Come & Join v0.8 Beta
Hi all,
please let me invite you to the beta-test of the version 0.8 containing Research&Autonomy upgrades!
To access the beta, use the experimental branch via pass-key:
[h3]WelshCorgiPembroke[/h3]
Just go to the Steam, find Microcivilization in your library, go to its Properties, Betas and insert your key to the text box.

The branch is already activated and should contain game version 0.8.8
This Beta will run for a minimum of two weeks. Please if you have any feedback, check out the community forum or visit us on discord.
Detailed updated about what you can expect in 0.8 are here:
May update April Update March Update February Update
A more brief change-log of the version update follows...
[h2] Research [/h2]
[h2] Autonomy [/h2]
[h2] Away-Playing [/h2]
[h2] Combat [/h2]
[h2] Other [/h2]
please let me invite you to the beta-test of the version 0.8 containing Research&Autonomy upgrades!
To access the beta, use the experimental branch via pass-key:
[h3]WelshCorgiPembroke[/h3]
Just go to the Steam, find Microcivilization in your library, go to its Properties, Betas and insert your key to the text box.

The branch is already activated and should contain game version 0.8.8
This Beta will run for a minimum of two weeks. Please if you have any feedback, check out the community forum or visit us on discord.
Detailed updated about what you can expect in 0.8 are here:
May update April Update March Update February Update
A more brief change-log of the version update follows...
0.8 Major Update
[h2] Research [/h2]
- Technology tree has become slightly randomized and contains non-mandatory branches
- Technologies are categorized into Central (mandatory), Minor (randomized with small bonuses) and Major (main techs with multiple traits).
- Tree has become more compact visually to accomodate more technologies and more dynamic elements
- You can now skip certain units and workshop levels in tech tree and aim directly for the higher levels.
- Tech tree now contains Locks for optional major technology branches. A lock has to be first open in order to access the techs beyond it.
- There are multiple types of locks - some require a condition to be fulfilled, some more difficult will require defeating a boss.
- Tech tree now evolves with unlocking Eras. Locks become gradually more difficult.
- As consequence of adding locks, Bonus stars mechanism has been removed altogether.
- Instead from Bonuses, you now receive Heroes for every Major technology in your last two Eras.
- Research speed has been slightly increased to compensate missing Research speed bonuses from Stars.
- New Research Resource 'Secret' can be now gained in various ways and used to overcome technology locks faster.
- You can discover random Rare Technologies not previously part of your tech tree after unlocking appropriate Ascension.
- Era Boss Crises (Neolithic revolution etc.) have been converted to Locks (but other than that they work pretty much as before)
[h2] Autonomy [/h2]
- Autonomy resource (the black-green beetle token) is now capped at your current population size (you can't have more autonomy than people). There's no way to exceed this and no penalty to be on the maximum.
- Autonomy's passive effects to boost Research remains as before. However more instances of similar 'provision' traits have been added (not just for Research).
- Except for passive effects Autonomy can now also be used as a 'mana' to use Autonomy-specific skills. This is similar to how Gold is used.
- Autonomy is now hard to keep. Each Population dying causes a loss of two points of Autonomy (you can mitigate this to some degree).
- Library is now the main source of Autonomy and it's traits have been completely reworked.
- Theater percentages have been nerfed. Theater now also requires Gold and Autonomy to charge up (providing no passive bonus). Theater now however uses all Drop Rate bonuses and can drop Unique heroes.
- Theater can cause one of two new types of Corruption. These contain both debuffs as well as unique boosts which can be utilized for specific gameplay style.
- Existing Autonomy skills (auto-combat, auto-construction, auto-research) have been moved to Ascension tree (so you don't need blue heroes to use them.
- Autoclick is still a blue trait available on heroes.
- Autonomy skills now generally drain Autonomy per second (and all should be visible in the calculations)
- Can select multiple technologies in a queue by selecting a Tech further down the tree.
- Festival has been redesigned to use Autonomy as its cost and provide it's bonus in scalable way with increasing cost (based on active Festivals).
- Festival now has a counter-part ability called Garden which costs gold and instead of mitigating excess food, it can convert excess free housing.
- Both Festival and Garden behaviour can be improved by a number of rare traits (mostly from Unique heroes).
- There is now also an Auto Quest skill which will automatically send quests to all tiles. This is a simplified version, which will be updated with the new Map update in next version.
[h2] Away-Playing [/h2]
- Before loading a game, player can choose to preview what their civilization would look like if playing for the time they were away.
- If the player likes how far the civilization survived, they can choose to continue, or instead load the game as it was when they left.
- Away-time can be calculated up to 24 hours. It currently takes about 30s to calculate the preview for entire 24h (depending on your device specs ofc)
- Accepting away time will grant a reward for each Hour that the civilization managed to thrive.
- Away-time is a highly beta-feature at this moment.
- To survive in away time it is recommended to utilize Autonomy skills and eventually combine with Blue heroes who can further boost the stability of your civilization.
[h2] Combat [/h2]
- There are now new debuffs which can modify Crisis strength (similar to Storm from older versions).
- Debuffs can be now gained through a new 'Predicament' mechanism which delivers a Debuff in a some randomly picked time (something like a time-bomb).
- Surviving a debuff will grant you a new perseverance trait buff which lasts until the next ascension.
- Later in game you will encounter new type of unique crisis with new challenges.
- Stun has been slightly updated to only affect either Light or Heavy units (there are now two separate Stun traits)
- Militia now upgrades with Technologies.
- There are now new ways to increase your Militia charge cap and recharge speed.
- Auto Combat skill now is configurable to support each unit type.
- Era Boss Crises (Neolithic revolution etc.) have been converted to Locks (but other than that they work pretty much as before)
- There is a new Click supercharging skill that especially auto-clicker players may like.
- Festival is now a method to reduce Click Heat.
- Workshops no longer scale charges capacity with level. Instead charges cap has to be increased by other (more uncommon) means.
[h2] Other [/h2]
- Black lotus now works differently. Instead of being used as currency, it will negate any gold lotus gained during ascension.
- Ascension tree has been expanded and restructured. As a result your old save game might end up having Ascensions which are dislocated.
- Can select multiple technologies in a queue by selecting a Tech further down the tree.
- More damage number details in Hero screen
- Adde Damaged from Bolster or Barracks is now indicated on the unit ability popup
- Unit charging traits are now showing in the same way for Workshops and Units as % per second.
- There are now new tutorials appearing in various secondary game screens (heroes, research, quests)
- Corruptions no longer can be avoided by equipping a trash hero. The priority to which hero it will assigned to is calculated from a more complex score system.