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🔪 Weapons - key recipes, stats, and fighting styles

[h3]Howdy, Chiefs and Chieftainesses![/h3]

Now that we have a good menu of the animals available for hunting, covered the basics of tactics and how to use them against each of the prey types, let’s take a careful look at the Weapons. Why, how and when to produce each type, and which hunting levels mean what.




However, before you process further, be sure to equip yourselves with the very first tool that makes crafting possible. With its name leaving much to the imagination, [h2] Chopper[/h2] was our ancestors’ Swiss Knife without a doubt.


Chopping, carving up animals, creating first weapons and so much more – be sure to create it from 2 Rocks, and equip it on your character as soon as possible while following the in-game tutorial.

[h2]Club[/h2]

Your very first proper weapon, made of out wooden Logs which you transform thanks to the Chopper. Good at whacking down fowls and rabbits, dealing Blunt damage, but not very effective against bigger animals.

[h2]Torch[/h2]

Very first source of light, warmth, and danger – all in one! Gather some Logs and Stalks, and combine those at the Camp Fire. It will burn and set your target on fire, so beware!


[h2]Stone Mallet[/h2]

In order to unlock it, you have to level up your skills, and open the second stage of the technology tree. Constructed from a Rock, a Log, and some Strings, with the help of a Chopper, the Mallet allows you not only to hunt, but also build and construct. It is your second Blunt melee weapon, with high damage.

[h2]Stone Axe[/h2]

Another more advanced tool that leads the secret life of a weapon. Its recipe requires very similar compounds just like the Mallet, swapping Rocks for Flints. When equipped, you can try picking on bigger animals than deers, and chiselling off rocks for improved recipes. This is your first Slashing weapon, and whose wounds bleed.

[h2]Javelin[/h2]

Primitive, gaunt and bare minimum – here’s your very first melee weapon that works at range as well! As with all crafting recipes, you need better tools now to prepare it, meaning Stone Axe rather than the Chopper. Use it against animals that are more susceptible to Piercing damage, and those fleeing as soon as they see you. In close combat, it’s not that effective.

[h2]Bone Spear[/h2]

Well, well, well! Look at this beauty of a bone-crowned spear – once you are more versed in crafting, you can be privy to more advanced ranged weapons like this. Iconic, and doubling also as a tool in crafting recipes, this spear is more durable and will aid you against more vicious, higher-level predators, offering better Piercing damage. You can also knock back your enemies once you equip it, however – it’s useless in direct melee combat.

[h2]Blade[/h2]

Cut, strike, and evade! The mother of today’s knives, the Blade requires more advanced technology and finesse in its production, and a Grinding Stone to sharpen its Bone. Be sure to use it in close-ranged combat for Slashing damage against smaller, and less tenacious animals. Unnless, of course, you are proficient at dodging and rolling, then this weapon may very well prove your favourite against any elements! It is also an advanced crafting tool and will help you with preparation for the final weapon of the game.

[h2]Bow[/h2]

And finally, crem de la crème of our armoury. Improved rather in a cosmetic manner than functional over centuries well until today, the bow and its arrows allow you to comfortably hunt all small and big animals, and deal Piercing damage.

Blade is required to process Sinews instead of Strings for its production.

[h3]🎯 To summarize, we have 3 Technological Levels [/h3]that you have to keep in mind when producing weapons and crafting tools:
  1. Levallois – Chooper, Camp Fire
  2. Mousterian – Stone Axe
  3. Animal Processing – Stone Axe, Grinding Stone, Blade

There are also dedicated Workstations that you unlock over time and mastering crafting recipes, but that is a tale for another update and introducing you further to key resources of the game and what to best use them for – stay tuned!

[h3]Many thanks, and may the Sun bless your steps!
Polyperfect Team[/h3]

Sandbox Mode - version 0.5.1

[h3]Hello fellow tribe members ːfireplacefireː[/h3]
We are excited to present the first version of Sandbox mode for Polylithic!
Please note that everything is still a Work in Progress, but we would very much appreciate your feedback and ideas. The Sandbox mode is unlocked after the first migration quest and it completely generates a never-ending world with new gameplay features. We plan to improve the generation and add new biomes and settings in the upcoming releases.


[previewyoutube][/previewyoutube]


[h3]Release Notes[/h3]
  • New Sandbox Mode, unlockable by completing the first Migration Quest
  • (or loading a save that has it completed)
  • Increased the spawn distance for interactable objects
  • Adjusted camera parameters
  • Deer now run away further when struck from a distance
  • Markers can now be added to the map
  • Sub menus in the crafting wheel can now be backed out of without closing the wheel entirely
  • Adjustments to ingredient display in the crafting wheel
  • Newly placed items in the world will now load and unload with the terrain chunks
  • The character will no longer spawn inside rocks when starting a Sandbox world
  • New items: Food Stockpiles and Item Stockpiles, now constructible in Sandbox mode only
  • Stalk Cover has reverted to its previous construct
  • Clay no longer has anti-gravity properties
  • Tier unlock threshold in Sandbox reduced to 50% of items
  • The Shaman now runs when Migrating in Sandbox
  • Meadow mini-biomes and their flora including berries will be mixed in with the forests in Sandbox
  • Restarting in Sandbox no longer drops you in the middle of the Pacific
  • Adjusted some UI text in Sandbox settings




[h3]Please share your thoughts [/h3]
Thanks for the support!

https://store.steampowered.com/app/1839060/Polylithic/

Version 0.4.15

  • Updated Locked Technology popup
  • Fixed Wolf particle effects
  • Fixed sound range on Torches
  • Lockon now has sound effects
  • Added optional lock-on objective to tutorial quest
  • Updated Monument Tutorial
  • Berries are properly highlighted
  • Reduced bird effect on berry bushes
  • Some localization tweaks
  • Super Secret Tweaks for Sandbox mode

🥩🌾Scavenging, food sourcing and where inspiration strikes

[h3]Howdy, Chiefs and Chieftainesses![/h3]

Have you ever wondered what the early humans did before the great leap into the wide unknown world of agriculture, tending to their very own plots of land to farm crops and vegetables?

[h2]Hunting, foraging, and scavenging, of course![/h2]


There are many contradictory theories surrounding the dawn of humanity, and our game showcases one of them – first focusing on using the terrain to its best advantage by foraging for berries, roots, and any materials useful in perfecting weapons and further advancing the tribe.


Wikipedia: Buffalo Hunters


Within the game itself, food affects the status of your character and the tribe members tremendously – 3 statuses are impacted and whose maintenance is key to securing your survival.
  • WELL-FED means that over-time healing gets triggered and your Stamina recovery rate is added; a food bonus gets applied to the given character
  • NO STATUS/EQUILIBRIUM provides no healing and Stamina recovers at normal rate; food bonus applied
  • STARVING provides an incentive to start hunting or gathering resources as soon as possible as your health decreases steadily before dropping to 25 HP. Your characters get a speed bonus to help find food sources but beware! Your stamina still gets affected and its recovery rate is decreased significantly.




Food comes in many shapes, sizes, and polygons! From the humble berry, nuts, and succulent tree roots to juicy ribs and steaks – however, watch out and learn the ropes of watching the fire, the latter may be much more nutritious and tasty when heated up!

Migrations and changes in surroundings enabled our ancestors to perfect the equipment needed to actually aim at dominating meat sources such as caribou, chickens, all the way to mammoths – and later on, decide whether staying in one place and building a sustainable settlement may be the best move forward.


But that is a tale for another day! In the meantime, here you can see a WIP for the household in the farming era, the second big part of our game.

Face the world of the paleolithic and archaic revolution that introduced us all to the lifestyle that changed the fate of humanity forever – and led us all this way to iron ore, steam, computing, and AI!

Strap on and let’s start the ride!
Polyperfect Team

Version 0.4.13 and 0.4.14

  • New buildings for animals (no recipes yet)
  • New fence gates
  • It’s possible to snap-connect two fences
  • Updated wolf animations
  • Added a teaser for an upcoming mode
  • Added display of required workstations to craft items to the Technology view