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Revival: Recolonization News

Preparing for Early Access

Greetings!

The Revival: Recolonization team is back with exciting news. We'll be releasing the game into Early Access soon, so be sure to check the Steam forums, our Discord and social media so you don't miss the announcement date ;)

Recently, we were reminiscing about the development of the game and realized just how far Revival had come since inception. The previous games in the series were developed for mobile devices back in 2003. And now, 15 years later, we are getting closer to launching the PC version!

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We also compared older PC versions with the current one. When you spend every day polishing gameplay, graphics, and 3D models, you don't always notice how these changes add up.

[previewyoutube][/previewyoutube]
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We are continuing to work on the remaining 3D models, which include an airport that you can use for launching air raids and a steam ship from the second era.

But most of our time is spent fixing bugs, optimizing the game and tweaking game mechanics. For example, players can now use climate edicts to temporarily change the hexes around totem trees. There's also the added ability to build mines in the regions of your vassals which previously was only possible after you’ve assimilated them.



In other words, we are doing our best to ensure that Revival: Recolonization can provide you with enough depth and replayability during Early Access. Add the game to your Wishlist and join our community on the Discord to chat about all things post-apocalyptic.

Regards,
Revival: Recolonization Team


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