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Revival: Recolonization News

Updated the event and victory systems and added submarines!

Greetings!

We have prepared the next big content update for Revival: Recolonization. The update contains a wide array of tweaks and changes to give you the best 4x gaming experience.

[h2]New random events[/h2]

We've thoroughly redesigned the in-game random event system to give you a more varied experience when playing a long game.



Previously, event choices were inconsequential, but in the latest update, each event presents a unique problem to solve. The correct choice will reward you with a buff. These can be accomplished with the help of one of your clans.

We hope that this system will encourage you to further understand the clan properties!.

[h2]New victory options[/h2]

The victory system has also received a complete overhaul. To assess the reasonableness of humans, the All-Mind organizes competitions between factions with various time-limited tasks. The faction that completes the task better than the rest will receive the Sign of Rationality.



Once a faction has three Signs of Rationality, the All-Mind will recognize that faction's supremacy over the AI, unlock the interplanetary portal, and then self-destruct itself.

You can still win with military might – if any competing faction is destroyed, you will receive all of the Signs of Rationality previously earned by that faction.

Also, we've added a scientific-based way to win, allowing you to cheat the All-Mind and unlock the portal by learning a special science.

[h2]New combat units[/h2]

You can now use nuclear submarines and aircraft carriers in Revival: Recolonization. Submarines allow you to strike the enemy with a nuclear missile, while aircraft carriers will launch airplanes.



They're the equivalent of airbases and missile silos. While building mobile units is restricted to your region, they offer a unique way to disrupt any coastal location on the map.

[h2]Diplomatic changes[/h2]

Finally, the Military Treaty has been added to the game. If two factions have signed a military treaty, they can use each other's units during a battle against a common enemy. Units of the allied faction will appear as reinforcements before the battle begins. However, you must pay your ally with reputation points to add them to battle.

To take advantage of this feature, several conditions must be met:
  • Your faction and the ally faction must be at war with a third faction.
  • Your army and the ally's army must be on the same continent.

This feature does not work against clans and automatons; you will still have to fight them with your own forces.

We hope you enjoy this update! Share your impressions here or in Steam discussions, and join the community on Discord.

The current version is called 1.0 because we've delivered all the content we promised in the roadmap. However, the game will stay in Early Access for a while because we want to polish, iterate, and build upon this version. We will keep you informed about the release date early next year.

Regards,
Revival: Recolonization Team



Nominate Revival: Recolonization for the Steam Awards 2023!

Greetings!

We have an important assignment for you that concerns the fate of our new world.

The Steam Autumn Sale takes place from 21-28 November and you can nominate your favorite game during this period for the Steam Awards 2023.

Please nominate Revival: Recolonization in the "Most Innovative Gameplay" category. Our team has poured their hearts and souls into crafting the best post-apocalyptic 4x video game for players.

Regards,
Revival: Recolonization Team

Added a new Emissary, missile silos, and aviation

Greetings!

We have created a brand-new update for Revival: Recolonization! It contains a myriad of new features, which we'd like to tell you about, today.

Firstly, we've added the long-awaited encyclopedia, which contains information about all the mechanics and objects in the game.



Previously, we shared details about missile silos, aviation units, and changes to the zombie apocalypse mechanics. All of these features will be available in this update.

You can continue playing your old save file to build airfields and missile silos. However, to experience the zombie update to its fullest, you will need to start a new game. This is because the infected areas are randomly generated at the beginning of the game.



We're constantly improving the Emissaries in Revival: Recolonization, adding unique abilities to the heroes already available in the game.

For example, Tano Olazzar can now reinforce any battle on the continent, regardless of distance, thanks to a staff that grants her an extended range of localized teleportation. Additionally, Tania Olazzar's recon drone now has an infinite battery, allowing it to be used continuously throughout the game.



And, finally, we've added a brand new Emissary named Cyberion. He specializes in artificial intelligence and can control squads of automatons, exploiting them as his own troops. His abilities will require a vast amount of power, so you should carefully consider where you construct your city, and if the Nexus should be one of your first buildings.

We're not going to stop here. In fact, we will add five new Emissaries with unique abilities – allowing you to implement different strategies of victory – and new in-game events. We want new events to be more interesting, increasing the player's influence on the world. The new event system will adapt to the unique characteristics of each faction, leading to different events and outcomes for each faction.

Share with us your impressions of the update here or in Discord. We can't wait for you to play the new update!

Regards,
Revival: Recolonization Team

Zombies are taking over the world of Revival. Drop a nuke on them!

Greetings!

We have finally completed the in-game encyclopedia, which will be available to all Revival: Recolonization players in the next update.



The encyclopedia contains detailed descriptions of the game's mechanics and important terms to help players understand the world of Revival. It will ease new players into the game, while giving veteran players a deeper understanding of the world and gameplay.



We have also altered the zombie mechanics. Zombies would only appear after running certain edicts, which meant that players might not have encountered them at all. To improve the undead fiends, we've added areas infected with the zombie virus to the map.







Finally, we are introducing more air and ballistics-based combat mechanics for the later epochs. Players may build missile silos to launch nuclear bombs from a distance, and airfields allow you to initiate air raids to target armies that stand in your way.

What do you think about Revival: Recolonization? Would you like to see new options added to the game? Join our Discord and share your impressions with us.

Regards,
Revival: Recolonization Team

New Revival: Recolonization update!

Greetings!

Based on all of our players' feedback and wishes, we have prepared a brand new and robust update for Revival: Recolonization. We're going to tell you about all of these amazing changes.

We updated and refined the mini-tutorial so that it is better at guiding players along the optimal development path while providing up-to-date hints about the game.

And we have finalized the starting tutorial so that it teaches new players more about the gameplay and features. There is also a change of style for the dialogue and plot – Tania will find herself on another planet during the tutorial and then move to Earth.



The important changes that will affect the overall dynamics of the game:
  • Added the ability to skip animation during AI movement. This will reduce the waiting time during the enemy's turn.
  • Optimized the AI algorithms to further reduce the waiting time during its turn.
  • To speed up progress in the initial phase of the game, we tied the opening of several sciences to the clans' traits. Also, we fixed some logical errors, for example, for a clan with the trait “Merchants,” the science "Trade" was unexplored. Now, each of the three traits of the clan opens one of the sciences. After assimilation, the player gets a new trait and, at the same time, immediately opens the corresponding science, if it was not opened earlier. This allows you to develop faster, get more effective weapons, and move on to the next era.
  • Reduced the amount of damage when escaping from the battlefield. Previously, it was 50% and led to a slow down of map exploration during the early stages of the game. Now, the amount of damage will depend on the epoch: 20% damage on the first epoch, 30% damage on the second epoch, and 50% damage on the last two epochs.

Radically changed the system of edicts. They no longer need to be studied as sciences, but rather unlocked with the “Control Module.” The player obtains the Control Module when visiting any previously unexplored ruin. With the same control module, previously unlocked edicts can be strengthened.


Interface:
  • Added a button that allows you to rename a city.
  • Added a notification to change the climate of a player's city if the hexes under the city blocks have a climate different from the clan's native climate.
  • Changed the menu for creating new units. Previously, from the list of possible units, it was impossible to understand the difference between them at all. Replaced the text name of a unit with icons showing their armor.
  • Changed the “Empire Plans” window. It no longer needs to be explored. Empire plans options are available, depending on the player's current era.
  • Changed the diplomacy window with the clan, in particular the “Actions” tab. The oaths to the clan are placed on separate bars with buttons that say how much loyalty will add to this or that action. In previous versions of the game, oaths were in a drop-down list and were very invisible, but this is the main tool to influence loyalty. They also changed the size of some buttons and their location. “Assimilate” and “Vassalize” buttons are larger than the others, because these are the most important actions with the clan.


Changed the principle of using the “Unit Editor.” It is no longer necessary to create unit types (templates), and the unit editor is used to upgrade a unit. The editor button has been removed from the top panel.

At any time, you can click on the unit settings icon (gear) and see which parts it consists of. You can also change the weapon and apply this change if the treasury has enough resources for it, and if the unit is in your region.

You can also use the unit editor in the city to customize the desired weapon, and then click the “Build” button, and the unit will begin construction.

Unfortunately, the old mobile phone version of Reviva will be removed from the game due to a conflict with antivirus programs.

Korean and Japanese languages have also been added.

Thank you for supporting our project and team. We are trying to make the game better and are already working on further improvements according to the roadmap. Share your impressions of the game in the comments and join our Discord.

Regards,
Revival: Recolonization Team