What's next?
Thank you! Thank you! Thank you so much! ːsteamhappyː
The response to Mémoriapolis has far exceeded our expectations.
It confirms that there is room for a City Builder that offers an alternative approach to city building.
We've also noticed that, even when the comments are positive, they don't forget to remind us that there's still a lot of work to be done. We're well aware of this, and this great start gives us even more strength to continue developing Mémoriapolis!
And while we're on the subject of development, if all goes well, we're planning our first patch for next Thursday.
[h3]CRASHS[/h3]
We've analysed the data we've received: the crash that, unfortunately, many players are experiencing is the same for everyone. We're currently working with Unity teams to resolve it as quickly as possible.
[h3]GIVE ME TIME![/h3]
We've heard your comments about the time limit for each age.
For many of you, it's frustrating and doesn't add anything to the game.
However, time is a strong element in our proposal, which focuses on the development of the eras.
But we're going to think about a better way of integrating it.
Nevertheless, the next patch will give you the option of whether or not you want to continue in antiquity or the Middle Ages.
We'll be monitoring how players use this feature and will get back to you to discuss it.
[h3]NOT ENOUGH SPACE[/h3]
We've heard your feedback on this subject too.
Even though the vast majority of you liked the organic and autonomous development of the city, this sometimes led to frustration and difficulties in managing the space available on the map correctly.
Some people have even deduced that Mémoriapolis was a puzzle game, that there was a solution to be found to optimise the use of space.
This is absolutely not the case!
Mémoriapolis was never designed as a puzzle game, and the way in which the city is developing allows for a huge number of combinations.
Here again, we need to improve our approach to this system.
A number of options are being explored, such as reducing the size of cultural buildings and providing better feedback on the construction of residential areas, or increasing the space given over to developments in the city centre.
[h3]MORE ZOOM[/h3]
The game's camera was the subject of much discussion within the team.
Currently, 3D models are designed to be seen from the camera as it is. Allowing a freer view, and keeping the same visual quality, would require us to completely rethink the way we've created certain elements of the game, which isn't in our current schedule. But we've decided to put our trust in the players.
In Thursday's patch, we'll be integrating an alternative camera that allows much freer movement, to give you a more immersive tour of your cities.
We'll be analysing your feedback on this and deciding how to proceed over the coming months.

[h3]FIXES & IMPROVEMENTS[/h3]
The list is long, and we've already fixed a number of bugs.
We're a small team, so please bear with us about the pace of these fixes, and know that we plan to release patches as regularly as possible.
[h3]OK AND THEN WHAT[/h3]
Exhausted but happy.
That's how we could sum up the state of mind of the team today.
Happy because you've just told us that the team's work over nearly 3 years deserves to be continued.
Many thanks again!
The response to Mémoriapolis has far exceeded our expectations.
It confirms that there is room for a City Builder that offers an alternative approach to city building.
We've also noticed that, even when the comments are positive, they don't forget to remind us that there's still a lot of work to be done. We're well aware of this, and this great start gives us even more strength to continue developing Mémoriapolis!
And while we're on the subject of development, if all goes well, we're planning our first patch for next Thursday.
[h3]CRASHS[/h3]
We've analysed the data we've received: the crash that, unfortunately, many players are experiencing is the same for everyone. We're currently working with Unity teams to resolve it as quickly as possible.
[h3]GIVE ME TIME![/h3]
We've heard your comments about the time limit for each age.
For many of you, it's frustrating and doesn't add anything to the game.
However, time is a strong element in our proposal, which focuses on the development of the eras.
But we're going to think about a better way of integrating it.
Nevertheless, the next patch will give you the option of whether or not you want to continue in antiquity or the Middle Ages.
We'll be monitoring how players use this feature and will get back to you to discuss it.
[h3]NOT ENOUGH SPACE[/h3]
We've heard your feedback on this subject too.
Even though the vast majority of you liked the organic and autonomous development of the city, this sometimes led to frustration and difficulties in managing the space available on the map correctly.
Some people have even deduced that Mémoriapolis was a puzzle game, that there was a solution to be found to optimise the use of space.
This is absolutely not the case!
Mémoriapolis was never designed as a puzzle game, and the way in which the city is developing allows for a huge number of combinations.
Here again, we need to improve our approach to this system.
A number of options are being explored, such as reducing the size of cultural buildings and providing better feedback on the construction of residential areas, or increasing the space given over to developments in the city centre.
[h3]MORE ZOOM[/h3]
The game's camera was the subject of much discussion within the team.
Currently, 3D models are designed to be seen from the camera as it is. Allowing a freer view, and keeping the same visual quality, would require us to completely rethink the way we've created certain elements of the game, which isn't in our current schedule. But we've decided to put our trust in the players.
In Thursday's patch, we'll be integrating an alternative camera that allows much freer movement, to give you a more immersive tour of your cities.
We'll be analysing your feedback on this and deciding how to proceed over the coming months.

[h3]FIXES & IMPROVEMENTS[/h3]
The list is long, and we've already fixed a number of bugs.
We're a small team, so please bear with us about the pace of these fixes, and know that we plan to release patches as regularly as possible.
[h3]OK AND THEN WHAT[/h3]
Exhausted but happy.
That's how we could sum up the state of mind of the team today.
Happy because you've just told us that the team's work over nearly 3 years deserves to be continued.
Many thanks again!