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Norland News

Open Playtest Started!

Hey everyone!

We have just started the open alpha test, granting access to the first 50 players. We will add another 50 in the next 24 hours. And then more. 🙂

For those who didn't get access, guys, the Steam Next Festival is coming soon, you can play there. 🙂

We kindly ask everyone who has access to not forget to leave feedback through the link inside the build.

Also, feel free to discuss, stream, post screenshots and videos wherever you want - in our Discord (we have a dedicated channel for that), on the Steam forum, or on other social media platforms. We welcome it.

If you encounter any issues, please email us at [email protected].

We hope you enjoy it.

Long Jaunt team

RimWorld gets a taste of the Middle Ages in Norland

Norland is a unique simulation game in which you run your very own medieval kingdom-class conflicts, crime, treachery, and all. You have to deal with every wonderful aspect of living in the Middle Ages, from slave revolts to secret murders. Norland mirrors RimWorld in many ways, as it contains elements of serious strategy gameplay and unforgiving city builder mechanics. The game is set to be developer and publisher Long Jaunt's first title, and I personally cannot wait to control my own little noble family after seeing Norland's gameplay overview.


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Norland aims to be RimWorld meets Crusader Kings, a medieval political city-builder

New Norland Gameplay Overview Video & Steam Next Fest Details

Good news! We're ready to show off more Norland gameplay in the below gameplay demonstration video (premiering at 11am EDT):

[previewyoutube][/previewyoutube]

Norland is coming to Steam Next Fest


We're also very excited to announce that we will be participating in the upcoming Next Fest, which starts on June 19 at 10:00 AM PDT (UTC-7). There will be a new playable demo that will be available for a limited-time. The demo will be playable from June 19 at 10:00 AM PDT (UTC-7) to June 26 at 10:00 AM PDT (UTC-7).

We very much appreciate your support and patience.

Stay tuned as we will have more updates and information to share as we get closer to the start of Next Fest!

Progress update

Hello all!

The summary:
- The game is fine and is approaching the finish line.
- In spring, we will have the beta and showcase the gameplay, then
- A demo during Steam Next Fest, and then,
- Almost immediately after, an Early access release

Now, in more detail.

All in all, we could have gotten a release out in March as planned. The game will be practically finished, but it will be a raw game with errors, optimization issues, and balance issues. Probably that is the definition of early access, but in my case, I have many times bought insufficiently polished games during early access, I was often disappointed and did not return to those games again. We decided that we were not ready to charge money for an insufficiently polished product.

It's not that important what the launch of the game is called, early access or late access; we want it to be a complete, full-fledged experience that makes you lose track of time. OK, maybe it will lack a few systems (I am not sure that we will make it in time to implement the change of seasons, for example), but you will be able to finish the game and spend dozens of hours on it.

Why it happened like that with the deadlines? Well, this is gamedev, and the game is largely experimental. Experimenting with the gameplay leads to modifications and lost time. But in the end we did not have to say no to almost anything, and even developed many things further than we anticipated. The amount of new and complex systems that are currently part of Norland would be enough for several games, and we are happy as we seemingly managed to make them all run in a natural symphony.

For similar reasons (experiments!), we spent a long time enforcing radio silence. If at the start of the development we could talk about what we were _planning_ to do with the game, closer to the end we would have wanted to write only about the things the game _already_ had and that wouldn't be changed. Besides, as we focused on game logic, we fell behind in implementing graphics, animation, and all that polish. That just has no point until the gameplay has been stabilized. And the diaries would look weird without screenshots.

Now we have come to the point when the systems are stable and can be shown, so at the same time with this news we are posting a new devlog, in which I will tell you how the world map functions. As we implement the graphics, I will be writing more, and when we implement all of these, we will make a game video with a detailed gameplay showcase.

Before this, we will sign anyone willing for open beta testing, and, as many people have been here and in our Discord for a long time, you will have an edge on the people who come here after the promotional campaign begins.

We will also continue recruiting testers in a bit, as soon as we finish the development of the tutorial system.

Thank you for your support and patience, and a special thank you to our testers!

And for now, we will set the release date on the page to the 3rd quarter of this year, to avoid creating unnecessary suspense and pressure on the team. May the release become a pleasant surprise for you. :)

#11 Norland devlog: Global map

The world map was one of the most contradictory and dangerous points in the general game design. As the game is about a city ruled by elites, a most important goal for them is power, not just survival. This requires a map with other cities like ours and elite families that are fighting for power.

Which game has a city builder combined with a developed world map? There are not a lot of examples, so we had to invent and correct many things.

In this way, the systems described below are planned so as to not distract the player from the game on the local map, but also to provide the player with new points where his efforts could be applied, and where he could interact with the world.



The map is split into kingdoms, each run by a noble family. They can subjugate each other and become vassals, pillage each other, and even destroy other settlements completely, leaving smoking ruins (that can be repopulated later on).



Besides, one can act with more finesse, using actions like bribing and seduction to trigger internal conflicts, up to an heir's rebellion, and also shadowy actions that are carried out by local cutthroats for money: these are the kidnapping of a lord, the theft of gold or books.



Communication between cities is not telepathic. Some tasks, such as matchmaking or seduction, require your lord's personal presence in a foreign city, while for other tasks, such as trade or bribery, you can send an envoy on behalf of the king. However, this would require paper, and it is quite expensive.

A kidnapped lord can be used as a valuable worker or a teacher, or you can use his knowledge and build something important, if your lords are a little dumb for that. There are also more cruel and brutal things you can do to your prisoners, as this is the early Middle Ages, after all. And, of course, you can release him for the ransom that his king will be ready to pay.

It's important to remember that other kings can perform all these actions against you as well (and against each other) when there are bad diplomatic relations. Norland's relationships are just that, interpersonal relationships between kings that can depend on many factors: different worldviews, relations to a third party (for example, a king will dislike the enemies of his friend), marriages between heirs, how big the trade is, and just a successful joint hunt.



The world map also allows for events like trade offers, marriage proposals, and also rebellions and conflicts, in which the player can support this side or the other. The map is alive: the kings visit each other, get married, weave intrigues, force others to be vassals, and create large kingdoms. Once a day, the player gets a news report for his neighbors. Somebody got executed, somewhere has seen a rebellion start, somewhere has an epidemic, and somewhere, someone has gotten married.

The smaller settlements on the map are villages - that regularly pay their kings a tribute with their resources, - and bandit camps. The camps are formed by the criminals who leave your city. The bandits can burn your villages and foreign ones (creating conflict) and even attack your city. They can take lords prisoners, but bandits can also be hired for the army or bought off for a while.



However, the biggest threat is the Renegades (working title), big armies of nomads from the West that burn cities down to the ground, sacrificing all inhabitants to their Dead God. They can be stopped either when you help neighbors stand against them or when you unite Norland under your crown, gathering all forces into a single fist. Or maybe you will find a third, unexpected way to solve the problem - as our testers often do. The choice is yours!

As for plans. Right now the map is built by us in Tiled and then colored manually. However, we are preparing a platform for the engine to paint any custom map automatically. So, after the release we'll try to make it so that you can load your own created maps into the game, give your settlements their names, write their history (in the information tab of the settlement menu), prescribe the lore in the books, and thus create your worlds within the game..