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Humanica IS OUT in early access!

[p]Humanica is finally out in early access and you can go check it out right now!!![/p][p][/p][previewyoutube][/previewyoutube][p][dynamiclink][/dynamiclink][/p]

Humanica is COMING OUT in early access on March 3

[p]Humanica is coming out in early access on March 3! And here is the new trailer![/p][p][/p][previewyoutube][/previewyoutube]

Devlog #4 14.01.2026

[p]Hello everyone! The release is approaching, so it's time to share what I've managed to make since the autumn demo festival.[/p][p][/p][p]The routine of manually gathering resources was tedious. I added a gatherer hut. Now it will be possible to automate the gathering of food, and not just food. However, each hut will have a specific radius and a limit on one target resource.
[/p][p][/p][p]A certain optimization of resource search by settlers has been done. Now residents know how to “reserve” stacks in warehouses in advance in order to take or put down resources. Here is an example in the picture: there are three warehouses, each of which is almost full. Settlers will immediately carry wheat to different warehouses because it will not fit in one warehouse. This also works in reverse: if there is only one piece of food in the warehouse, not all residents will rush for it, but only one.[/p][p][/p][p][/p][p]New icons of some resources.[/p][p][/p][p][/p][p]Now there are models and animations of every clothing and armor item![/p][p][/p][p] [/p][p]Updated models and animations for all animals have also been added. Among those changed are: boar, bison, pig, goat, sheep, cow, and chicken.[/p][p] [/p][p][/p][p][/p][p][/p][p]I made the baskets equipable, now they give +1 slot in the inventory. This should speed up the transportation of resources.[/p][p][/p][p] [/p][p]Now you can craft items up to the limit. But to get this opportunity, you must first approve certain laws.[/p][p]
[/p][p][/p][p]Annual plans are still in progress. Each annual plan is a card, and each card has a specific era (each era has its own color).[/p][p]
[/p][p]Updated the visual of cultivated plants. Now flax fields and orchards will look more pleasant.[/p][p][/p][p] [/p][p]I encountered some problems with pathfinding in the engine. Settlers couldn't overcome dead ends if they were very large, and they lacked search depth, which couldn't be changed in any way. So I had to implement my own pathfinding system, but on a larger scale. Now, essentially, the entire space is a graph of connected points. If residents want to go a very long distance, or if they cannot get out of a dead end, they will use the new system. Thus, any point on the map is now reachable if there is at least one path to it.[/p][p][/p][p][/p][p]New log residential houses.[/p][p][/p][p][/p][p]Add the game to the wishlist!
[/p][p][dynamiclink][/dynamiclink][/p][p]To be continued![/p]

Devlog #3 24.10.2025

[p]Hello, everyone! Today, I would like to summarize the results of the recent Steam Next Fest and discuss my plans for bringing the game to release. There will be fewer images and more text.[/p][p][/p][p]First, thank you very much to everyone who played the demo at the festival! [/p][p][/p][p]I analyzed all the feedback and identified the main problems in the game that can be fixed:[/p]
  • [p]At the beginning of the game (the first few hours), there is too little content, and players get bored.[/p]
  • [p]The pace of the game is too slow, settlers work too slowly, and the day passes too quickly. Often you just have to wait.[/p]
  • [p]There is a lot of routine: it gets boring to constantly mark resources for gathering, assign settlers, etc.[/p]
  • [p]The game is not very intuitive, the interface is uninformative. The tutorial is not clear enough.[/p]
  • [p]Sometimes the AI of the settlers does not work well: they often carry items one at a time, search for food, tools, and resources in a suboptimal way, and search for available work in a suboptimal way.[/p]
  • [p]Players cannot customize the game to their liking: there are practically no settings, no key rebinding, no difficulty settings at the beginning, no flexible map selection at the beginning.[/p]
[p]I will try to fix all these issues before release.[/p][p]
[/p][p]The release is scheduled for early 2026. I have about a few months to finish the game. Here are the new major features I want to implement:[/p]
  • [p]Prosperity points system. The more technologically advanced the tools and clothing used by the settlers are, and the more technologically advanced the buildings you construct are, the faster prosperity points will accumulate each day.[/p]
  • [p]Tree of Laws. Each law will make it easier to manage the settlement or simply give a permanent bonus. Examples of laws: automatic settlement of homeless people, the ability to produce items up to a limit, all residents behave as handymen if they do not have available work, etc. Laws will be purchased with prosperity points.[/p]
  • [p]Annual plan system. These are essentially bonuses that last for one year. Each spring, the player will be able to approve plans by spending prosperity points. The set of available plans is very limited, but new plans can be found randomly on the world map.[/p]
[p]
[/p][p]Also, I mustn't forget about improving the existing functionality. Here are the points I would highlight:[/p]
  • [p]Improve the world map to make it more interesting and challenging to explore.[/p]
  • [p]Improve fights with enemies so that they are not so simple and boring. Add more tower defense elements.[/p]
  • [p]Add more QoL features that will simplify management: gatherers' huts, advanced priority settings, prohibiting residents from using certain tools or eating certain foods, baskets should be equipable and add new slots to the inventory, and much more.[/p]
  • [p]Fix all the flaws that became apparent after the demo festival. 
    [/p]
[p]To be continued![/p]

New demo is out!

[p]The new demo is now available! Play it as part of the Steam Next Fest, which starts on October 13 at 5 PM UTC![/p][p]
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