1. Cataclismo
  2. News

Cataclismo News

Nominate Cataclismo for the Steam Awards

Attention Hogardians!

The Autumn Sale is underway, as are the nominations for this year’s Steam Awards. We’re hoping you’ll support us by nominating Cataclismo for the Game of the Year award.


Since our Early Access launch in July, it’s been such a pleasure to watch you all dive headlong into Cataclismo and find new ways to survive the Horrors.

Over the last few months, we’ve released two major updates and three smaller updates for Cataclismo to address gameplay improvements, bug fixes, and other improvements. Update 1 introduced the veteran system, mass recycling, and major improvements to building menus & camera controls. Update 2 added a revamped roof system, the wetlands biome for Endless mode, and a new skirmish. Update 3 brought a sweeping resource gathering system rework.

We also introduced Sandbox Mode – the ultimate building tool for players who want to create blueprints or test out a more relaxed building environment.

There’s still plenty more to come for Cataclismo. The feedback from our community has been instrumental in helping shape the game to what it is today. Thank you to everyone who has participated here on Steam or elsewhere. We’re grateful for your ongoing support.

To nominate Cataclismo for Game of the Year in the 2024 Steam Awards, please click the “Nominate” button that’s at the top of this post. The competition is fierce this year, and we’d be honored to be in the running.

Many thanks,
Digital Sun

Cataclismo at the Hooded Horse November Publisher Sale

Greetings, defenders of the bastions!

We’re here to share the latest developments for Cataclismo, including resource-gathering improvements and gameplay mechanics refinements. Additionally, Cataclismo is part of the Hooded Horse November Publisher Sale, offering 35% off until November 23rd.

See other Hooded Horse games in our publisher sale.
Hooded Horse November Publisher Sale 2024
[hr][/hr] [h2]Recent Patch: Update 3 [/h2]

Since the latest updates, Cataclismo has introduced critical changes designed to improve resource control and expand tactical variety. These updates are informed by community feedback and address both player convenience and long-term gameplay depth.

Resource Management Adjustments

  • Workers can now be individually assigned to resource-gathering buildings, providing greater player control over efficiency and strategy.
  • A recalculation tool has been added, allowing players to optimize resource flow between collection points and the core instantly.
  • Visual indicators show resource origins and destinations, improving clarity during busy moments.
Gameplay Mechanic Changes

  • Horror waves now spawn with greater unpredictability, adding more challenge and variety to defensive strategies.
  • Updates to levels like The Defense of Hogar balance progression and difficulty, based on feedback from our dedicated players.
  • Accessibility improvements, such as UI scaling and subtitle options, provide smoother interactions for all players.

[hr][/hr]
As a reminder, Cataclismo is part of the Hooded Horse November Publisher Sale at 35% off through November 23rd.

We look forward to hearing your thoughts on the recent updates. In the meantime, let us know your feedback on the forums or Discord!
https://store.steampowered.com/news/app/1422440/view/4481737694941020281?l=english




Cataclismo is on sale!

Now until November 23, defend your fortress in Cataclismo at a 35% discount as part of the Hooded Horse Publisher Sale. Cataclismo is a medieval city-building game where you construct fortifications, rally defenders, and hold off waves of terrifying creatures. Strategize your defenses, manage resources, and safeguard your kingdom from the darkness.

See other Hooded Horse games in our publisher sale.
Hooded Horse November Publisher Sale 2024



https://store.steampowered.com/app/1422440/Cataclismo/

Hotfix [0.21.111] - New warehouses and resource-gathering changes

Greetings, Hogardians!

Version 0.21, our third major update for Cataclismo, was deployed last week. Among other features, it included major adjustments for warehouses and resource-gathering. We made those changes with long-term improvement in mind but inefficiently explained why and how, resulting in some confusion and disagreement within our fanbase.

After paying close attention to your feedback, we understood that warehouses were functional and entertaining in their own way. Therefore, we are releasing a hotfix with a focus on taking the best out of the warehouses and adapting them to our current design vision.

Here are the changes along with a few bug fixes:

  • Workers can bring resources to warehouses again.
  • Warehouses are now unlocked at Prosperity III.
  • Warehouses now cost Mistfuel*, and their other costs have been adjusted accordingly.
  • Hardware supplies now also provide their buff to tiles vertically.
  • Hardware supplies are now unlocked at Prosperity I.
  • Warehouses and hardware supplies are now introduced on levels 4 and 6.
  • Warehouses and hardware supplies have their own unlocking nodes in Endless.
  • Quarries and Sawmills have updated production values.
  • Adding workers to Quarries and Sawmills does not cost wood anymore.
  • The production values for quarries and sawmills have been updated.
  • The description of economy buildings has been fixed.
  • Fixed a bug causing some waves to never end even if all enemies were defeated.
  • Fixed a broken entry in the language settings.

*It is possible that existing playthroughs are affected by this change, causing the economy to be in negative values. It is easily retrievable by building mist gatherers, but you should be aware of it.

Aiming to be as transparent as possible, we feel we owe you a proper explanation of the reasons behind these changes.

[h2]How this new system works[/h2]

First and foremost, we have always thought that warehouses acted as an exploit as they were the only way to solve the economic puzzle for the whole level. The solution was as simple as placing a warehouse close to a gathering building. This removed almost every strategic decision from resource-gathering. Now, the economy works differently.

There are two ways of reaching optimal production values for Quarries and Sawmills:

  • Assigning more workers. It is inexpensive, although leads to long paths that take time to provide resources to and might not be enough to cover gatherers too far away from the Citadel.
  • Placing a warehouse nearby. Warehouses are pricey but time and workers needed can be significantly reduced by placing them in strategic positions.

Actually, there is even a third option: a mix of both! Those two systems are not incompatible and, in fact, work best when combined. Well-placed warehouses can significantly reduce the required amount of workers and speed up your economy in the process.

Admittedly, we were too punishing with warehouses in the aim of trying to minimize the exploit. We have concluded that turning warehouses back into storage buildings does not compromise our vision and that they can add more layers to our game’s strategy.

This approach rewards smart shortcut building and optimized worker distribution, as well as strategic warehouse placement. Early Access is flexible by nature, and it is only natural that we take your input to ensure that Cataclismo is steered in the right direction. After all, you are the foundation of this castle!

Please continue giving us feedback through Steam and Discord so we can keep improving Cataclismo!

Update 3 (0.21) - Resource-gathering rework, accessibility and more

Fellow Hogardians!

Although we support Iris and The Order, we have a treat -no tricks- for horror fans: a new update!

Before we hand out some candy-ish features, we’re also celebrating a Halloween-themed building contest on Discord. Almost anything goes, whether it’s your take on Dracula’s castle, stone-made jack-o'-lanterns, or even wooden monsters.

That said, here’s what version 0.21 includes:

[h2]Resource gathering system rework[/h2]

  • Workers can now be increased or decreased for each resource-gathering building.
  • Warehouses now only increase resource storage and no longer serve as a destination for pawns.
  • Added a new piece to optimize resource-gathering.
  • Highlighting pawns shows carried resources and highlights the building of origin.
  • A button was added to instantly recalculate the path from the gathering building to the core.
  • Resource-gathering values have been rebalanced.
  • Removed resource-gathering improvements from Sandbox Mode. Now, resource-gathering will correspond to a normal vanilla level.

[h2]Units & Horrors[/h2]

  • Units that are already attacking should ignore aggressive movement orders.
  • Now horrors from waves will be spawned in random order within a spawner
  • Horrors will no longer be able to traverse the borders of the Wetlands in Endless Mode.
  • Updated unit grouping tutorial keys.
  • Improving the Partisan correctly increases his HP now.
  • Horror dens will now gather nearby wander enemies as part of the spawned pool.
  • The Siren shouldn’t stay at 1HP and not die indefinitely.
  • Iris spawn behavior has been improved in the Level Editor.
  • Waves from the second tutorial shouldn’t come from unexpected places.
  • Unit description now auto-scrolls even if the game is paused.
  • Horror dens and lamps are now removed from targeting to better calculate horror area.
  • Increased explosive horror’s vertical radius.
  • The lamp from the tutorial starts as conquered.

[h2]Pieces & Buildings[/h2]

  • Pieces rebuilt with undo will preserve the health they had when recycled.
  • Now when a built piece is restored using undo, it will be built instantly.
  • Building and Squad panel binding and behavior changes
  • Blueprint flow fixes.
  • The piece picker should work with improved entities too.
  • The horizontal wooden surfaces of the new roofs should be walkable and deployable.
  • Fixed the HP of the new roofs.
  • The B key should close the building menu if it’s opened.
  • The construction panel hotkeys now work as a combo with alt+
  • Fixed the blueprints menu not updating while the game is on pause.
  • Bridges and lanterns are available on Skirmish levels.
  • The collision between the recycle, undo, and piece picker buttons has been solved.
  • Healing pieces by undoing shouldn’t work any longer.
  • The roof corner with support and the roof with support can now be saved as blueprints.
  • Solved an error causing players to exit building mode with deplanized pieces without any confirmation pop-up.
  • The waves panel was broken in the SavesEditor prefab.
  • Smoke should be disabled if a piece isn’t conquered.

[h2]UI & UX[/h2]

  • Horror units and dens and human units limits UI implemented for Level Editor
  • An exclamation mark particle was added to notify an aggressively moving unit that an enemy had been detected.
  • Changes in UI to better indicate whenever resources are not being produced/consumed during the night.
  • Added UI scaling (experimental).
  • The camera position will be restored after skipping events when needed.
  • The execution text will no longer be visible in-game when the UI is disabled.
  • Solved the errors caused by opening the menu just before the final UI fade on level The Defense of Hogar.
  • The icons of different tools from the Terrain view in the Level Editor shouldn’t remain highlighted after deselecting them.

[h2]Balance[/h2]

  • Changed the level flow in The Defense of Hogar to lessen player frustration after listening to our community.
  • Small adjustments to Pallid Bay.
  • Improved the spark buff.

[h2]Miscellaneous[/h2]

  • Removed the speedrunning achievement.
  • Added accessibility settings (UI scaling, background for subtitles…).
  • Subtitle background can be enabled for animatics from the options menu.
  • A new setting allows the player to start a load a save file with the game paused by default.
  • Improved feedback for capability action buttons.
  • Added the option to key bind the bug reporter.
  • Dither distance slider has been added to the options menu.
  • Added a perla escape tutorial to the tutorials menu.
  • The pop-up asking for player confirmation (exiting/loading a game and whatnot) can now be confirmed by pressing the space bar.

[h2]General Bug Fixing[/h2]

  • Added custom error message to handle missing maps trying to be loaded.
  • Adjusted Wetlands to restore ambient music after an event starts.
  • Fixed tactical buff soft lock in the tutorial.
  • The bug reporting panel now hides correctly after pressing Escape.
  • Fixed soft locks on the first level.
  • Fixed weird behaviors in the terrain editor.
  • The cursor is set when leaving the Entity Editor.
  • Revised the amount and frequency of notifications to reduce noise.
  • Fixed memory leaks.
  • The game shouldn’t stop working anymore if GameAnalytics initialization fails.
  • Fixed infinite loading screen when returning to the war table in some cases.
  • The “restart level” option shouldn’t be shown upon victory anymore.
  • Explosion range modifications.
  • Fixed an issue causing some behaviors to miscalculate the occupied tiles.
  • Time Anchors in custom levels now have a correct diurnal thumbnail.
  • Fixed a soft lock situation caused by players holding the click button when loading a level from the war table.
  • Updated InitialSave on level Mistfuel Firepower.
  • Fixed weird deploy problems and overlapping exploits.
  • Fixed pause not being triggered during the victory screen if the last chain was skipped on The Defense of Hogar.
  • The camera height button colliders have been revised so they can be easily clicked.
  • Bug reporter now should close when pressing Escape.
  • Other bugs related to the Bug Reporter.
  • Drag deployment should obey the CTRL key to apply aggressive movement.
  • Removed the ProsperityProgressBlocked notification.
  • Players can select a block underneath the Elite’s Quarters when clicking in the middle of it.

[h2]Thanks for your feedback[/h2]

That’s it! As always, thank you for your tireless support. Your feedback on the Steam forums and reviews, as well as on our Discord server, has been priceless. Let’s keep improving Cataclismo together!

Have A Boo-tiful Halloween! 👻