1. Revival: Recolonization
  2. News

Revival: Recolonization News

Out to sea to distant shores

Greetings, associate!

Your battles with the All-Mind and conflicts with other emissaries aren't restricted to just land. To explore and conquer the whole world, you will need the mightiest of ships.



Our team is busy finalizing a 3D model of the galley from the first epoch. Under these sturdy sails, you will explore the coastal waters and map out the shores around you. Once you have studied the relevant sciences, you will be able to travel the deep waters and explore new continents.



It is challenging to expand in the world of Revival: Recolonization without a solid fleet of ships, and you will need to construct them when opportunity arises! As your civilization develops, you will also gain access to more advanced ships, some of which are capable of hovering above water.

Build cities near the vastly blue, melt coastal ice (if there’s any) and go sailing. Adventure awaits, brave explorers!

Yours faithfully,
Revival: Recolonization Team

Revival: Recolonization - the latest build is live!


Greetings, associate!

We are happy to announce that the latest version of Revival has just become available. You can access it via the "Download Demo" button on the game's store page.*

You will have access to the game build for approximately two weeks, after which access will be (temporarily) revoked in order to process feedback given by players. Our team plans to stick to this schedule for the duration of the Open Alpha.

IMPORTANT! Your old save files will not work with the latest build. To avoid encountering bugs, please start a new game.

We want Revival: Recolonization to be the best game it can be, so feel free to post any comments on the Steam discussion boards and fill in the feedback form (available from the main menu).

Join humanity's fight against the All-Mind!

Here is a list of changes and improvements to the game:

Combat:
Added animations, explosion, glow and smoke effects for a number of vehicles.
Added the rocket launcher model.
Fixed errors that occurred when players made several consecutive shots from a number of vehicles.
Unit movement speed is now calculated based on maximum speed in an army.
Units now turn towards the center of the battlefield at the start of combat.

UI:
Added a scroll bar to the faction panel on the diplomacy screen.
Added an option to disable interface scaling in settings. In addition, owners of widescreen monitors should see the size of the game’s interface scale more correctly.
The ESC key now correctly exits the current window/screen, rather than always bringing up the main menu.
Added faction flags and tribe colors on the diplomacy map.
Hidden sciences no longer count when calculating tribe loyalty
Reworked city icons on the strategy map.
Removed the display of icons for mines on the global map.

Towns and Tribes:
Added information to the tribes panel - if a tribe was discovered when encountering their units on the game map, rather than the player having visited their settlement, this information will now show up in the associated UI panel.
When attacking vassalized warriors in their homeland, your vassal will now be aware of such activities and their loyalty will be reduced.
Increased the amount of reputation and money received for plundering a tribe: from +5 and +5 to +50 and +50 respectively.
Fixed a bug with an incorrect amount of resources received when defeating a tribe.

Miscellaneous:
Fixed a bug with loading saves. Now save files take into account factions ‘known’ by the player.
AI now declares war if loyalty is less than -25, will also correctly attack and capture opponent’s cities.
A faction on the diplomacy screen, from which the player receives an offer, is now highlighted.
Tweaked how strategic resources work with regards to unit equipment. From now on, every armor, weapon and item will require at least a token amount of a strategic resource it is supposed to be made from. We hope this change makes exploration, trade and looting more viable and worthwhile.

Thanks to your involvement, Revival is actively getting better! Keep it up ;)

*Thanks to Rob from explorminate.co for letting our team know that we need to make the instructions on how to download the latest build more clear and to Elemental from Revival's Discord for helping other players out ;)

Regards,
Revival: Recolonization team

New Gameplay Overview Trailer!

Greetings, associate!

In this gameplay overview video, we deep-dive into the game’s systems and features: terraforming, tactical combat, diplomacy, and more. We also give a brief overview of the gameplay systems and different strategies. You play as one of the few who remember how Earth looked before the cataclysm. Now, it's time to lead humanity back to progress, all for the goal of enjoying a burger with fries once more.

[previewyoutube][/previewyoutube]

Renovated ruins - even more destruction!

Greetings, associate!

In continuation of our previous news post, we continue to share our team’s progress in making the game world feel more authentic to the post-apoc setting. Today, we would like to show off the new models for ruins. Skyscrapers, bridges, large transport - anything can become a part of the dying future in the world of Revival.



In Revival: Recolonization, ruins play a role in gameplay and are not there just to make the game map look pretty. Enemies or important artifacts can be found hidden inside them. In the future, we also hope to include ruins in the various quests that will be given out by NPCs.

You may have seen the base model for ruins in the demo or in earlier game builds. The model itself is fine, but copy-pasting it all over the game world was never our intent for the final game. If you look at abandoned areas in real life, or photos of ghost towns, it becomes clear that, despite similarities in architecture, the various ruins can be quite different from each other.



Ruins in Revival are monuments to the civilization of the past, and a living embodiment of what humanity will become if the emissaries are defeated. Good luck and may your civilization never fall.

Respectfully,
Revival: Recolonization Team

Making the post-apoc setting feel more alive

Greetings, associate!

Besides working on just game mechanics (as interesting as those might be), a part of our team is busy fleshing out Revival’s setting by the way of visual storytelling. The goal, as always, is to create an image of a future, where humanity has managed to survive and adapt to incredible, almost unbearable environmental changes, rise up against all odds (with your help, of course) and to create a new civilization.



An important step in the process of making the game’s setting more nuanced is gradually switching the models and icons you have seen in the demo with their finalized versions. As an example, you may compare the concepts of tribal settlements to the current (placeholder) model. We wanted each settlement to feel unique, yet suitable to the climate a tribe prefers living in. Another benefit of having more distinct visuals for tribes - you will now be able to tell which tribe you or your neighbours are interacting with at a quick glance.

Eventually, the concepts for tribal settlements and other yet-to-be-revealed buildings will be turned into 3D models. Right now, our 3D artists are focused on weapons and heavy equipment. Several new models have already been added to the game, as well as new visual effects for shots and explosions that help make the battles feel more lively.



In a few weeks, you will have a chance to check out these and other improvements to the game build. Stay tuned for future updates!

Respectfully,
Revival: Recolonization Team