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Revival: Recolonization News

Roads, new visual effects and more

Greetings!

It's been a while since we updated you on the development progress of Revival: Recolonization, but rest assured we're still hard at work on the game. In fact, here's a brand new devlog for you :)

During testing, we realized that moving troops across a vast map in the late game phase felt too slow and cumbersome. To remedy this, we have added the ability to build roads in the game, which will require less movement points to cross. Here is a screenshot of a WIP road mechanic.



For basic gravel roads, you need to construct an Administrative district that automatically builds roads to other faction towns in neighboring regions. To construct more advanced asphalt roads, you will need to upgrade the Administrative district to level four.

That's not all that we've added to Revival: Recolonization. The overall game scene – from lighting to color grading – has been tweaked to enhance the readability of objects on the game map. We are also adding water reflections and other graphical enhancements for players to enable or disable in the settings menu.



As always, we're continuously improving the game's AI to make it a worthy foe. For example, the automatons will now specifically choose an edict that worsens the climate for the owner of a targeted region. And in true Boston Dynamics fashion, the Scorcher automaton is being taught how to use a shield in battle!



There is still a lot of work that we need to do on the game, such as finetuning and optimization, bug fixing and further improving the AI. And we're preparing a slew of achievements for the game’s EA release ;)

Be sure to add Revival: Recolonization to your Steam Wishlist and tell your friends and favorite streamers about it. We can't wait for you to play the game!

Regards,
Revival: Recolonization Team

New animations, AI tweaks and other improvements!

Greetings!

We continue to work on getting the game ready for Early Access. Previously, we showed you a model of an Emissary's cryo-capsule, and now we've implemented its animation.



After the All-Mind rebelled against humanity and started a global catastrophe on Earth, the Emissaries took refuge in the planet's crust in special cryo-capsules. At the beginning of each game, these capsules are activated and rise to the surface. The various Emissaries then begin exploring the territory to find survivors, pass on their knowledge and shape humankind as they see fit.

Our team has also finished conceptualizing the new in-game interface, which will hopefully be prettier to look at and a bit easier to use ;) Next, we will begin to implement and test it. As promised last time, here is an image of the new design.



Work has also begun on fine-tuning the nuances of the All-Mind’s intolerance game mechanic. Previously, all player actions – building, launching edicts and attacking automatons – increased the All-Mind’s intolerance level. Once it reached a critical point, automatons began to move towards the player's region.

Now, the intolerance of the All-Mind will be divided into global and local. The global one will trigger edicts that affect the whole map, spreading in waves from the All-Mind’s Altar.



Each wave of the All-Mind will gradually alter the game conditions. For example, all free clans turn into zombies, the climate of the entire planet changes or all totem trees die.

Local intolerance will only influence a specific region. Its current level will be displayed above the heads of the automatons in that region.



When the local intolerance level reaches its peak, the automatons in the region begin attacking the player’s town and can even summon a drop pod raiding party. We told you about the automaton drop units in the last update, remember?

That's all the news from the development team for today. We can't wait for you to get your hands on the latest build of Revival: Recolonization!

Join our community on Discord, subscribe to the game's page – so you won't miss any announcements – and of course, add the game to your Wishlist.

Regards,
Revival: Recolonization team

See our new illustrations, icons and 3D character work!

Greetings!

Welcome to the latest update post for Revival: Recolonization. We have a lot of things to show you!

As previously promised, here are some of the animations and art that you will be seeing in the tutorial.
[previewyoutube][/previewyoutube]


We are still hard at work refining the game's interface – and we'll be able to show it to you soon! In the meantime, here are some new icons for sciences to tide you over.



The art team is focused on adjusting the level of detail (LOD) for all game objects and reducing the number of rendered polygons on models as they move further away from the camera. This will help to optimize the game and give players the best performance possible.
Here's a video showing the process of working on a warrior unit’s LOD.

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We've also contributed to the downfall of humanity by teaching the game's AI to use the special features of clan districts – transforming town residents into resources.

That's it for today! Join our Discord and chat about the upcoming changes with other players and the Revival: Recolonization team! And wishlist the game of course ;)

Regards,
Revival: Recolonization team

Play the Revival: Recolonization demo again from 17-23 October!

Greetings!

We are proud to announce that Revival: Recolonization is taking part in the DreamHack Beyond event. To celebrate, we've reopened the game's demo from 17 to 23 October.

Restore human civilization, develop your mighty empire, and take back control of Earth from a maniacal AI!

Join our Discord to chat about the game with other players and even the devs! And if you're streaming the game, drop us a link.

Regards,
Revival: Recolonization Team

Enemy AI improved, new effects added, more changes to come!

Greetings!

In today's post, we'll cover some of the upcoming changes and features for the game that we worked on over the past month.



There were further tweaks made to the AI to make sure that interactions with it are more interesting and dynamic. For example, in combat, the enemy can now target a single unit in order to bring it down more effectively. The AI will also make trade deals with clans to obtain the necessary materials needed to expand their empire or build new troop types.

Some of the development time was devoted to working on animations and adjusting the visual effects in Revival: Recolonization.



In the last update, we told you about the new drop pods that automatons will be using. And now we're ready to show off their landing animation. From the landing hex, the automatons will start moving towards the target region in order to punish any wrongdoers.



Animations were introduced for certain weapons that can fire single shots or in bursts.



We also completed the monumental task of detailing the weapons in the hands of combat units. The differences between 3D models belonging to the same weapon class are now more noticeable.

Our team is also working on:
  • The game’s tutorial. A large number of game mechanics and systems makes this quite a daunting task =)
  • UI refinement
  • Art for the game’s intro cut-scene (let us know in the comments if you want a sneak peak).
  • Game optimization.
  • Making the mini-map more useful.

Join our official Discord server to chat about the game with other players and developers. We can't wait to see you!

Regards,
Revival: Recolonization Team