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Revival: Recolonization News

Updated demo is out!

Greetings!

Revival: Recolonization is a part of Steam Next Fest. The event is a digital showcase where you can try out hundreds of demos, watch developer broadcasts, and talk to developers about their upcoming games.

From June 13 to 20, we're releasing the updated Revival: Recolonization demo. There are some new gameplay-impacting changes! Rebirth human civilization, defeat automatons and the All-Mind, and try out new combat strategies.



Play, stream, write reviews, and join our Discord to chat with other players and share your gaming experiences.


Regards,
Revival: Recolonization team

Unit Editor and Combat System

Greetings!

Welcome to part two of our beginner's guide for Revival: Recolonization – you can find the first part here. In this article, we're going to tell you more about combat and the Unit Editor so that you can plan the perfect tactical strategies.

Strategic Resources

In part one, we mentioned the strategic importance of resources in your clan's region. Let's dive into that a bit more.



When you become the leader of a clan, you'll be given three clan warriors. If there are quartz, copper, or lead deposits in the region, the warriors will start with decent weapons. Otherwise, they'll have wooden clubs, primitive bows with light arrows, or even a stone hammer – you won't be conquering the world with those.

Once you've established a city, you can create a combat unit according to your own blueprints. If you don't have any strategic resources, you can gain them by trading or clearing city ruins.



The Unit Editor allows you to arm any class of your forces to your liking. By mining quartz or lead, you can create weapons that surpass simple wooden clubs and shields. With the addition of copper and lead, you'll learn how to craft "Sharp Weapons" and "Hammers," which are the next weapons of the Bronze Age!

There are five types of strategic resources: economic, agrarian, scientific, industrial, and rare. The first four can be mined by using special buildings, like Mines and Foundries, or building on top of the resource. However, rare resources, namely diamonds, electronics, and mutagen, can only be gathered from battles with automatons.

The Unit Editor

The Unit Editor allows you to edit any of the available blueprints. For example, you can improve the weapons, armour, or shields of the warriors, while the archers can receive improved bows, crossbows, or change out the arrowheads.

You can also give warriors unusual abilities through controlled genetic mutation. For example, hypermetabolism will allow your unit to regenerate an extra health point per turn, and a combat unit with electrical discharge can electrocute enemies in response to an attack.



As your technology advances, your weapons will become even more devastating, but also more difficult to use. The more sophisticated weapons in Revival: Recolonization are designed to expand your tactical options on the battlefield, not just hit harder than the outdated ones. For example, the potential damage to the assault rifle is higher than the musket, but you have to learn how to use a rifle in combat!

That doesn't mean that newer is better. In the world of Revival: Recolonization, there is no weak or useless equipment – a levitating tank armed with a plasma gun and a force dome can fall under the frenzied onslaught of basic warriors with clubs. Clan traits and special items, such as the Luddites, Savages, or Berserker Charm, are specifically designed to allow all ages of weapons to shine on the battlefield.



Conquering the world of Revival: Recolonization isn't just about having the best weapons; it's about knowing how to protect your forces. Is your enemy using a flamethrower? Then padd your cloak with asbestos to protect yourself from the flames. Is an enemy using radiation or a zombie virus? Dress your infantry in protective rubberized suits.

Do you want a sharp shooter with uranium bullets and who can be cured with radiation? How about an invisible elephant equipped with a machine gun? Whatever crazy military plan you come up with, the Unit Editor will help you carry it out.

Improving your combat units

You don't need to create new warriors or wait for several turns before trying out your upgraded weapons. All you need to do is upgrade your existing troops. This takes less time and resources than creating new armies.



With this mechanic, the combat efficiency of your armies will increase through the right combination of weapon types and recruitment. By using weapon synergies, you will be able to defeat enemies that far outnumber you.

Landscape in battle

Every game of Revival: Recolonization that you play will be different as the climate, landscape, and anomalies change each time. It also means that the resources and available clans available during different stages will vary, greatly affecting your combat strategies and tactics.



Before the battle begins, you will be able to assess the territory and place your troops in the best positions. The locations on the map may be used as either cover, obstacles, or weapons. You can hide an archery squad in the forest while they attack old oil tankers to blow up and set fire to nearby squads. A hidden unit is impossible to target, but a skilled artilleryman will be able to hit enemy positions after scouting them, or by using a Portable Radar.

If the battle takes place in your climate, warriors and elephants regenerate Hit Points (HP). If the climate is close to home, it has no effect on the units, but a foreign and hostile climate deprives the units of HP and prevents effective advances.



Learn how to read a squad's Armour Points (AP) and Cover Points (CP). Tough armour is needed for units that will be in most direct contact with the enemy, while cover is required for marksmens and artillery.



Mobile units, like elephants or steam tanks, cannot use terrain to take cover or hide behind, but they will fell a forest creating a clearing for infantry to quickly attack.



Your melee warriors can use Control Zones to block enemy units and keep them from moving.

Edicts

If an Emissary or Shaman is involved in a battle, you will have the option to use tactical edicts. These can have a significant effect on the battle.



At the beginning of the game, learn about the different edicts to help remove obstacles. For example, an Earthquake will destroy mountains or shelters, and an Artificial Thunderstorm will help wash away radiation.



Delaying the advance of enemy troops, increasing the range of arrows and nukes, summoning zombies – all this turns every battle into a potential puzzle to be solved. When two warring Emissaries or Shamans meet on the battlefield, the ground burns under your feet! We hope you haven't forgotten to pad your cape with asbestos (just don't breathe it in).

There are billions of possible tactical solutions in the game, and they'll all be different, depending on your army composition, territory, learned edicts, and climate.

Follow the Revival: Recolonization page to make sure you don't miss out the next guide and news about the game.

Regards,
Revival: Recolonization team

Play new demo now!

Greetings!

You've been waiting for this for a long time, and here it is. New Revival: Recolonization demo!

Hurry up and download, play, enjoy, post your videos and screenshots, send feedback and tag us in your social networks.

Regards,
Revival: Recolonization team

How do you get started in Revival: Recolonization? Read on to find out!

Greetings!

We've made significant changes to the game mechanics, objects, Emissaries, and weapons in Revival: Recolonization. All of these improvements have changed the strategies that you can use in the game.

You'll soon be able to play an updated demo of Revival: Recolonization; today, we want to share a few tips and tricks that will help you conquer your foes.



At the beginning of that game, you'll need to choose a clan to lead. After that, you can build cities, form your army, and study sciences and edicts. Protecting and assimilating various clans will allow you to expand your territory, grow your army with hired warriors, and most importantly, form your own faction with social and cultural values.



Each of the clans in Revival: Recolonization will belong to one of five different Peoples, each predisposed to living in one of the climates of the planet: cold, cool, temperate, warm, and hot. The culture, politics, special weapons, buildings, and sciences of your culture will depend on the chosen People.



For example, the People of the savannah with the folk trait of Fire Worshippers will have sciences that are directly related to their culture of fire, brute force, and ruthless exploitation. While the People of the plains – descendants of the pampered metropolis dwellers of the past – will demonstrate their penchant for knowledge, history, and high standards of living and warfare.

In addition to the folk trait, each clan will have three traits that define their cultural and social composition. For example, there are Pacifists, Merchants, and Sailor Descendants. These properties will directly affect your relationship with your neighbors. The Lawmen will never tolorate the Thieves or Murders traits, while Farmers and Philosophers do not want to live next to Savages.



There are also penalties associated with each of the traits. People with the Fire Worshippers trait dream of dying in a fire – they will charge into battle and pour a flammable mixture of themselves, dying instantly in the flames. The Children of the Vault trait includes a debuff that makes the People weaker on the battlefield – they aren't as battle-hardened as their counterparts who live in harsher climates.



It's important to explore the region of your clan. You need to figure out the best location for building a city, where the hexes have an abundance of resources, and if there are any ruins. Afterall, you don't want to go to battle with your best weapons being sticks and stores. You can explore the region with a Recon Drone or your Emissary.



At the beginning of the game, you should focus on the climate in the region of your first city. It's best to avoid climates that are too far away from your faction's home climate – unless they have the Survivors trait - and any hexes that are electrified, or contaminated by radiation or poison. You can clear hexes with edicts, but it may take time to learn the right edict, and you will need enough energy to do so.



Climate will also greatly affect your military and economic strategy. Your home climate is much easier to fight in and will regenerate the health of warriors and elephants. Free clans will be grateful if you change their region's climate to that of their home, but we don't recommend making other climate-based changes.



Take a closer look at the clans in your neighborhood, especially the clans of your people. Apart from shared and incompatible traits, with your faction, each clan has two positive and two negative traits. Depending on your actions, these might affect their attitude towards your faction.



A clan may approve or disapprove of you bringing gifts, attacking them first, or killing mutants. Your behavior and actions within these worldviews will determine the clan's loyalty toward you.

Oaths are solemn promises that your faction can make to any clan to quickly establish relations. The Oaths must be honored, or you will pay a penalty and lose the loyalty of the tribe you made the promise to.



And don't forget to assimilate clans! Accumulating the right amount of Prosperity for a clan that treats you favorably will make you their vassal. After increasing their Loyalty to 50, you can assimilate them, which allows your faction to occupy the clan's region and inherit one of their traits.

If the assimilated clan belongs to the same People as your faction, you'll also increase the level of your faction's People trait, which will unlock new equipment or bonuses for your people.

If there aren't any clans around, you can also play against another faction leader of your people and defeat them to improve your folk trait by the number of levels that your opponent achieved.

In future posts, we will talk more about the unit editor, its capabilities, and combat tactics.

Follow the game page to make sure you don't miss future updates, and join our Discord server, where you can discuss game ideas and strategies.

Regards,
Revival: Recolonization team

Teleportation and cryo-capsules? Just another day in Revival: Recolonization

Greetings!

The work on Revival: Recolonization is in full swing! We have added a wide range of new world-transforming assets to the current version of the game:


We're working hard to add new features to the anomalies. Each anomaly will grant you a bonus, depending on where it is located in proximity to your city. However, some anomalies can negatively alter the hexes next to them. You will have to think about the layout of your buildings and choose the most advantageous option.



This screenshot shows the Shard of Singularity anomaly. It allows you to teleport around the map.

In the last update, we promised to show the Cryo-capsule model in which the emissaries escaped from the cataclysm that shook the Earth. Well, it's ready!



The team is also improving the game's interface. It will be more convenient, easier to use, and significantly optimize the gameplay.

We've prepared something interesting for the next post! We will tell you about the unusual strategies in Revival: Recolonization, so you can dominate when you start playing. Follow the game on Steam, social media, and Discord to make sure you don't miss any updates.


Regards,
Revival: Recolonization team