1. Revival: Recolonization
  2. News

Revival: Recolonization News

The First Revival: Recolonization Patch

Greetings!

We want to thank all the players who have joined the Revival: Recolonization community. Your game impressions and feedback help us to find the game’s weak spots, improve gameplay and mechanics, and fix bugs.

Here’s a patch that fixes several issues and enhances gameplay.

What's new:

1. The AI turn waiting time has been reduced by 40% in the early and mid-game phases. We plan to continue improving this aspect.

2. You can now build as many Nexuses as you want. As Emperor Palpatine said, "UNLIMITED POWER!!!"



3. Before the battle starts, the support squad's status is displayed in the accompanying window. If a squad has already participated in a battle in that turn, it will be displayed as inactive. So you can assess your available resources before the battle begins.



4. We made the interaction with the Worker unit more understandable. The game interface did not clearly show the difference between inactive and active buildings that the unit can build when studying related science and having strategic resources on the hex with the Worker. Now, if the unit is on a hex where it cannot build a certain object, the corresponding buttons appear inactive. When you hover over them, a tooltip appears with an explanation.

5. Now, after the Emissaries' recovery, their health is fully restored. The statuses received before death in battle are removed.

6. City districts are now built at the same level as the town hall (the city's central building). If your town hall is from the third era, all new city districts will be built at the third era level.

7. Shields do not prevent the owner of the region from using edicts anymore.



The patch also makes some changes to the combat system. Specifically:

1. Archers can now retreat from enemies, without triggering the control zone.
2. We increased the priority of the "Shield Bash" AI attack if it pushes a unit into the sea. However, "Shield Bash" no longer affects artillery and mobile troops (too heavy).
3. We fixed a bug where ranged units received the "Electrified" status after being attacked by a unit with the "GMO: Shock Feedback".
4. We made changes to the battle interface. Now, units that have already taken their turn in combat appear less noticeably on the menu panel than units that the player has not yet used.
5. We fixed a bug where a unit with the "Frozen" status could attack and move under the influence of the "Mind Control" edict.
6. Hotkeys are now available in combat. You can see them on the game’s settings screen.
7. The turn automatically passes from the Emissary to another unit in battle only if the Emissary launches an edict.
8. We limited the camera's distancing in a battle for a more optimal gaming experience.



Based on your feedback, we made changes to the game interface:

1. We increased the tooltip display speed. For example, popup windows with hex climate type.
2. Now, when you hover over a unit on the global map, the unit's description group window is always displayed.
3. We updated the composition of the anomaly descriptions in their tooltip (a popup window that appears when hovering over it). Now, you can see immediately what effects the anomaly has on nearby hexes or regions.
4. We updated the composition of edict descriptions - the impact on enemy squads in battle is now listed first.
5. We fixed different icon sizes in science tooltips.
6. We fixed the lack of changes when scaling the interface if applied in the main menu after a match.


We also fixed other minor bugs and issues, including:


1. Inaccessibility of the city after building the Cathedral of Reconciliation.
2. Inability to join a city from the Free Towns faction while having sufficient resources.
3. Incorrect counting of the number of grown forests and bushes. Now, fires and high-to-low growth conversion do not affect it.
4. The absence of a number on the resource exchange screen for "Edicts" and "Science" resources.
5. The absence of a lock on the contract duration (increasing or decreasing) button when reaching the limit.
6. The possibility to change the term in the contract offered by AI.
7. An issue when the construction queue in the city panel was not updated after destroying a district.
8. Opening the edict screen by hotkey “C”, even if the unit has no moves left.
9. The empire plans launching screen not closing after some other screens appears.
10. We removed extraneous sounds in the tutorial intro video.
11. We fixed incorrect music playback in the tutorial.

Thanks a lot for supporting us in our 4X strategy game development path.
Join our Discord and share your feedback on the game.

Best regards,
The Revival: Recolonization team.

The answers to your most asked questions about Revival: Recolonization

Greetings!

Revival: Recolonization is finally available in Early Access to all players around the world. Thank you, everyone, for your support! We will continue to update the game, improve the mechanics, and listen to player feedback until the final release. To start this process, we have prepared a short guide created from our players' most frequently asked questions.

[h3]How do I establish a town?[/h3]
At the beginning of the game, you will have to choose between one of the clans to lead. Each clan belongs to one of the five peoples in Revival: Recolonization, which are predisposed to live in one of the five climates. You can only establish the first town on a hex that is a part of your clan's home climate.



To establish a town, you must select an Emissary and click on the "Build a town" button. The map will display tooltips showing possible locations for the town.

[h3]How do I build and improve districts?[/h3]
After you have established a town, the town hall and the surrounding walls will appear on the map. Within this area, you can place different districts, which will bring in resources and housing.

At the beginning of the game, you will have one or two districts available to build, depending on your chosen Emissary and clan. To unlock other districts, you will need to research the appropriate sciences on the Science Screen.



As you finish researching the sciences, you will gain the ability to upgrade districts which become available after you improve the Town Hall. That is, if the Town Hall is of the second era, you can't upgrade, for example, the Agricultural District to the third level.

[h3]How do I expand my town's borders?[/h3]
You must build up two adjacent hexes within the town to gain extra space.This way, you can influence which way the town will expand.



However, you will not be able to go beyond your region. If a town is built on one of your borders, it can only grow into your territory.

The expansion of a town is limited by its population number. No additional districts can be built if there are not enough inhabitants in the town. The growth of the population gradually slows down. Adding each subsequent town resident requires more and more food accumulation.

[h3]How to increase the population and solve the problem of homeless people?[/h3]
The town's population grows because of the surplus of food that the town produces. Each unit of population gives the town one person. However, an increase in population requires an increase in housing. If there isn't enough housing, the town residents become incapacitated.



Almost every district built increases the amount of housing. Once a district is upgraded to a new epoch, it usually starts bringing in less housing or ceases to provide housing altogether.. Only the Administrative district brings in more housing and, when upgraded, increases the number of houses for the population.



The town's population can be placed in resource cells in the town panel. Each worker brings 10 resources. You can drag workers from one cell to another to increase or decrease the amount of a particular resource generated.

[h3]How do I establish a second town?[/h3]
You can only build one town in a region. To establish a second town, you will need to extend your influence into another region. To do this, destroy or assimilate the clan living in that region. Keep in mind that Emissaries from other factions are likely to do the same. You cannot build a town in a region that already has a town or an outpost (belonging to another faction).

[h3]How do I see which resources are available in a region and what resources my town receives?[/h3]
Your town will receive basic resources from the region that it is located in. Resources are only available if the hexes have the faction's home climate. If a hex has a different climate, its resource icons will be red – these resources are unavailable for you.



To see what resources are available on a hex, you can toggle the relevant button in the bottom left-hand corner of the screen, or hover your mouse over the hex to make the associated tooltip appear.

The number of resources per hex is determined by various hex attributes. For example, trees increase Production, but decrease the amount of Food generated by a hex.

Each district built in a town brings in a corresponding resource. If a district is built on a hex that already has a corresponding resource on it, that district produces an additional amount of that resource.

If the climate on a hex beneath the town district is not the same as your faction’s home climate, the district will generate less resources.

In addition to basic resources – food, science, production, money and energy – you can find rare resources, such as oil, quartz and biofuel, on the map.

[h3]How do I determine the climate of a hex?[/h3]
The navigational menu in the upper left corner of the game screen has a filter that can be used to show the location of hexes with a home climate and hexes with a hostile climate on the game map.



In addition, when you hover a mouse cursor over a hex, a tooltip will appear containing information about the climate..

You can change the climate by using the “Cryogenic Burst” edicts if the hex needs to be cooled, and “Infrared Heat” if the temperature on the hex needs to be raised.

[h3]How does a Worker unit function?[/h3]
The Worker is a unit that can cut down trees, clear ruins, and construct buildings outside of the town.



To cut down trees, you must choose to move the Worker to the appropriate hex and select the available action “Cut down trees.” To clear ruins, send a Worker to the ruins and select the “Clear the ruins” action.



In addition, a Worker can build a Mine, Farm, Foundry, Laboratory, Shield, and Roads outside of the town.
  • A mine can be built on a hex with rare resources such as quartz, coal, or oil.
  • A farm can be belt on hexes with rubber, nitre, and biofuel.
  • A foundry can be built on hexes with copper, iron, and titanium.
  • A laboratory can be built on hexes with lead, phosphorus, and uranium.




The presence of a rare resource on a hex is indicated by the appropriate icon.

[h3]How do I use the Emissary in battle?[/h3]
The Emissary cannot fight in battle as a normal combat unit, but it can use tactical edicts to do so.

Edicts are studied on the Edict Screen and they can be used both on the global map and in combat.



To use an edict in combat, select the Emissary as the active unit and click on the edict icon. A menu will open with all the currently studied edicts. Select the desired one and click on the target hex.

[h2]How do tactical edicts work?[/h2]
Applying edicts in combat differs from applying edicts on the global map in several ways.

Effects are reset at the end of combat. Any changes to terrain, such as terraforming or forest destruction, will be undone after the battle. However, the status of the affected hexes, such as whether they are burning, irradiated, or acidic, will remain.



A tactical edict always affects the hex in which it is applied. The six hexes surrounding it may also be affected, but the effect may be different in each hex. For example, the Artificial Thunderstorm edict strikes the central hex with lightning, flooding it and the six surrounding hexes with water.

Tactical edicts are applied immediately. You do not have to wait a turn for them to take effect. Your opponent cannot prevent a tactical edict from being applied, but they can apply a counter-edict on their turn to minimize their army losses.

[h3]My unit is on fire, what should I do?[/h3]
During the game, units can acquire different statuses, such as burning, radiation, freezing, and others.



These statuses may be acquired in combat – such as when a unit is set on fire by an edict – or by walking on an infected hex – such as a hex with radiation.



Adverse statuses that reduce a unit's health can be eliminated with an edict. For example, the Artificial Thunderstorm edict can extinguish a burning unit, and the Infrared Heat edict can thaw a unit stuck in ice.



Fire can also be extinguished if the burning unit moves to a hex containing a Swamp.

[h3]How do reinforcements work in battle?[/h3]
Before a battle begins, you will be shown your army and your opponent's army in a combat preview window. Here, you can see the available reinforcements and the number of turns they need to join the battle.



You can also choose what units will participate in battle by ticking the checkbox of the corresponding unit. To act as a reinforcement, a unit must be located in the same region as the unit that initiated the battle. If a unit does not appear in the combat preview window, then they have already participated in a battle this turn. Each unit can take part in one battle per turn.

[h3]How does the scout drone work?[/h3]
At the beginning of the game, the scout drone appears alongside the Emissary. The drone can move freely through any type of hex and open new territories for the faction.

The drone loses one health point with each turn and will eventually disappear. After a certain number of game turns, the scout drone can be recreated by the Emissary (on a global map, select the Emissary and click the relevant button), which costs energy.

[h3]What is the Tree of Ancestors, and how do I create or destroy one?[/h3]
A Totem Tree represents a symbiotic relationship between a plant and a mechanism. Its main function is to maintain a certain climate on hexes. There are 5 types of totem trees, each supporting a different type of climate.

At the start of the game, each clan is located next to a Tree of Ancestors that generates their home climate. A faction can grow totem trees thanks to the Shaman unit. Once the tree is created, the Shaman disappears.



To destroy a Tree of Ancestors, you need a Worker. Place the Worker on the tree hex and select the "Cut down the totem tree" action from the menu.

We hope this quick guide will help you to better navigate the world of Revival: Recolonization. If you still have any questions about the game, please feel free to ask them in the comments. Remember that we have Discord, where you can ask any question, report bugs, or share your gaming experiences.

Regards,
Revival: Recolonization Team




Revival: Recolonization is out!

Greetings!

Revival: Recolonization is out now! Get the game with the 10% discount until the 13th of July.
[previewyoutube][/previewyoutube]
Our team wants to thank you all sincerely for your incessant support that helps us to go on, and make the game a gem. We hope you’ll have a great time with the All-Mind!

Regards,
The Revival: Recolonization Team

Revival - Early Access Roadmap

Greetings!

Today, we want to tell you all about the Revival: Recolonization roadmap. This is our chance to show off some of the future updates and changes coming to the game.

The roadmap covers three major updates and a slew of minor ones, but the list is not set in stone. Releasing the game into Early Access (EA) will allow our team to collect player feedback and react to it, so the contents of the roadmap may change.

We look forward to hearing your opinions and ideas on how to shape Revival into the best game it can be.



[h2]Early Access Features[/h2]

The EA version of Revival: Recolonization is a fully playable game. It presents the base game experience, but it's missing a few features outlined in the roadmap below. Here is what's available out of the gate:

  • The edict system – offering you the freedom to influence the game world and its ruleset. Adapting to new conditions and taking control of your surroundings is key to not only surviving, but thriving in the world of Revival.
  • Unit Editor – build and command an army that is suited to your play style by gearing up troops with a variety of components, which can also be crafted.
  • A standard game mode with a Domination type victory condition. You also get to customize map size, game speed, difficulty, terrain layout, and more.
  • Two starter emissaries to choose from – Tano and Tania Olazzar, a brother and sister struggling to navigate a post-apocalyptic version of Earth while overcoming their differences.
  • Five different peoples – each one having to adapt in different ways to their life on the transformed planet. They will differ in culture and attributes. You will need to keep these differences in mind if you want to expand your civilization beyond the starting region.
  • Four distinct eras to progress through – pick the right clan to take under your wing and help your followers evolve all the way to futuristic settlements and breakthrough technology.




[h2]Quality of Life (QoL) Update[/h2]
Any critical bugs found after the EA launch will be fixed – and we will incorporate further improvements to the game – in one or two QoL updates.

Once our team is happy with the core gameplay, and we are sure we have a strong foundation to build on, we will be expanding the scope and depth of Revival: Recolonization with new features and systems.

Here are just some of the cool things that you’ll get to experience first-hand during EA.



[h2]Event System Update[/h2]
Create your own unique narrative with faction traits that you'll acquire during a game session.

Each clan in Revival: Recolonization 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 from the people that your chosen clan belongs to.

We will be expanding the in-game event system to factor in traits when generating new events, missions, as well as their outcomes. Any trait associated with your faction can initiate such an event.

As you make decisions during events, your faction may gain or lose one or more of its traits. For example, a group of bounty hunters may approach you and demand that you release a band of travelers under the "Murderers" trait that you’ve sheltered in the previous event. You can choose to fight them or you can give up the band, losing the "Murderers" trait in the process.

Your choice of which clans to lead and assimilate will influence how the game session plays out. Will you lead a bunch of desperate savages and cutthroats, or a peace-loving group of scientists and farmers? It is up to you to decide!



[h2]Victory Conditions Update[/h2]
In our opinion, victory conditions in most 4x games are a bit too static and lead to flat, predictable late game outcomes. Our team aims to solve this issue by implementing victory conditions that:

  • stimulate conflict and interaction between factions,
  • show the player clear progress towards their end goal and
  • reward the player for their efforts.

We see victory conditions as scenarios closely tied to player actions, the various goals they may wish to pursue, and their views on the best future for humankind. For example, you may wish to embrace transhumanism and acquire a rare resource to repair the All-Mind’s (rogue AI) neural network. The repair process takes time, giving opposing factions an opportunity to intervene.

On the other hand, you can also attempt to completely destroy the All-Mind by acquiring three parts of a certain cipher. This will launch a virus from a secret base on the game map, eradicating the AI.

Whatever the role you would like to play in a particular game session – a successful diplomat, an insidious conqueror, a mad scientist, etc. – victory conditions should ideally provide a fun means of achieving your goals.



[h2]Emissary Update[/h2]
Right now, the game is designed and balanced around a single emissary – Tano Olazzar. It made sense to start off with a ‘standard’ style emissary because we need to fine-tune Revival: Recolonization’s various game systems first before we introduce new emissaries.

Faction differentiation is an important part of the design of Revival: Recolonization. Once the first two major updates are in place, we will begin making the two existing emissaries more distinct, and potentially adding new ones. Our goal is to make emissaries (and by association, their factions) different enough, so that playing a particular emissary would allow you to look at the existing game systems from a new perspective.

That's it for the current roadmap. There are still a few big features on the table, such as multiplayer and a map editor, but we will discuss those in the future, as more feedback is received.

Don't forget to share your opinions in the game’s Community Hub and join our Discord. Thank you for joining us on this grand adventure!

Regards,
Revival: Recolonization Team


Play Revival 2… in Revival: Recolonization

Greetings!

Did you know that the Revival games were originally the Java 4X strategies? The games presented the scarce genre of handheld strategies on feature phones.

Some Revival: Recolonization players recall those games (especially the 2009s’ sequel) as a captivating portable strategy experience. See for yourself as you can run Revival 2 in Revival: Recolonization!

[previewyoutube][/previewyoutube]

To play Revival 2, you need to find some ancient device called a ‘feature phone’.
To play Revival: Recolonization you can just download the demo right now.

Regards,
The Revival: Recolonization Team