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Revival: Recolonization News

New 3D models and robots!

Greetings, associate!

Thank you to everyone who gave us feedback on Revival: Recolonization. Your comments and suggestions are a massive help as we continue to refine the game. Now onto the news ;)

The world of Revival: Recolonization is growing more vibrant with every day. We have added some of the environmental objects discussed in a previous news post.



These 3D models appear on the game map as a consequence of using edicts, and you’ll be able to see them soon in the updated game build!



Work on various visual effects for edicts continues. Pictured above is a draft version of the Artificial Storm edict VFX. When this edict is launched, a lightning strikes every unit on affected hexes and resets their turns to zero!



One more piece of news - emissaries will soon enjoy the company of their own scouting robots! With the help of such a robot, you can explore the game map, discover new mineral deposits, tribal settlements and other key objects - all without leaving your capital city!

Yours faithfully,
Revival: Recolonization Team

Unique tribal districts

Greetings, associate!

As you know, tribes and clans are an essential part of Revival’s world. What you didn’t know is that each tribe will offer a unique district for construction, provided you can increase your standing with the tribe you’ve chosen at the beginning of the game.

Unlike a regular building, a unique district grants a specific bonus, in addition to generating one of the game’s resources for your empire. A few examples of such districts are outlined below.



The Sacrificial Obelisk district belongs to Cultists of Eternal Ice. It replaces the agricultural district, generating Prosperity in addition to Food. You can also sacrifice one of your city residents to gain bonus Prosperity.

The Caravanner is a specialty district of the Ash Commissaries tribe. It replaces the trade district and looks like a trading post in the desert, with it's tents and wagons. Caravans will stop here and you will receive extra Money for each Caravanner in the neighboring region. As an added benefit - the district also generates Food.



The Vaults of Truth district belongs to the Heresy Hunters tribe. It is a gloomy temple-like building that replaces the regular science district. It generates Reputation, and if you sacrifice a resident, you will be granted a major bonus in Science.

Tribes and clans will be an invaluable part of any player's strategy against the All-Mind! We are always happy to read your comments and feedback ;)

Yours faithfully,
Revival: Recolonization Team

Expanded arsenal and new enemies!

Greetings, associate!

Our team is busy refining Revival: Recolonization and prepping the game build for the next open playtest. All of your feedback has been extremely useful! Here is a taste of what we've been up to.



These are marksmen from the first epoch with a bunch of new weapon models. From left to right: The Wooden Crossbow, the Titanium Crossbow and the Crossbow of Judgment – the last one being a unique weapon belonging to the Heresy Hunters tribe. Each of these may be crossbows, however, they all differ in range and damage dealt.



The mortar from the third epoch is mounted on the ground and fires a projectile upwards, hitting a single hex with an explosion.



And, of course, work on automaton variants continues. Behold concept art for the Bombardier automaton! It's an artillery-type unit with a large plasma mortar instead of a head. This particular variant doesn't deal much damage to units, but it can destroy cover on the battlefield. Think of it as a deadly electric razor with plasma blades ;)

Yours faithfully,
Revival: Recolonization Team

Adding more depth and fun to edicts!

Greetings, associate!

The latest Revival playtest is over, and our team is busy processing data and feedback from players. While that is being done, we want to share the changes that have taken place in the edicts system, as well as the latest visual effects work.

Long-time players know that the Temperature Decrease edict, as the name implies, lowers the temperature in affected hexes. A desert climate turns into a tropical one, a tropical climate morphs into a temperate climate… you get the picture. Here's what the updated visuals of this edict look like.



If Temperature Decrease is now applied to a hex with a unit standing on it, they will be surrounded by blocks of ice coming out of the ground.

That’s right! Each strategic edict available on the global map can now also be used in battle. The effects of these micro edicts only last during combat. Unlike global edicts, a micro edict works immediately, and one cannot interfere with it by destroying the capsule the edict was launched from. But you have the ability to launch a counter-edict, which can cancel or alter the effect of the enemy's.



The image above shows the effects of some edicts on the game map. Here are just a few of them:

  • If you launch the Acid Rain edict in a Cold climate, an acidic glacier will form in its place.

  • The Spore Germination edict creates a shrub on the target hex and the six closest hexes. It will spawn vines and roots that entangle an enemy unit, preventing them from moving for two turns.

  • A Contamination edict will appear as a crack in the ground with a radioactive glow. Until the rift is closed, zombies will emerge from it, attacking all factions indiscriminately, except for other zombies and automatons.

Speaking of cracks, below are the updated visuals for the Earthquake edict.



More cool changes are coming in the near future! We hope to release an updated game build in about 4 weeks time. Look forward to your comments and feedback ;)

Yours faithfully,
Revival: Recolonization Team

War elephants equipped with machine guns - need we say more?

Greetings, associate!

We've got our noses to the grindstone as we continue to bolster the unit editor with more options and upgrades for you to play around with. Our first bit of news - shields from all sorts of materials will now be visible on infantrymen. Check them out below ;)



New Ballista variants have also been added, which means you will be able to actually tell whether your war elephant is equipped with a crude wooden ballista or an upgraded version.

The ballista is an assault weapon used to break through the enemy's front line. Simple versions of the ballista do not require strategic resources to create, but they will do less damage. Copper ballistas do moderate damage, while bronze ones deal high damage and have higher penetration ability. Of course, making them out of iron or titanium will greatly increase their effectiveness.



Below is another example of how an ordinary battle elephant from the first epoch can be transformed into a formidable weapon. How exactly? By equipping it with a small machine gun turret of the third epoch. Like any automatic weapon, it can fire in bursts and deal heavy damage to infantry.



On the right is a model of the rocket artillery. It's a low-damage weapon with a high range. By upgrading the missiles, you can vastly improve its damage output.

That is all for this week. As usual, more cool updates are coming your way in the next communiqué!

Yours faithfully,
Revival: Recolonization Team