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In this strategy city builder you'll grow your capital through 2,500 years of history




pril is already a monster month for city builders and colony sims, and yet another city building game has just been announced, this one with a bit of a Civilization theme. The cities you grow and manage in most city builders can last for years, sometimes decades, and occasionally hundreds of years… but what about for thousands of years?..
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Civilization meets Cities Skylines 2 in new historical city builder

2,500 years is a long time and it's an even longer time if you're trying to navigate crisis after crisis, attempting to keep your city and its people thriving. Newly announced city builder Memoriapolis puts this challenge right at its centre, tasking you with looking after a nascent village as it grows, comes under threat, and grows again throughout four distinct historical ages. Developer 5PM Studio has shown off its upcoming city builder for the first time and it's looking rather tasty.


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Reval Trailer

Your destiny is on the move!

From a small explorers' camp near a dense forest, to the Capital of Capitals, your story will take you through unique and complex trials.

First of all, you'll have to build up a solid economy, open up trade routes to the outside world and meet the needs of the new inhabitants, who are looking for security and comfort. Then, very quickly, you have to take into account the expectations of the factions that will soon be forming in your neighbourhoods, play politics, respond to the present and plan for the future.

Whether you like it or not, the calm of Antiquity will come to an end, and the Middle Ages will be darker and more difficult. What traces will you keep from this first age that will enable you to build the next on solid foundations?

[previewyoutube][/previewyoutube]

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Dev Diary Vidéo #02

Our second Dev Diary is online!

This time it's Margaux, Game Designeur, who explains some of the game's mechanics in a little more detail.

Don't forget to sign up to our discord to keep up to date with all the latest news about the game.


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Playtest: an overview

Hello,

The current playtest will come to an end on Sunday evening, and I thought it would be interesting to give you an update on how it's going and what players are saying.

First of all, from a quantitative point of view alone, it's much better than the first one!
Almost twice as many players tested Mémoriapolis as in the previous playtest. More players, more feedback, and a much higher average playing time.

In short, the team is very happy with this session!

Very happy, but focused on what remains to be done.
The feedback can be divided into three main categories: crashes, zoom and new fields.

[h2]CRASHES[/h2]
There are still a lot of them.
We are fully aware of this and the team will be concentrating on correcting them over the coming months. Some have already been corrected on our internal version, while others will be more complicated to remove. We know that this is a major challenge if we want to build a community around the game, and enable players to trust us with future developments.

[h2]THE FIELDS[/h2]
The proposal not to be able to destroy them was based on our desire to confront players with their choices. Especially as they could become neighbourhoods once the farm had been destroyed.

But it didn't work. ːsteamsadː

The team is currently testing a version with fields that can easily be destroyed according to the town's organisational needs. This has forced us to remove the possibility of fields becoming neighbourhoods initially. This option may come back later.


[When and how much will it cost to destroy a field?

[h2]THE ZOOM[/h2]
I think this is by far the biggest demand: to be able to lower the camera.

What you have to understand is that the buildings that players put up are modelled by a talented person who has done some very fine work that could really do with being seen more closely. The houses, on the other hand, are procedurally generated and their 3D models are much more basic.

To meet this demand, we need to greatly improve these models, which is not impossible, but costly in terms of time and resources.

Once again, the person in charge of shaders is working on this, and we hope to be able to meet your expectations for the next version of the playtest, which should arrive at the end of April.

Improved 3D models + objects on roofs and facades.

I'd like to take this opportunity to thank the players for the quality of their feedback and the kindness they've shown in their messages.

Even the most critical ones were always accompanied by a message of encouragement and that's invaluable for the whole team. So a big thank you to you all! ːsteamthumbsupː