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Primitive Society Simulator News

UPDATE 0.2.0_507.1335

Notice: Those with this icon :check_mark: are inspired by the players’ feedback. Thank you so much again.

[h2]Play Optimization[/h2]
  • :check_mark:Buildings can be built on bridges
  • When your tribe's knowledge in certain area is complete, qquests that reward you with that kind of knowledge won't appear anymore.

[h2]Text Optimization[/h2]
  • :check_mark:Knowledge increases in green text, which now gets paused; the problem before was that it disappeared too quickly.
  • The reason for the cold blood drop will now be written in the cold status tooltip
  • Streamlined text for monoliths and story points
  • Reduced some text that may have been overboxed
  • :check_mark:Options in the context menu, missing spaces in the text
-YSH Mr. Octopus

UPDATE 0.2.0_425.1245

Notice: Those with this icon :check_mark: are inspired by the players’ feedback. Thank you so much again.

[h2]Battle operation modification[/h2]
  • Add combat orders: garrison/pursuit.
    :check_mark: Animal companions don't have to go up there to die.
  • Right click directly to move.

[h2]Optimizations:[/h2]
  • Trade, where you need to do your own elementary school math, shows the difference in price.
  • :check_mark: Health bar in combat become smaller.

[h3]UI Optimizations[/h3]
  • The resource bar at the top, the list of materials, is now to the far right
  • :check_mark: Armors on the ground are larger.
  • Text redundancy at story points, streamlined a bit
  • Workbench production list style modification
  • Unavailable buttons with text or images on them should be grayed out, otherwise the feedback is too unrecognizable


[h3]Bug Fixes[/h3]
  • :check_mark: It says "hang out" for the car and the pills.
  • :check_mark: A starving wolf with a full blood bar.
-YSH Mr. Octopus

UPDATE 0.2.0_417_1815

Notice: Those with this icon :check_mark: are inspired by the players’ feedback. Thank you so much again.

[h2]Optimizations:[/h2]
  • :check_mark: Permission to move: Bronze Cauldrons, Weapon Racks, Clothes Stand, Feeding Troughs
  • If you don't have a corral, you can also catch beast cubs and bring them back, which will be placed next to the fire
  • :check_mark: After trading with a caravan, the goods are put on the person who traded between them, so you don't have to pick them up yourself
  • :check_mark: The age of the animals is now visible
  • Those who fall down with serious injuries will now be receive medicine before being moved to a patient bed, or if there is no patient bed, to their own bed, or if there is no bed of their own either, they will be moved next to the fire.
  • Now hospital beds are not something that has to be built anymore, but they can be used to centrally view patients.
  • :check_mark: In late pregnancy, crafts are allowed, but not construction
  • :check_mark: Farmland can now see the number of grids

[h2]Ui Changes:[/h2]
  • Menu:"Construction order" to "Decoration".
  • Orders for demolition, etc., are now in Building Menu.
-YSH Mr. Octopus

ROADMAP AND MORE

[h2]Hello Wonderful People![/h2]

You've rightly been asking us about a Roadmap for weeks now. We've really been in debt on this subject, you've decided to invest in our game while it's still in Early Access and there's nothing fairer than knowing what our future plans are. So we've put together a Roadmap for this year's updates, as well as a little spoiler for later updates.



One more important topic is the presentation of who is working with us, so here I'll be introducing you to our team (I can already spoil you that we need help in one area).

Our team is divided into three groups: the developers, the translators and the community members who work with us.

[h3]Developers:[/h3]
  • AnthonyLyang - Lead Programmer (China)
  • BigDove - Chief Designer (China)
  • Hanqin - Programmer (China)
  • Guo Hui - Programmer (China)
  • Mr. Octopus (Me) - Community Manager (Brazil)
  • The Fish - Artist (China)
  • Zhao Jiahui - Programmer (China)

[h3]Tradutores:[/h3]
  • Cdrix - French (France)
  • Danila - English and Russian (Armenia)
  • DNFrozen - German (Germany)
  • Hanqin - Chinese (China)
  • Mr. Octopus - Brazilian Portuguese (Brazil)
  • Sellingman - Korean (South Korea)
  • Silvia - European Spanish (Spain)
  • Terran - English (Australia)
  • Tisshi - Japanese (Japan)
  • 蓉 - Japanese (China)

[h3]Comunidade:[/h3]
  • Aduah - WIKI Support (United States of America)
  • Aglarele - Community Support (Netherlands)
  • Cdrix - Community Support (France)
  • Lori - Community Support (Belgium)
  • Silvia - Community Support (Spain)

For those paying attention, we have two new topics mentioned above and a third that I'll mention now:
  1. We are working on a WIKI, which will take many weeks before we can make it public, but please know that we are trying our best to give you a better experience.
  2. We're working on having the game in Korean in the coming months.
  3. We need an Italian native who knows English or Chinese to translate the game into Italian, please contact me on Discord if you are interested.

Thank you for your constant support! We are already sure that we have the best community we could ever dream of.

Enjoy gaming, everyone!

-YSH Mr. Octopus

UI & GAME PACING UPDATE

[h2]Hello wonderful people![/h2]

After receiving a lot of feedback from you, we're finally bringing our first Big Update. Here we're setting a new tone for how we'll be approaching the game's UI, as well as looking to solve the problems related to the gaming pace.

At the end of this post you can find more about the frequency of our future updates.

We've prepared a very simple video to show you some of the changes we've made. The video is also on our new YouTube channel. Previously our posts were made on our personal accounts (sorry about that). By subscribing there, you'll be kept up to date with all the latest news on the game.

Here is the video and right below you will find the description of the changes we've made:

[previewyoutube][/previewyoutube]

[h3]Notion of Time[/h3]
  • The exact time is not visible now, only the seasons.
  • The exact time will be unlocked later through the concept of creating time.

[h3]UI Style[/h3]
  • The UI now has a new, still relatively simple style.
  • Changes will continue to be made in this area.

[h3]Life Expectancy[/h3]
  • It used to start with 8 people, but this number has increased to 10.
  • Your people will live faster, it means, they will age faster and die faster.

[h3]The Diurnal Cycle[/h3]
  • The days are longer now: From 20 seconds to 30 seconds an hour.
  • They used to sleep about 7 hours, now they sleep only 5 hours.

[h3]Interaction Optimization[/h3]
  • The expedition team now automatically calculates the food required. No more doing the math yourself every time.
  • A new master and apprentice management interface. You don't have to go from one to the other to click on the master at a later stage.

[h3]Rhythm of Technological Invention[/h3]
  • Farmland on tech tree, moved from level 4, forward to level 3
  • Wooden Plow on tech tree, moved from level 5, forward to level 4
  • Brown millet also moved back one level.

[h3]Late Years Gameplay[/h3]
  • The urgency and manpower needed to help other tribes was increased.
  • The invasions became more frequent in the later stages.

[h3]Compatibility[/h3]
  • Most archives will be fine.
  • Some may face compatibility problems, so you have two options:
    1. Restart the game. Enjoy and try all the available modifications right from the start.
    2. Contact us (Discord, Steam Discussions) to see if anything can be done in your specific case.
The overall pace of the game seems to have doubled.

This is how we are going to be working from now on:

[Small Updates] Bug fixes, performance optimization: 1~2 times per week. [Updates] Interaction optimization, new features with small changes: once every 2~4 weeks. [Big Updates] Changes to greater play: once every 4~6 months.

-YSH Mr. Octopus