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Synergy News

✨ Synergy - Steam Next Fest

Synergy is a city-building game in which humanity must survive in a strange and hostile world. Build a city while respecting the ecosystem. Explore and analyze your environment. Provide for the needs of your citizens.

[h3]Watch our pre-recorded stream featuring some gameplay of Synergy, and make sure to try out our first public demo![/h3]

[previewyoutube][/previewyoutube]

[h3]Wishlist now:[/h3]

https://store.steampowered.com/app/1989070/Synergy/

For any feedback or suggestions, feel free to join our Discord server. ♥

SYNERGY DEMO IS OUT NOW!

You've been waiting for it as much as we have.
We are SO thrilled to finally unveil the first public demo of Synergy, right before the Steam Next Fest!

[previewyoutube]https://youtu.be/JYe6mT64kWo
[/previewyoutube]

Build a city while respecting the ecosystem. Explore and analyze your environment. Provide for the needs of your citizens.

In this demo, you can expect approximately a 1-hour experience, including the following content:

  • Research system
  • 8 exploration events
  • 7 elements of flora to analyze (1 of the 3 types of analysis for now)
  • 20+ buildings
  • 20 resources


We can't wait to get your first impressions, and we hope this very first demo will meet your expectations! However, please keep in mind this preview is just a small portion of what awaits you in the full game. ♥

[h3]👇 If you like the demo, don't forget to wishlist the full game to get notified for launch![/h3]

https://store.steampowered.com/app/1989070/Synergy/

Devlog #6 - Well-being and Neighborhoods

Hello everyone, and welcome to this new Devlog!

In our previous Devlog focusing on shadows and depth, we took a slightly more technical approach than usual. Today we're back with a more standard devlog, but more importantly, we're excited to introduce a new feature – Neighborhoods!


To begin with, all residents in Synergy require shelter due to the harsh climate. They will regularly come to drink, eat, and sleep in their homes, so it's crucial to carefully consider the placement of your houses.



These buildings should be located close to a Cellar, a structure that provides houses with food and water in the surrounding area.


Once you've ensured the survival of your citizens, it's time to enhance their quality of life!

You'll have the opportunity to build a Neighborhood for your residents. Start by constructing one of these three squares: a cultural square, a trade square, or a botanical square.



The square will bring together all the buildings and homes in its area to form a Neighborhood. Next, choose the type of Neighborhood this area will become – historical, creative, or convivial.


Each neighborhood requires the presence of specific buildings to be considered valid – a special building as well as regular ones. Other buildings in its area will contribute to its final score. For example, for the convivial neighborhood, you'll need a canteen as a special building, along with three houses.


Additionally, objects like wells, sun shelters and kitchens can significantly boost your neighborhood score with a large number of points each. Smaller bonuses, such as benches, housing, or tables, contribute a few points each. This allows you to focus on a specific bonus type, creating diverse neighborhoods with unique atmospheres.



These neighborhoods will provide bonuses to the quality of homes.

There are multiple types of bonuses that you can obtain through the creation of these neighborhoods. For example, by making a creative neighborhood, each house can now score up to 30 cultural points instead of 20. This creates homes that are much more enjoyable for the residents and also contributes to your city’s prosperity score.



We hope you enjoyed this devlog and can't wait for your feedback about this upcoming feature. Thank you so much for your support, and stay tuned for the next one!


https://store.steampowered.com/app/1989070/Synergy/

Devlog #5: Shadows and Depth

Hello everyone!


Welcome to this new Devlog, which will be a little more technical than the others as we will tell you about the process of creating shadows and depth in Synergy!


While creating the game, we faced a common challenge in top-down 2D games - sorting rendering elements. The go-to strategy is drawing elements from top to bottom based on the texture's baseline, but it doesn’t work in some cases!

Buildings and environmental elements vary in size and don't always have a square base. As a result, larger elements may need to be rendered behind smaller decorations, even when they are lower on the screen. Simple fixes, like dividing long decorations into sections, can resolve these issues.



But this approach isn't quite suitable for us because in Synergy, the buildings are animated. Cutting them into sections would complicate production.

We opted for a solution similar to what is done in 3D games: sorting the entire game environment with a Z-buffer.



This not only allows us to sort buildings and the environment without issues but also gives us the ability to position characters realistically within the buildings!



To have a functional Z-buffer, we needed a basic 3D model of each building or environmental element and to store depth information in a texture.



We use Blender for our 3D models, and an in-house tool makes a standardized file for each of them, ensuring consistent depth textures for all buildings. After that, we process the texture to smoothly integrate it into the engine, using a filter in Substance Designer.



With a depth representation of the building, we can explore various visual effects by accurately determining the world position of each pixel in the environment!



This allowed us to implement our atmosphere and fog system, enhancing the world's relief and visual appeal.



Access to 3D information in the game allows for dynamic shadow casting on the screen. The process is a bit intricate.

In typical 3D games, shadows are rendered by comparing the Z-buffer from the game camera to the light source's perspective. However, our depth textures are limited to the game's view, not the light source's. So, we use rays from surfaces to the light until they hit a building for shadows.

It may not be the most efficient, but it provides interesting results in our 2D world. To maintain smooth gameplay, we generate intermediate images to estimate distance for optimal performance.



Simply having depth information doesn't cover the thickness of a decorative element. For the most accurate shadow, we have to estimate thickness; otherwise, the shadow appears too large and incorrect.

The building's thickness is estimated based on the rendered element's width. This way, a pole or column looks less solid than the body of a house.



There is still some work left to enhance shadow quality and performance, but it's a visual bonus well worth the effort.

We hope you enjoyed this 5th Devlog and thank you for your support during this project. See you soon for the next one!

https://store.steampowered.com/app/1989070/Synergy/

ICYMI: Synergy's latest trailer is out!

Hello everyone!

We're pleased to announce that the new Synergy trailer has been released. Don't hesitate to check it out on youtube!

In addition, we have some exciting news coming soon, so stay tuned for more!

[previewyoutube][/previewyoutube]

https://store.steampowered.com/app/1989070/Synergy/