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Revival: Recolonization News

The world of Revival is becoming more vibrant

Greetings, associate!

While the dev team is busy on the upcoming edicts rework, the art team is continuously improving the game’s presentation quality.

Previously, we’ve shown artwork for tribal settlements. Now, the art team has started work on the various town districts that will be unique to each tribe. Here’s concept art for the Cultists of Eternal Ice district. As your settlement develops, so will the appearance of the district, progressing through the four epochs.



You'll notice a large stone pedestal with an obelisk in the center where sacrifices are made. That’s right, you can exchange a citizen's life for a bonus in Prosperity. Though, is it worth losing one of your populi?

The implementation of new weapon models is also underway. Some of the new firearms are already available in the latest game build. Combat has become more fun, and the map easier to read due to different troop types now having more distinct silhouettes. Win-win!



We are also continuously improving the various unit animations. Here’s a quick teaser of work done to the “Walker” unit.



The latest game build is available for you to play via the "Download Demo" button on Revival’s Steam page. We can't wait to hear your feedback!

Yours faithfully,
Revival: Recolonization Team

Tribes and Clans Update Out Now!

Greetings, associate!

We are proud to release an update for Revival: Recolonization, which includes a number of bug fixes and gameplay tweaks. To access the latest build, please click on the "Download Demo" button on the game’s Steam page.

Please note — we will temporarily stop access to the Revival: Recolonization demo after 2-3 weeks. This will allow us to better process feedback and your suggestions.

Now, onto the full changelog!



Firstly, we have refined and tweaked the tribes and clans system. Many of the changes made to the game are related to this system:

  • updated the first contact and clan assimilation screens;
  • added and recalculated bonuses from various tribe alignments, including combat;
  • tweaked the cost of certain units;
  • changed descriptions and names for tribes and the pool of clan names (which is still WIP, so don’t be confused if you meet several duplicate clans on the game map belonging to the same tribe);
  • added a UI window for selecting clan traits during assimilation;
  • added game functionality/repercussions for a number of clan worldviews on the diplomacy screens, such as views on “mutations”.




We have also implemented a ton of other fixes and updates to the game. The most notable ones are:

  • limited the number of emissaries (factions) on the map to 7, with a unique colour for each;
  • fixed a number of instances that lead to the game freezing;
  • fixed issues during and after combat encounters that lead to unexpected results and occasional game freezes;
  • fixed the English text on a few UI elements, descriptions and tips;
  • fixed AI-related bugs, especially when the AI is attempting to assimilate clans;
  • tweaks were made to the resource economy;
  • an automaton can no longer place an edict capsule in the city;
  • dead/eradicated factions are no longer displayed in the “Society” window;
  • minimum and maximum loyalty thresholds for assimilation changed to -10 \ +10;
  • the "trade" worldview now tracks and depends on the number of active trade contracts, not the number of initiated ones;
  • automatons no longer appear when assimilating tribes;
  • when killing an automaton, a faction will now receive one of three rare resources: Electronics, Mutagen or Diamonds;
  • ruins containing resources or a squad of automatons are more evenly distributed across regions;
  • improved the algorithm for determining a good place to build a city;
  • it is no no longer possible to attack a faction that was destroyed by the player, leave the poor sods alone!
  • a faction’s city is now correctly displayed on the map after signing the appropriate agreement;
  • fixed a bug that occurred when the player was receiving an offer to sign a contract from the AI;
  • fixed a bug where the names of cities were visible in the fog of war;
  • fixed a bug related to reputation count at the end of a turn.




Combat and equipment:

  • added swords, maces, and axes for melee units;
  • gauss laser and cannon models for ranged units;
  • added a long cannon for artillery (2nd epoch);
  • added a large artillery tower (2nd epoch);
  • 4th epoch artillery units received a new animation and a singularity cannon;
  • 1st epoch unit avatars now match their armour;
  • lightsaber colour effects added;
  • when attacking with grenades, cover points are taken away;
  • archers can no longer fight with axes, which is pretty logical, right?
  • added a galley (1st epoch ship);
  • updated the model for the “Walker” platform;
  • added a special ability called "Sacrifice a unit". Use with caution ;)
  • the choice of several types of attacks simultaneously is now blocked;
  • grenades no longer have the “Ground Attack” attribute associated with them; the attribute is now associated with shrapnel.

Visuals:

  • updated the animation of the emissary's cloak;
  • updated region colours on the strategic (diplomacy) map;
  • a few icon-related fixes on the Science screen;

UI:

  • redesigned the Resources window;
  • unavailable equipment upgrades are now hidden from the player;
  • disabled fog of war on the strategic map;
  • when trading relations are severed, the corresponding loyalty factor will decrease. Also, you cannot conclude a contract again while it is in effect.
  • added a notification about some of the work-in-progress worldviews;
  • several sciences have been switched around on the Science Screen to make the research tree progression more logical;
  • the shift button works again in the trade window, allowing you to add 10 units of goods per click.

We have also restored the compatibility of old save files. However, we still recommend you start a new game to experience all of the new features. We can't wait to hear your feedback on the new build!

Yours faithfully,
Revival: Recolonization Team

Fight steel with radiation. New weapon models added!

Greetings, associate!

In the words of the Grand Duke Alexander Nevsky: "Whoever will come to us with a sword, from a sword will perish." In Revival: Recolonization, whoever comes to you with a sword, may perish from a radioactive one.



We've added a range of new melee weapon models to the game build! The appearance of the different weapon variants will now change depending on the material used and the epoch they were created in.

For the fashionistas among us - you can try matching weapons to your emissary’s mantle. That’s right! The different factions on the game map have also been imbued with colour. After all, who said the apocalypse needs to be uniform?



It's not just about looking good, the new models allow you to gauge the battlefield more efficiently, as you will now be able to see what weapon variants enemy troops are equipped with, without having to open up additional UI panels.

Most weapon variants will require rare resources to craft, some of which can only be obtained in battle. You'll have to test your mettle to win that metal!



We will release a new build of Revival: Recolonization next week. In addition to bug fixes and various gameplay improvements, the update will include the new tribe and clan system.

We can't wait to hear your feedback!

Yours faithfully,
Revival: Recolonization Team

Upcoming Tribe Update

Greetings, associate!

Tribes have always been an important part of the Revival: Recolonization. In the upcoming update, our team wanted to expand on the idea of tribes and introduce more depth and replayability to this game system.



As you may already know, there are currently 5 tribes in Revival. Each tribe has a predisposition to a certain climate type: Cold, Cool, Temperate, Hot and Desert.

  • Cultists of Eternal Ice. These wild savages and fearless warriors worship the Heavenly Liberator, bringing madness wherever they go.
  • Heresy Hunters. Fanatical warriors, defenders of subarctic lands from servants of the All-Mind and the barbarians from the icy wasteland.
  • Children of the Vault. Descendants of the once civilized townspeople that survived the cataclysm in an underground bunker. They are not particularly strong in military affairs, but are always happy to rebuild civilization anew.
  • Heavenly Fire Custodians. In the collective memories of these people, the cataclysm that struck Earth has etched itself in the form of a cleansing fire from the skies. Each tribesman views death by fire as an honour.
  • Ash Commissaries. Magistrates from the hot desert, protectors of trade caravans.

Every tribe consists of a number of clans - separate settlements on the game map, each with their own chieftain. Each clan has three clan traits that determine its social composition and cultural values. When you pick a clan to lead, your faction inherits all three of its traits, as well as a unique trait of the tribe your chosen clan belongs to.

Your choice of clan at the beginning of the game influences how the game session will play out. To lead a bunch of desperate savages and cutthroats, or a peace-loving group of scientists and farmers – it is up to you to decide!



By assimilating clan after clan, your faction will be able to gain new traits, becoming more and more unique in the process.

Clan traits are distributed randomly when the game world is generated. However, there are a few limitations related to a clan’s tribe alignment.



For example, clans belonging to the Children of the Vault tribe cannot have the “savages'' trait, since members of this tribe tend to be more technologically savvy than others. Ash Commissaries clans cannot have the "murderer" or "thief" traits, since they go against the tribe’s cultural and philosophical views.

The Tribe Update will be launching in the next 1-2 weeks, depending on how QA goes. Get ready to immerse yourself in the intricacies of tribes and clans coming to Revival!

Yours faithfully,
Revival: Recolonization Team

Global Projects - another way towards progress

Greetings, associate!

We hope that you have already familiarized yourself with most of the game mechanics in the current build, since our team is in the process of adding more elements.

Today, we want to tell you about "Global Projects," a new entity that will appear in Revival: Recolonization in the coming months.



Global Projects are unique structures that may only be built once per epoch. They are massive, resource-intensive buildings that can give players an incredible advantage. For example, they can double population growth, enable diplomatic invulnerability to a declaration of war or dramatically increase the loyalty of a tribe.



These perks are only available to whoever builds a particular project first. As soon as construction is complete, no one else can erect one for the rest of the epoch. However, you always have the opportunity to capture a city where one of the megastructures is located. In doing so, you will be the one receiving all of the benefits.

For starters, half a dozen different global projects will be implemented. We can't wait for you to play around with them :)

Next week, we will talk about the contents of the upcoming game update - tribe traits and the assimilation system rework. Stay tuned!

Yours faithfully,
Revival: Recolonization Team