed to give our players interesting decisions to make, to shape the development of their settlement, but many of these decisions could only affect families as a whole. We wanted to avoid actions that would lead the player to handhold their people and teach them how to do basic tasks. We are making a management game - a game about being a ruler - and the ruler does not hold hands. Ruler creates plans and makes decisions to make them happen.

This is why in Lords and Villeins you can't say who works on the fields and who gets to cook the meals in the family. You will not see an option to tell them when to go to sleep. And you will not be able to dictate how many resources they should stock for winter. We want our players to feel like they are having a dialogue with their villagers. That they have a sense of autonomy and the player can compensate for places where it is lacking, but should never fully control their behavior. This leads us to our last challenge - the AI.



[h3]The Art of Simulating People[/h3]

I've used the word art because we can't simply copy human behavior. Not only because of the technology limitations, but also because we are making a game that is simulating a different world - a world that feels familiar, but in many ways is not the same. We have to simplify where we can and use many tricks to make it all seem believable and intuitive.

Let's just look at some major areas our AI must juggle:

  • Account for the time of the day and adjust priorities accordingly
  • Monitoring needs for hunger, energy, socializing, and others and seeking to fulfill them at a correct moment
  • Manage inventory space and how much they can carry
  • Be aware of surroundings and the world and understand how to navigate through it
  • Be aware of ownership - they can't use just about any resource or structure they find
  • Manage resources and their locations - everything has its place and many things can only be made if there are enough resources at their disposal
  • Taxation and savings - set resources aside for winter or when the tax payment day arrives, relatively to their size and the needs of the whole settlement
  • Supply and demand - know what they should purchase from others and what they don't need for themselves and therefore can sell
  • Pricing - understand which resources are oversupplied and adjust prices to reflect the situation


This list would be far from complete - following our roadmap, we will also have to deal with relationships, fights, reputation, spirituality, criminality, fears, and many more. And the list does not address a crucial point - not only these systems must work in a general average scenario, they must be flexible enough to work even in extreme possibilities. How do the families adjust if someone is starving to death? Perhaps spending some of the saved resources and disobeying the ruler's orders are now a better choice. This would not be unheard of, though often you would find similar technology made in bigger teams.

To add to this, we have players watching over everything and our AI is not simply creating a background flavor to make the world feel more believable. The actions of our villagers directly translate into the economy of the game, the survivability of each member, and thus influencing the goals that players set for themselves. If we would create behaviors that feel unfair, unintuitive, frustrating, or outright broken, we did not just create a goofy or gimmicky moment for a funny TikTok video - we made a game that is often frustrating and far from fun to play.



Despite all of these challenges we truly loved the idea and are very passionate to make it work. As months went by and our technology and design progressed further, we were becoming more and more confident that our goals are achievable. In the end, we arrived at a game that we really love and sincerely believe many of you will enjoy. And Early Access is just the beginning of this journey. We are very curious to hear your feedback to see how we can make the game even better and we are excited to see where this will all lead in the end.

Please share your feedback with us anywhere you like - be it in the discussion on Steam, on our Discord, or during one of our live streams. You can talk about the game, but also about our devlogs - are there any topics you would like us to cover first? Let us know!

And of course, remember to wishlist us on Steam and subscribe to our newsletter to stay tuned for more news in the future!

Thank you for reading and in the meantime, we wish happy ruling to everyone!

Michal Roch
Honestly Games

[previewyoutube][/previewyoutube]

https://store.steampowered.com/app/1287530/Lords_and_Villeins/