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Primitive Society Simulator News

WHAT'S NEXT?

[h3]More Maps and RoadMap:[/h3]

We're dealing with a number of urgent matters, as I mentioned earlier, so we won't be able to bring you a RoadMap until June. Until then, we'll be making these constant small updates, as well as keeping you informed of any news. We are also aware of the need for new maps, which is also a very important topic for us. However, it may be more complex to implement a definitive solution (procedural maps), so we appreciate your patience during the wait (we know it might be longer than some would like to wait).

[h3]Historic or Fiction:[/h3]

Now we have a topic that we know divides many:
  1. This game will be historic.
  2. The developers are going to venture into dinosaurs with humans and other more fictional themes.

The truth is that we intend to satisfy everyone. PSS will be focused on its development towards updates with historical content, but we understand that some want to have options to diversify the fun, so in the future (at least 2 years down the line), we will be making dinosaur-related content available through free DLC, so that everyone can enjoy the game in the way that pleases them most, without the game losing its essence.

[h3]Feedback, Discussions and Analysis:[/h3]

As you have decided to trust a project that is still in development, we believe that as well as believing in our work, you also want to be part of the history of the development of "Primitive Society Simulator".

With that in mind, don't hesitate to share your suggestions both on our Discord server and in the Steam Discussions area. By the way, we would like to thank every member of the community who has been extremely supportive and helpful, helping to answer various questions made by other less experienced players, you are amazing. We're reading everything, and it may take us a while to respond due to the various tasks we have to do, so your help is really important.

Finally, we would like to thank each and every one of you who has already reviewed the game, and we will try to honor your trust. This is a long-term project, we have a lot of ambition and we know it's going to be a long road. Reading your reviews every day helps us to see that we have an incredible community waiting for the results of our work, and that's very motivating!

That's all for now,
Feel free to share your opinion about this post in the comments.


-YSH Mr. Octopus

UPDATE 0.1.0_312.1400

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

[h3]Interaction Optimization:[/h3]
  • Refresh of lobster holes and fish spots changed to refresh every season, 3 per refresh .
  • :check_mark: In the tutorial, double clicking on a character also accomplishes the step of box selecting multiple characters.
  • Adjust the number of stone spears given according to the difficulty when start new game.
  • :check_mark: Modified the hint for missing potion.

[h3]Bug fixes:[/h3]
  • :check_mark: Dismantled trailers can't be multi-selected.
  • :check_mark: Dropped materials can't be seen on the interface if they can't be picked up for a reason.
  • Demolition of buildings, harvesting materials, etc., after dropping items, if the pickup action is interrupted by the person who performed these tasks, then these items can not be picked up.
  • Brush out new lobster holes in fish ponds, possibly to locations where there are lobster traps.
  • The progress of the fish food in the fish pond is not displayed correctly after reading the file

-YSH Mr. Octopus

UPDATE Fish Pond Automation(0.1.0_311.1245)

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

[h3]Fish Pond Automation:[/h3]
  • Lobster traps don't need fish food anymore.
  • Lobster traps will now be at the top of the fishing workplace priority by default.
  • After taking the lobster trap, it will not immediately return to the storage area. If there are multiple lobster traps that need to be harvested, it will move on to harvest the next one.
  • Adjusted the selection criteria size for the fishing gear stand.

[h3]Bug Fixes:[/h3]
  • When there are multiple fish ponds, except for the highest priority one, the fishing priority of other fish ponds is incorrect.
  • When there are still lobster holes in the fish pond and fish food is scattered again, new lobster holes are not generated.

Give the fish pond a try. The income should be quite high now.
The main operation needed is to place the lobster trap, and there are optimization methods for this later.

-YSH Mr. Octopus

UPDATE 0.1.0_309.1438

[h3]Bug Fixes[/h3]
  • Renovating the animal pen would cause abnormal breeding of animals, and these abnormally bred animals would not behave normally, nor would they starve to death or interact.
  • Some minor error handling that doesn't affect gameplay.

New Tutorial (0.1.0_308.1646)

[h2]Redesigned Tutorial[/h2]

The previous tutorial had many issues such as being "too verbose," "too many words," and "difficult to read." So we have redesigned it, adding graphical prompts. Here's the effect:

The game has complex mechanics and some special gameplay requirements, making it not easy to get started. The tutorial will be a system that we need to continuously pay attention to and improve.
Essential features like the "in-game encyclopedia" are also planned.

[h3]Performance Optimization[/h3]
  • Optimized save file lagging.


[h3]Interaction Optimization[/h3]
  • Adjusted the height of fishing spots and the color of fishing spot effects.
  • Text prompts will now no longer stack together.


[h3]Bug Fixes[/h3]
  • Save files with the same name can overwrite old one.
  • Players will no longer get stuck on fishponds.