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.
Tech tree now conceals which technologies are behind Locks (and you will have the ability to circumvent that - though not for free). As tech tree progresses, this will open new mechanics to plan your way through if you are looking for speed or safety.
Fun fact: Although there are several hypotheses Smallpox may have co-developed into the severe form between rodents and their best friends - the farming humans about 3000 - 4000 years ago. Luckily in 1977 after a 19-year process, a vaccination campaign eliminated the disease from the whole planet. The cost estimates ~1.3 Billion USD in today's dollars (so about the cost of the GPT5 training) for the eradication of Smallpox, saving ~15 Million people from death every year since.
New Technology tree is overall progressing in difficulty with new Eras unlocked. Rare technologies will introduce Nemeses after Renaissance era. Other ascensions were also re-grouped to make more sense progression-wise. For instance Auto-skills are accessed in an early branch right behind Stonehenge while Hero recipes can be unlocked from a shared cluster rather than being spread across the tree.
Predicaments are illustrated as a time-bomb triggered by new technology and they're exactly that. Who knew that leeching gold ore with cyanide atop the hill might eliminate all fish in the rivers in 2 years.
Away time calculation is starting to look more stable. This is example of the loading screen indicating which rewards your civilization would get, if you accept 20 hours of away time. In the beginning it seems my Civ managed to repel all crises, winning over 80% of fights. But then probably succumbed to some rare fore. So now I can now chose to Accept that to get 21 heroes, along with a beefy 400% drop-rate bonus and 2 Gold Lotuses for the price of having to rebuild the civilization from scratch. Or I can instead load the game as it was when I left the pc yesterday...
Many new features are unlocked with new ascensions roughly arriving around second half of current gameplay. As a result I had to stretch the tree out a bit.
With new system a new breakdown details. This time it will be necessary to provide cross-linked information of what is boosted by autonomy and why.
One of the basic autonomy skills is a boost to your Militia cap and charging speed. If all goes wrong, sacrificing your passive bonuses to gain extra counter-crisis capability can be strategically wise desicision. Keep in mind that Militia also causes direct death and thus more autonomy loss.
Caps & Recharge speed of workshops is now using similar mechanic with military units so there was a small unification of the UI display of the recharge in progress so that both systems use the same philosophy and numerical representation.
A tiny bit of update on Workshop hover details was necessary to include all traits that boost the workshop from other sources (e.g. from map tiles or from autonomy)
A few details are added to ascension screen to explain black lotus calculation. Scoring is still old and will change after balancing is done in the next couple of weeks.