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Dynamic Research sneak peek

Hello,

after another 4 weeks, it's time for a little update. This time I'll talk about some dates for v0.7 release, and then give a brief peek into what's brewing for the distant update of v0.8 and v0.9.

Version 0.7


Beta has been running for 3 weeks now with some useful feedback and surprisingly less negative feedback than expected. So I believe it's now time to think about releasing the 0.7 it to the wild nature.

[h3]When is 0.7 coming?[/h3]

While you can play 0.7 in beta already (as described here), the full release is expected to happen roughly in a week. In it you can expect all the features mentioned in previous posts.

[h3]Is current 0.7 final?[/h3]
No. There is still one patch in queue to be released early this week with some minor changes. Probably today or tomorrow (Feb 19th or 20th). There will be some feature fixes/redesigns/rebalancing from the beta feedback, though obviously not all of those can be processed as a 'patch'. Some of the feedback will require a more careful processing due to dependence on other features in plan. But generally speaking 0.7 is final in terms of the content (e.g. no more heroes or new features are planned at the moment)

[h3]Are the promised Cloud saves coming in 0.7?'[/h3]
While the Cloud saves are the next priority for update, I have not yet decided if they come as an independent patch for 0.7 or along with some additional 'technical' features or even with full game features.

I am currently more inclined to build something like a 'minor technical update' where I would pack together multiple 'non-business features' at once. For instance those candidates are:

  • resolution support,
  • save compression,
  • optimisations for lower spec CPUs
  • cloud saves support
  • first iteration of text externalisation (for translations)


This is a pretty long list so it still needs some careful planning and time-boxing (optimisation itself is an enjoyable process that can take months if not constrained).


What am I working on right now?


These past weeks are filled with diverse tasks around the 0.7 patching but nevertheless there are two areas where I focus on the upcoming new features as well.

[h2]#1 - Music[/h2]
After about 4 months break I have resumed working on the Soundtrack and have began digging deeper into composition theory. The difference between music and pixelart/programming is that I am very new to this world (read: can't read/write notes or play any instrument) and completely unable to estimate the work needed. Nevertheless music is probably the most fun of all game-making processes, which is why I decided not to outsource this to a professional.

So far Microcivilization's soundtrack has something like 10 minutes overall - about 5% length of what I would like the soundtrack to be for the full game. So for this reason I restarted this activity as soon as I could after Early Access release. I can't tell what the soundtrack will be like for 1.0 and if it even will be full at that time. But this is a very long journey...

My plan is to add music tracks one or two at a time, as part of future major updates - probably starting with version 0.9. There is a plenty of styles to learn for different historical eras, so a lot of experimenting and lot of theory as well. And so for the time being we'll be stuck with just the humble 3 in game tracks.

[h2]#2 - Dynamic Research system[/h2]
Research update is aimed at providing the variability framework for future gameplay (e.g. more ascension tiers). It is best to come before any other planned big features, since everything else depends on tech tree and it's mechanisms. With great demand for run variability I decided to prioritise this build even before promised AFK and autonomy upgrade.

Also the Tech tree is one of the oldest code components and is contaminated with a significant tech-debt (ironically). So it makes a lot of sense to replace some dirty fixes with proper design to prevent future slow-down.

[h3]Changing Tree[/h3]
The first most important change is making the technology tree change with each run. Planned features include Rare technologies only discoverable under certain conditions. The tree's branching would become semi-randomised as well. This will also enable endless research technologies at the end of available era, although the specific of these is yet only vaguely designed. But it's good to have a possibility for it.

[h3]Major/Minor techs[/h3]
To make planning your research more sensible Technologies would be separated into Minor and Major. Minor techs will provide a single small bonus while Major techs will provide a number of bonuses as well as unlock multiple new units or buildings. In combination with randomised branching this will let players focus on certain branches first based on their current culture build.

[h3]Redesigned Bonus system[/h3]
The current bonus system (the objectives indicated with the Star icon) will be completely reworked and integrated with the new tech tree features. Bonuses will also become randomised.

[h3]Locks/Gates[/h3]
Some technologies will not be achievable without prior investment elsewhere. There are going to be locks/gates (I have not settled on the name yet) which will require a certain condition, activity or resource to unlock the given technology (i.e. there will be different gates, also randomly generated each run).

[h3]More Crises and problems[/h3]
At the same time, some technologies will cause specific unique problems. As an example I plan to introduce Plague and Industrial Pollution. This is not necessarily going to be a new Crisis, instead there's a new small mechanism I am experimenting with at the moment.
That should introduce some new Fun (trademark by dwarf fortress)

Early mockup for the new randomized tech tree structure with static 'spine' techs, minor techs, major techs, rare tech and late-game upgraded tech.


In summary the Research Update is aimed at thes objectives:
  1. Offer players a long term reward for well planned exploitation of the tech tree each round - there will be good and bad decisions what to research when and sometimes mutually exclusive choices.
  2. Turn research tree from a static 'progress bar' into essentially an exploitable place with opporunity for perma-upgrades
  3. Offer more challenges along the research and thus more risk management decisions.
  4. Steer the player occasionally to benefit from different playstyle in order to unlock a special new feature.
  5. Enable future expansions to the tech tree - e.g. growing the tree in all directions by unlocking ascensions, changing/upgrading individual technologies or regressing technologies (through dogmas etc.)

[h3]When is new Research coming[/h3]
As I mentioned above there a few more things to tackle first. Number one is patching 0.7 for the releasable version. Then comes the actual 0.7 release to the public branch. After this comes the promised Cloud Save support (optionally with other features along that). Only after all the above are done will the focus fully switch to the new Research update. So optimistically I am looking at first part of Q2 (e.g. April) for the new Research tree to come to Beta and public branch.

Thats all for today.

See you soon,

Ondrej







Try v0.7 Beta and give us your feedback

Hi,

If you'd like to try the new 0.7 version before its official release, with all the fancy stuff mentioned here and here use the following beta 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.



Click 'Check code', wait for confirmation and then select the newly appearing experimental beta branch. Steam will then automatically download the 0.7 branch (make sure you don't have a queue of 50 other games to update before though). When the 0.7 beta is over, or whenever you wish to switch back to stable version (before 0.7 is officially out), just go back to the same Beta window on steam, and select 'none' from the 'Beta participation' dropdown. This will switch you back to whatever version is currently stable.

To make sure you're running the right version, the number is displayed in main menu in bottom right corner. Expected number for the current new version should begin with 0.7 instead of 0.6. (The other numbers will change as new patches are coming in)



Switching versions does not modify your save games directly and you should be able to continue with the progress you had before. But in case you run into issues playing with your old saves (an error should be displayed in-game) feel free to contact me on discord server or directly on [email protected]



[h2]Warning[/h2]

Please bear in mind that this is the first major update of Microcivilization containing potentially save-game breaking changes. While a lot of effort was made to prevent any data loss, it is very likely that some cases are not covered properly in this first update.

[h3]For that reason, please backup your save games before subscribing into beta[/h3]

If you run into save compatibility issues please don't hesitate to share your saves with me on [email protected]. You will help preventing many issues in the future updates.

Note: If continuing an old save, keep in mind that some features (like new map tiles) will not appear until the world gets re-generated. If you have a suspicion that something is still in the 'old ways' see if starting new ascension helps

Thanks a lot and have fun in the experimental,

Ondrej

PS: Below is a short-list of updates in 0.7 for those who don't have time to read through the full dev-log posts.


----------------------------------------------------------------------------------------------------------

0.7.9 Major Update changes


  • Added generic Purple heroes
  • Redesigned Purple hero Governments (those that were available on Unique heroes like Hammurabi)
  • Hero traits can no longer repeat twice on the same hero (each trait on newly dropped heroes will be different).
  • Some Hero Traits now drop based on level (more complex hero traits are unlocked in later Eras or dropped from higher level crises)
  • Added a small number of other generic traits to various factions and tweaked overall chances and numbers.
  • Law heroes no longer increase food production, instead they improve sustainment (the amount of food eaten). This affects also heroes dropped in older version of the game. The effect should cause slightly less troubles with food spikes after civilization fall on higher levels.
  • Added secondary traits to existing unique heroes (plus an overall rebalance round). Enjoy some of them to be a bit OP now until new crisis update comes.
  • Added Slow, Bolster, Ferocity, Patronage, Mercenaries Skills available to higher-level Purple Heroes. Sixth Hero Skill planned ('War Bonds') was to be added as well, but is suspended for now - turned out to be affected by planned update around Autonomy, so will be added later.
  • Added Festival and Acquire bullion Technology Skills (unlockable by techs)
  • Heroes can now be previewed on the main screen and discarded or equipped right from the main screen.
  • Destroying Low level crises with High level hero culture will now tend to drop hero essence instead of low level heroes (preventing hero clutter). Essences drop chance decreases (and hero chance increases) the closer your crisis is to your culture level (i.e. maximum hero level in your inventory).
  • Added new recipe available early on for rerolling rare heroes.
  • Culture Essence resources gained from salvage are now proportional to level. You'll end up having a lot more of this resource than before - recipes have been made more expensive accordingly.
  • Heroes can be marked as Favorite to avoid getting accidentally salvaged or sorted


  • Added soft cap for Gold with its own mechanism and progression
  • Marketplace now transofrms unused material to gold instead of generating gold directly. 'Sell' Projects have been removed from the game.
  • Added gold cost discount mechanism
  • Added Trade Routes
  • Added Foreign Civilizations tiles which can boost trade route magnitude when allied, or directly boost your resource production when conquered
  • Barbarians Tile no longer convert to Village, Instead they convert to a new Trading Post Tile increasing marketplace gold output
  • Added Highlands Tile to boost gold capacity or heavy unit capacity


  • Added Colossus wonder which can greatly reduce Crisis health by its ability.
  • Added Great library wonder which can turn gold into research, (and has a tendency to catch fire).
  • Added Hanging gardens wonder which improves Hero Drop rate significantly but gives a chance of Storm debuff.
  • Due to new ways to combo Metal production and Heavy units, Eiffel tower was nerfed number-wise and made more expensive to build (being a late-tier wonder it will need additional rebalancing as soon as more late game featues are added in future updates)
  • Fire and Plague risks are now dependent on the size of your civilization population as well as technological level (for instance 1000 vagabonds are less of a risk in modern era than the same 1000 vagabonds in classical era). This should lower the chance of sprialing into disease crisis loop after civilization fall.
  • Flipped Buy and Exit button colors on ascension shop in attempt to prevent people to accidentally exit instead of buying.
  • Added Reset button to main menu in case players do accidentally ascend before buying ascensions anyway
  • Text 2.0 now looks more like 2.0 and not like 20 (the decimal point no longer overlaps fully with number 2)


Much Quality of Life

Hi,

in this update I'd like to give a few more details regarding the version 0.7 release date and what's coming in it. Although plenty was said in my previous update, there are a few smaller features that made their way into the v0.7 during past weeks. Let's take a look at them.


Hero Quality of Life


Hero Clutter has been severely reduced. The drop mechanism now will only drop relevant hero levels compared to your current build, preventing drops of significantly low-level heroes when your current Culture is far more advanced. The odds of getting a hero is reduced whenever fighting a trivial battle. Such low-level crises instead drop Culture points directly.

Due to this change Culture points worth had to be shifted to level-based linear progression (e.g. dismantling a 40level hero will give you 4 times as much resource as dismantling a 10level hero).

You can now set your Heroes as Favorites to make them immune to accidental Dismantle or Reorder.

There's also a new Rare Partial Reroll recipe which allows you to re-roll latter two of the three Rare hero's traits. Despite being powerful, this recipe is unlocked by default giving players a relatively no-brainer option to spend their Culture points.

Also you can now preview and compare Heroes before collecting them and either Dismantle them directly or swap with current heroes.



Hero Abilities


These new Hero abilities start dropping out from Middle-age levelled heroes, with stronger abilities appearing in later levels. All of these make a new use for your hard-earned gold. While all abilities are available to Purple Heroes, each ability is also supported by one additional Faction.

[h3]Bolster[/h3]

Using Bolster before triggering a Military Unit charge will increase the damage caused by a flat amount. Repeated Bolstering before difficult crises can be a very effective way to defeat your enemy with little units spent. Unlike units, Damage caused by this skill is proportional to Hero level and can be very devastating early on (while also very expensive to use).

[h3]Mercenaries[/h3]

It is no true feudal life without paying others to fall in battle for your land. Mercenaries found their way to the game. Specifically they will be a method of converting money into units. With a small delay, Mercenaries ability can recharge your units almost instantly, boosting your 'War Machine' economy with another option.

[h3]Ferocity[/h3]

To get things done during Crisis requires bold decisions. And many skilled, brave and ruthless people can often be further motivated with money. Ferocity ability lets you spend a large sum of Gold to 'solve' any crisis you currently have. Although this skill cannot replace Military's instant damage, it deals its damage over a period of time, most likely eliminating any Crisis that may seem superior to your defenses.

[h3]Three more...[/h3]
Besides the abilities mentioned above, additional three will be available to your generic Heroes. But no more spoilers...


Other minor changes


The following are not particularly mind-blowing as they were hinted elsewhere but still worth mentioning.

[h3]New Unique Heroes[/h3]
There's currently 5 new Unique hero candidates to be added to the 0.7 and a few more in the queue to be later added along with small patch updates. I would like to at least double the amount of Unique heroes in the next update eventually and fully cover all the Factions with basic Unique hero builds. Part of this will be overall Unique hero re-balancing which will happen in the next couple of weeks.

[h3]More ways to speed up Quests[/h3]
Part of the new hero traits is also a multitude of quest speedup builds. Some will require a specific unique hero, though some will be available early on.

[h3]New Trading Post Map improvement[/h3]
A new method of increasing gold input. Barbarian villages can now be converted to trading posts instead of villages (also making villages more rare)

[h3]Hanging Gardens, Colossus and Great Library[/h3]
Three new wonders are coming to the game. Each unlocked by its own ascension, the new wonders provide new abilities increasing your build and combat options.

Experimental Branch & v0.7 release in February


With most of the build almost done, it it quite clear that the Experimental branch can be opened to public in the beginning of February. Depending how beta goes, the actual release could happen in the second half of February. Keep an eye on the Community, I'll post instructions how to get to the Beta as soon as the branch is up.


Have a nice day,

Ondrej

Development plan for version 0.7

Hello,

Holiday time is upon us! Even though the past four weeks were not entirely busy with development work, some progress was made in the new Trade & Purple heroes update and I promised to share that with you when the time comes.

What is coming in Version 0.7


As you probably know by now, the fourth (purple) hero faction was omitted from the released 0.6 version. The reasons were mainly complexity and dependency on features not fully proven with a broader player base. Since launch there's been enough feedback to fill the gaps so all the postponed decisions can now safely be made.

Many of the features related to trade are cross-dependent on each other, and so there are various areas of the game to be updated at once in hopes to introduce a new cohesive player experience and also add a whole new play style. So let's go through the features one by one.

[h2]The Wealthy Faction[/h2]

Purple heroes - both generic and unique - are coming to version 0.7. Like the other three factions, purple heroes will have their own shared Government Traits as well as specific random Traits available exclusively to them. As you may have guessed Purple faction is oriented on wealth generation (read: lots of Gold). Wealth in the sense of Microcivilization means flexibility.

Having a sufficient backup of Gold will let you convert that Gold into other much needed value. Construction materials, Risk prevention, Quest speed, Workshop cooldowns and eventually Damage and protection against Crises.



There is however no silver bullet in the Gold mechanism. Transforming money to any practical value bears efficiency costs spent on trade logistics and protection. It is limited to what your neighbors are willing to sell you. And then there's the need to backup your currency with precious metals.

[h2]Strategic Resources[/h2]

We know them, we love them, strategic resources are coming to the world map. They are special map tile features, which directly improve your economic benefit from that tile. Corn, Iron ore, Silver, Gold, Gems, Coal, Uranium and Oil are some examples of the strategic resources planned for distant future.

Strategic resources were originally planned to be included in the World Map update in Q2 (see Roadmap) however due to strong dependency on the new Trade System and consequently dependency of new Trade System on the Purple heroes, I have decided to do a little box shuffling and split the Strategic Resources update to two parts. First part with Trade-oriented resources will come along the 0.7 while the rest will be added as part of World Map Update in spring/summer 2024.

We will soon need a bigger map

Strategic resources will now determine your trading 'magnitude'. There will be random Civilizations generated on every game each with a single resource at their disposal. You will have option to either eliminate the civilization, or establish a Trade route with them (this choice is made via the usual Quest system).

Should you prefer exploiting resources yourself, beating the civilization would be preferable and the strategic resource thus conquered will give you a massive resource boost. Should you aim for a more adaptable benefit, you can convince the civilization to be your trade partner, which in turn increases the magnitude of your trading for that particular resource -i.e. makes your Trade Route ability a lot more powerful.


[h2]Shop 2.0[/h2]

Trade menu has been completely ditched and redesigned along with existing trade abilities. No more spamming Food Shipments or Stunning crisis. Trade abilities are now designed in a more extensible fashion in line with workshops and government/autonomy abilities. There are two types of trade abilities:

[h3]Skills[/h3]
Trading skills are triggerable abilities, much like workshop abilities or military units. They recharge, you press a button and get an immediate effect. The effect varies between Skills but they have two things in common. They all cost Gold and they all have Cooldown between use.
Starting a Festival to temporarily get rid of excess food, or Bolstering your units damage with expensive weapons are examples of Skills to be added to the game.

[h3]Trade Routes[/h3]
Unlike skills which are triggered, Trade routes are an on/off abilities. They will work exactly like togglable government abilities or autonomy toggles, except they cost gold per second to operate. Initially you will be able to activate trade routes for basic resources like food and wood and will unlock other resources as your technology advances.
Trade routes offer an extremely flexible way to affect your resource production in times of need. For that great flexibility however they are not so easily scaled up. You need to work hard on the world map expansion to establish trade partners in order to increase the throughput of goods coming through your kingdom. You will also need strong heroes to improve the cost effectivity of your trade as well as technologies to access wider variety of resources.

With all the above it is clear that Trade and Gold generation could easily become a cure for all ailments and a no-brainer when choosing a strategy. This is not what I intend. Trading will be more a situational tool. So here comes the trickiest feature to introduce...

[h2]Gold Soft Cap[/h2]

As part of the 0.7 version Gold will have a semi-soft limit. Semi soft in this context means that the limit will be an actual number you can calculate, but you will be allowed to go beyond that number (incurring a penalty to your economy and trade).

Your Gold Cap will increase with your civilization quite naturally, so most of the times you will not affected by the gold cap.

The gold cap is meant for only the hardcore capitalist players, who focus on massive gold acquisition and its transformation to other resources via more complex 'engines'. For those players, gold cap is going to be a one extra problem to 'game'. A few interesting features like fiat money, war bonds, gold reserves, slush funds, corruption, inflation and economic crises are planned to revolve around the gold cap but these are still only 'on paper' and not all of them will make it to the 0.7.


*Numbers on this picture are insultingly high for illustrative purposes. The actual penalty values and milestones will be way different.

As for the in-game 'lore' the gold cap is represented by backing money with Gold Reserves. While Gold-backing mechanism works slightly different in real world(and so does the whole Microcivilization economy in many ways) using this metaphor allows interesting integration with world map (acquiring gold mines) the tech tree (bimetalism, paper money, international institutions and other fancy 'technologies') as well as heroes (monetary government policies etc.).

But don't worry about the game becoming an economy lecture. In the game reality, the mechanism of the new gold pool will work very similar to a 'mana pool' for an RPG mage. At least that is the same mind-set you can use to operate new Trade System. With Gold Reserve increasing your 'mana' capacity, and Gold Income functioning like 'mana recharge'. Your Trade-routes and Skills will be your 'spells'. Simple.

[h2]Other Changes[/h2]

Aside from 'new stuff' there's also a plan to solve the Hero Clutter problem happening on high levels when running through a large number of low level crises. I am experimenting with a bunch of solutions in dynamic drop chances and have not settled on any single approach yet. But hopefully the next version should see this problem occur much less frequently.

The 0.7 version will see a new drop balancing. Some traits will become only available from certain levels so that the complexity slope is not too steep for new players. There's also going to be a general rebalance of trait power and a few new traits.

The 'Sell' Project will also be removed from the game. Instead Marketplace will directly convert unused construction material into gold - with rate based on it's upgrade level as well as your trade culture.


[h2]0.7 Release Date[/h2]

It is still uncertain when the 0.7 will be launched. But I am trying to aim for mid February with 'Beta' being open a few weeks earlier. In case you're interested to try out the new update early, watch this space - if all goes well I'll be sharing my plans for opening the 'experimental' beta branch on my next update.

That's all for this time. Have a great holidays everyone, I'll see you in 4 weeks.

Ondrej

Future is Purple

Hi,

In this update I would like to share my thoughts how the Early access is going to work. Basically to set your expectations of what happens, how often, how you can participate etc. It has been some time since our last meaningful update so let's get straight to business.

[h2]Early Access universe[/h2]

In my last post I have shared a first version of the development roadmap for the next year. I wanted to do this as early as possible despite the amount of chaos a launch brings. Since I am now in the very first weeks into Early access I am still spending majority of time collecting new information and talking to community. And so not much actual development is being done yet.

There are suggestions flowing into Steam forum and Discord every day and there are new ideas popping up as a result. At the same time there are big and small bugs, balance issues, UX problems and exploits being reported and these need to be 'triaged' between upcoming patches, backlogs and the next content update.

So, due to the new flow of information, the development process I was using pre-launch is no longer optimal and will be slightly adjusted.

[h3]Patching - yes it will happen[/h3]
Patching is a no-brainer. It will work on ad-hoc basis. In the first two weeks I managed to release 3 small patches, mostly addressing exploits and some minor improvements of user experience.

Since the inflow of suggestions is very random, the patching activity will be parallel to new feature development and I'll simply release a patch whenever enough important issues appear. As before I'll try to sneak in some small improvements if possible (especially UI tweaks).

[h3]Upcoming builds in Experimental beta branch[/h3]
My current ambition is to release a Big Content Update at least once every three months. This is not a specific plan - the concrete release dates will have to be as usual synchronized with steam events and with beta testing. But roughly speaking four big releases in the next year sounds like a good frequency both for my development practices as well as for players.

Each build will be accessible to volunteer players willing to participate in experimental beta at least two weeks prior to the release of the content update (but hopefully for much longer).

The experimental branch will be setup for the first upcoming build most likely during January and I will share the password to get there.

[h3]What about those who can't run the game?[/h3]
There is a small number of people who are having trouble running the game on some of their machines. Unfortunately (in so far) the issues have been largely diagnosed as compatibility of the player's software/hardware with the game framework rather than a specific game code. So the solution has so far not been any code fix in the games source-code but rather detecting the particular piece of software or driver version that causes issues. Looking at other games in the same framework we do not seem to have a higher rate of these issues, but they are still a problem that needs solution.

To speed this up a bit I have created a specific Discord thread for this purpose. While it is possible for you to report issues like this on Steam Community I would strongly recommend joining us on the discord instead, where you have a chance to troubleshoot together with other people.

Compatibility issues are very fresh so please bear with me until the community has a decent documentation on those problematic scenarios. But for the time being this is going to take up maintenance time.

[h3]Dev log every 4th Monday[/h3]
Since the actual big builds frequency is going to be done in bigger updates I decided to also halve the frequency of these updates. Since some weeks will simply be consumed by ongoing support and maintenance or bug-fixing, there is not enough interesting info every 2 weeks. So from now on I will issue this update every fourth Monday instead.

----------------------------------------------------------------------

[h2] Purple Heroes big update in Q1 [/h2]

As declared in the past as well as in the roadmap, the fourth missing Hero faction is coming. Purple heroes will be focused on wealth accumulation and their advantage will be ability to convert wealth into everything else (potentially). For a price.

In the first big update planned for Q1 along with this purple hero faction I will also introduce new types of traits - Skill traits.

Having a Hero equipped with a Skill gives your civilization a new chargeable ability akin to Workshop abilities or Military Units (depending on whether the skill is combat or economic). Skills will be subject to progressing power, cost, cooldowns and various special mutations caused by Wonders - thus creating a whole new in-game mechanism to include in your build.

[h3]Gold is not what it used to be[/h3]
Gold system is undergoing a fundamental change. This will add some desired variability to the mid/late game as well as extend some of the existing minigame on map and quests. Gold is going to be a central piece in the hero economy and warfare but will also become more constrained and a potential source of new problems.

Gold mines will be added as well as a better Metal economy. Most changes will revolve around Hero traits and their rebalance and the new Shop UI.

[h3]Shop 2.0[/h3]
Shop items and the UI will be completely re-done to allow a more complex decision making in trade and also to open up some future possibilities planned to Q2 for its Map update.

With store being more flexible, gold will become more needed, but at the same time will become more difficult to produce and keep. While it is intended for gold to be the ultimate flexible resource, to actually transform it effectively will require some inventiveness from the player.

That's all I wanted to share at this point. Also I wanted to thank all of you who bought the game in the past two weeks and thus helped make the Early Access phase start with the right foot. Thank you!

I'll see you in 4 weeks on the next update,

Ondrej