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Ratopia 4-Panel Comic (Ep 1 - Ep 6 , End)

Hello all, it's Cassel, developer of .
I would like to once again share the news that Ratopia’s official release date has been set for May 1st (11:00 AM UTC+9). To ease the boredom of our Ratopian leaders until the release, I have prepared a 4-panel comic.
A total of six episodes will be uploaded, one per week until the week before the release.
The next episode will also be added to this announcement, so please enjoy!


Ep 1

Ep 2

Ep 3

Ep 4

Ep 5

Ep 6

Thank you all for visiting Ratopia Cartoon page.
I hope you all have a great year, and hope you enjoy the game.

Ratopia DevDiary #36 - Leader Perks

Hello all, it's Cassel, developer of .
This month, I spent most of my time playtesting, polishing the game, and handling company business matters. With the official launch just around the corner, we have been conservative in adding new content. As a result, I feel like I’ve almost run out of new topics to introduce in the development log.
So, for this entry, I will briefly introduce the Leader perks that will be added at the official launch and wrap it up there.


[h3]Leader perk[/h3]

The Leader perk system was an idea conceived in the early stages of planning, but it had been so long that we had almost forgotten about its existence. When we posted an announcement on Steam ahead of the official release in May, a player asked about the locked feature in the Leader information window. It was only then that we realized the need to work on this before the official launch, prompting us to revisit the original design document.


The locked button that had remained inaccessible since the beta version.


The ancient design document we dug up contained various ideas and brief explanations about the Leader's growth system. Among them was a concept for a perk system that would grant additional stats and abilities to the Leader character. Back then, it was noted that perks could be purchased with Pia (gold coins) or acquired through exploration. However, since the game had evolved significantly over time, we decided to modify both the method of obtaining perks and their effects.

To use perks, Leader Points must be consumed. Initially, we had designed the system so that Leader Points would be acquired by spending Pia. This idea stemmed from the intention of using perks as a Pia sink. However, this approach had some drawbacks—early in the game, when Pia is scarce, it could significantly reduce the usage of the perk system. On the other hand, in the late game, when Pia becomes abundant, players could unlock all perks at once, reducing the need for strategic decision-making. Moreover, given that the starting amount of Pia and its acquisition difficulty have changed over time, this approach no longer seemed appropriate.

The alternative we considered was Prosperity. If players could acquire Leader Points based on their Prosperity level, it would provide motivation to increase Prosperity while ensuring that all players could utilize the perk system in a balanced way, regardless of the amount of Pia stored in the treasury. However, considering that the maximum number of Leader Points obtainable is limited to 8 and that most players do not reach Prosperity level 7, the system would, on average, allow players to acquire only around 4 to 5 perks, which felt somewhat limiting.


As Prosperity increases, the Leader's contributions should be recognized too~!


If the perk system takes root successfully, we may consider expanding the ways to obtain Leader Points in the future. For example, players could earn Leader Points through in-game events.

Since the number of perks that can be acquired has decreased, we aimed to fill each perk with powerful effects. Initially, due to concerns about development time, simple additional stats like "Attack Power +2" and "Movement Speed +10%" were considered as candidates. However, rather than that, we wanted perks that could guide specific player actions using the Leader or enable new types of gameplay that were not possible before. Even if not all perks were extremely powerful, we also considered convenience features that could alleviate some discomfort for certain players.

With these criteria in mind, we listed several new functional ideas that did not previously exist. We then selected the ones that aligned with our intentions and could be developed within the timeframe leading up to the official release. Here are a few examples:

 Perk Effect Ideas

 - Immortal – Restores 100% health every day at 00:00.
 - Hunter – Resources obtained from animals personally hunted +100%.
 - Farmer – Can apply a nurturing effect to plants using the X button.
 - Robber – Can loot the money of deceased Ratizens using the X button.
 - Edifier – When arresting criminals personally, their criminal status is immediately cleared.
 - Researcher – Can research technologies without using a Research Desk.
 - Doctor – Can heal sick Ratizens using the X button.
 - Blacksmith – Instantly crafts equipment when producing items.
 - Chef – Instantly crafts Royal Cuisine when cooking.
 - Engineer – Instantly crafts Ratron when producing it.


New features also had to take button assignments and the situations in which they could be used into account.


From perks that increase stats under certain conditions to those that grant new effects to specific buttons, we came up with around 30 different perk ideas beyond the ones introduced earlier. However, considering the current state of development, we had to reject many of them. It turned out that imagining perks that are truly suitable for implementation at this stage was more challenging than expected.

That said, we still have the desire to invest some development time into adding particularly appealing effects. So, if you come up with any interesting perk ideas, please share them in the comments!


The layout structure of perks also went through gradual changes. Initially, we considered a tree structure, similar to an RPG skill tree, where unlocking a perk would require acquiring its preceding perk. However, the newly designed perk effects each had strong individual characteristics, making it difficult to create meaningful connections between them. Additionally, since the number of available points was limited, using a tree structure would have restricted players from acquiring a diverse range of perks.

Instead of a tech tree structure, we categorized the perks into eight tiers, with 2 to 4 perks unlocking at each Prosperity level. Within each unlocked tier, players would be free to acquire any perk they wanted. However, this approach made it crucial to carefully assign perks at each Prosperity milestone, just like with milestones, ensuring a well-balanced progression.

The designed perk effects were difficult to quantify or rank in terms of superiority, and placing too many perks in the late game risked reducing gameplay diversity. Instead, we felt that concentrating perks in the early game would offer more advantages in terms of player freedom and usability.

So, we condensed the perk progression into three tiers, unlocking them at Prosperity Lv.2, Lv.3, and Lv.4. In the first and second tiers, we placed no more than five perks to lower the learning curve for the perk system. By the time players reached the third tier and became more familiar with the game, they would have the freedom to choose any perk they wanted.

This structure also made it easier to add new, appealing perks in the future—whenever we wanted to introduce a new perk, we could simply place it in the third tier without disrupting the existing system.


The Evolution of the Perk System Structure.


Another major consideration in designing the perk system was how to handle perk point resets. Since the game has a long playtime and limited opportunities to acquire perks, we wanted to allow players to reset them.

The question now is how to implement this reset system. Should we allow perks to be reset at any time by spending Pia, thereby creating an additional Pia sink? Or should resets be limited to periodic or specific events to prevent excessive freedom in changing perks?

At this point, we are still deliberating on the right balance. Most likely, we will need to test the implemented perk system and evaluate which approach works best.

With this, we have finally granted freedom to a system that had long remained locked away. Although it is still in development and not yet fully complete, I am glad to have had the opportunity to introduce it briefly.

If there are any other aspects we may have overlooked, please let us know! We will do our best to develop and refine the system in the remaining time.

Thank you once again for your love and support for the game.
See you next month!

1.0.0410 Update

[h3]Hello dear leaders of Ratopia!![/h3]
This time, in preparation for the official release, we have added a few new Shaman-themed structures and worked on overall balance and quality-of-life improvements. Until May, instead of focusing on updates, we plan to review and refine incomplete elements to ensure a more polished official release. If you have any great improvement suggestions that haven’t been implemented yet, please share your thoughts on Steam or Discord! ːsteamhappyː

Notice: Those with this icon(💌) are inspired by the players’ opinions. Thank you so much again.

[h2]Patch List[/h2]

A new Summer Event has been added.
    - The new Summer Event can be encountered during the first summer.
    - If it does not occur, it will take place in the following summer.
    - Achievements related to the event have been added.

Five new Shaman-themed structures have been added.
    - Bone Trap
      - A structure that stores souls.
      - When souls are stored, defeating an enemy summons a Skelraton.

    - Soul Barricade
      - A structure that stores souls.
      - When attacked by enemies, it consumes stored souls to absorb damage.

    - Soul Mirror
      - A structure that stores the leader’s soul.
      - After activation, if the leader dies, they resurrect at the Soul Mirror.


The loading screen has been improved.
    - The visuals now change according to the season in which the loaded file was saved.
    - The help tips displayed during loading are now more diverse.


The starting Pia and invasion intensity have been adjusted for each difficulty level.
    The difficulty system is designed to help players gradually familiarize themselves with the game and progressively challenge themselves with harder difficulty levels. However, the gaps between difficulty levels were too extreme, preventing the system from functioning as intended. To address this, we have adjusted the starting Pia and invasion intensity accordingly.

    - Easy
      - Initial savings 20000 → 30000
      - Invasion Intensity 0.4 → 0.5

    - Normal
      - Initial savings 10000 → 20000

    - Hard
      - Initial savings 5000 → 10000
      - Invasion Intensity 1.25 → 1.3

With the adjustment of starting Pia, the "Prodigal Noble" starting trait has been slightly modified.
    - Starting Pia +3000 → +5000

The maximum number of Infected and Weasel-tier enemies has been reduced, and their spawn conditions have been adjusted.
    - The amount of Sharp Tooth rewards has been modified in accordance with the reduced enemy count.
    - Some enemy stats have been slightly adjusted in response to the lower enemy numbers.

The Podium now has a cooldown applied immediately after construction.
    - The Podium was originally designed as a support structure for maintaining the Purgon Order, but due to the high difficulty of spreading the religion, it was often used in unintended ways. To address this, we are enhancing the efficiency of other conversion methods, preventing the need for unnecessary demolition and reconstruction.

The Purgon Order's evangelism probability and related effects have been adjusted.
    - Holy Supper
      - Evangelism probability: 20% → 25%

    - Dream Catcher
      - Faith duration: +24 → +30

    - Relic
      - Faith duration: +24 → +30

    - Purification Center
      - Evangelism probability: 20% → 25%

    - Chapel
      - Faith duration: +6 → +8

The Income Satisfaction calculation method has been changed.
    - Income Satisfaction is now calculated based on the average income earned over 7 days.
    - Depending on the relative income level within the city, up to +10 happiness can be gained.

The Tax Satisfaction calculation method has been changed.
    - Tax Satisfaction is now divided into income-based tax satisfaction and wealth-based tax satisfaction.
    - Tax Satisfaction is calculated based on the 7-day average of income, wealth, and imposed tax amount.
    - Tax Satisfaction (Income): Happiness can decrease by up to -10, proportional to income and imposed taxes.
    - Tax Satisfaction (Wealth): Happiness can decrease by up to -10, proportional to wealth and imposed taxes.

The Ratizen Information UI has been updated to reflect the changes in Income and Tax Satisfaction.

The Storage Structures category in the Statistics Window has been changed to Logistics Structures.
    - Now, using the Mailbox, you can control the Porter Station directly from the corresponding category in the Statistics Window.

The Golden Mask accessory for the leader has become unobtainable
    - Players who have already acquired the equipment can continue to use it with its updated effects.
    - It will be reintroduced as a reward from future events or dungeons.

💌 New options have been added for mining orders.
    - Post-Mining Action: Transport
      - The miner will prioritize transporting the mined items themselves, following the existing behavior.
    - Post-Mining Action: None
      - The miner will not prioritize transporting after mining and will instead follow the general command priority.



- 💌 Added text indicators to the ending branch events to show which conclusion can be reached.
- 💌 Added search functionality to certain UI screens.
- 💌 Now, only active policies will affect the policy limit count.
- 💌 Added a hotkey button to enable instant task conditions in the production UI.
- 💌 Added a favorites feature for Royal Forge equipment.
- 💌 Added citizen condition settings to the building authority change function in Commercial Law.
- 💌 Added an enable/disable toggle for the Maintenance Office and Tax Office.
- 💌 Increased the number of assignable item slots in the Porter Station from 3 → 5.

- Added a category in the Construction Command menu that allows players to view only Electricity and Spell structures.
- Added 100 new preset Ratizen names for each language.
- Mercenaries, Wood Spirits, and Earth Spirits can now pass through gates restricted to military units.
- Injured Ratizens will no longer trigger the Witnessed effect.
- The Cemetery job effect now grants immunity to Witnessed.
- The default range setting for structures with adjustable range has been changed from 19 to 20.
- Adjusted the conditions and effects of certain events.
- Improved the Need UI layout in the Ratizen Information Window.
- Added a Prosperity indicator for social classes in the Ratizen Information Window.
- The HP of Slashizard and Tankizard has been slightly increased.
- The maximum spawn count per base for Littlizard and Slashizard has increased by 1.


[h2]Bug Fix[/h2]
- 💌 Fixed an issue where the Stamina/Fun/Hygiene reduction speed effects in Custom Difficulty were not applying correctly.
- 💌 Fixed an issue where soldiers entering dungeons would sometimes appear behind enemies instead of in front.
- 💌 Fixed an issue where disabled Deweb structures were still functioning.
- 💌 Fixed an issue where criminals arrested by the police would sometimes remain immobile after their imprisonment time ended.
- 💌 Fixed an issue where Feather Beetles were not affected by the Ash Block effect.
- 💌 Fixed an issue where dummy resources that could not be used appeared in enemy base demolition reward chests.
- 💌 Fixed an issue where the Floorer effect from Ratizen traits did not disappear even when conditions were not met.
- 💌 Fixed an issue where the leader did not gain experience when using ranged weapons.
- 💌 Fixed an issue where the required materials for the Composite Armor and Supercharger of Ratron Modification were applied incorrectly.

Ratopia Official Release Schedule Announcement

Hello all, it's Cassel, developer of .

After nearly four years of development, we are finally set to officially release on May 1st. However, this date does not signify the end of ’s development; rather, it serves as an important milestone, allowing us to balance our ambitions for additional content while securing time to refine the game to an even higher level of completion.

With only a short time left until the official release, our upcoming updates will primarily focus on improving inconvenient elements and enhancing the quality of life (QOL) experience for players.


[h3]February[/h3]

- New Religious Structures
- New Religion & Seasonal Events
- Ratizen Information UI improvements


[h3]March to April[/h3]

- Ratizen Search & Favorites feature
- Ratizen AI improvements & Game Optimization
- Starting Settings improvements
- New Decoration Elements
- Addition & Improvement of Tutorial Sections
- Additional Resolution Support
- New Intro Video


[h3]After Release[/h3]

- Minor New Content
- Various Small Feature Improvements
- And more...


Considering the time required for game testing and bug fixes, we have set a somewhat conservative roadmap. However, we will do our best to fix and improve even more elements than initially planned. After the official release, large-scale updates like those during Early Access may be difficult to implement.

That said, we will continue to release bug fix patches whenever possible and steadily incorporate feasible user suggestions to further improve the game.

If there are any critical issues, bugs, or inconveniences we may have overlooked, please let us know via Steam or Discord! We will do our best to address them in the remaining time.

See you in the next update!

Ratopia DevDiary #35 - Religion System : Purgon Order

Hello all, it's Cassel, developer of .
This time, following the previous installment, I’d like to introduce some details about the Purgon Order and share the challenges I faced during development.
The content is quite lengthy this time as well, so it might be a bit much for light reading.
That said, I’ll try to mix in some -style humor to keep things from feeling too heavy.


[h3]Purgon Order[/h3]

The Purgon Order is a religious group that worships the sun, using Purifying Lilies that bloom from deceased Ratizens to summon spirits. In contrast to the secretive atmosphere of the Umbran Circle, the Purgon Order takes a more active approach to spreading their faith, drawing Ratizens to their Grand Temple and instilling belief in them. (No violence is involved.)

The conversion method of the Purgon Order was designed differently from the Umbran Circle to provide a distinct gameplay experience. Initially, I envisioned that a Ratizen appointed as the leader of the Purgon Order would directly approach other Ratizens to attempt conversions. However, as the city grew larger and Ratizens moved faster, this method often left the leader fruitlessly chasing after others.

Thus, the approach shifted to having Ratizens voluntarily visit the Grand Temple where the leader resides to become followers. This method appeared more straightforward compared to the Umbran Circle's way of secretly instilling religious beliefs into Ratizens near their idols.


One spot left in the Purgon Order. Ratizen #456, please come up!


However, using this approach meant I had to let go of several systems. Initially, I aimed to closely tie the conversion ability to the leader's skills, making the leader the central figure in the growth of the Purgon Order. I thought that by properly nurturing the leader and managing their movements efficiently, it would be easy to fill the city with followers of the Purgon Order.

If the Umbran Circle made it easier to secure followers by developing areas where Ratizens were concentrated, the Purgon Order took a different direction, focusing on specific individuals to secure followers more effectively.

However, this approach presented challenges when it came to having Ratizens visit the Grand Temple. After all, if Ratizens didn’t visit, no matter how exceptional the leader's abilities were, they wouldn’t have any visible impact.
Thus, I had to decide under what conditions Ratizens would visit the Grand Temple. However, it was difficult to determine this because there were very few conditions available for the Grand Temple.

For instance, making Ratizens visit when they lack specific needs like Joy or Hygiene, similar to other service buildings, could lead to strange strategic situations. For example, players might deliberately remove other service buildings to increase the number of Purgon Order followers.
Other ideas included conditions like low HP or low happiness, but these conditions faced the issue that Ratizens had limited means to fulfill them.

After much deliberation, I decided that Ratizens could visit the Grand Temple before starting their work. However, this condition and method, refined through changes from the initial concept, ultimately ended up being not much different from the Umbran Circle’s Sanctum.

To provide more distinction, I tried adding additional effects for Ratizens visiting the Grand Temple aside from conversion and significantly extended the time they spent using it. However, these adjustments only slightly altered the outcomes and didn’t fundamentally change the process.
Thus, the Grand Temple, the first building of the Purgon Order, was finalized as a feature that, unfortunately, left something to be desired in terms of differentiating the gameplay experience.


The mechanism for increasing the number of Purgons was designed to differentiate it from the Umbran Circle by using Purifying Lilies instead of souls. Purifying Lilies are a unique resource that grows in the Grave Garden, allowing the construction of more Purgon Order buildings and increasing the number of followers.

For novice leaders like myself, it's common to unintentionally create many corpses and graves while building a city. From the early stages of development, I wanted to find a way to make use of these graves instead of simply leaving them idle, tying them into the Shaman theme.
Initially, I envisioned a structure similar to the Sap Camp, where resources could be harvested near graves. In this system, Ratizens assigned to the building would collect resources from graves containing buried corpses at regular intervals.

Unfortunately, this design approach proved too complex to implement within the game, making it difficult to apply. After much deliberation, I came up with an alternative: the Grave Garden, a building that repurposes the existing Garden system.
The Grave Garden functions as a Garden where corpses can be buried, and Purifying Lilies only grow when there are buried corpses. This allowed me to achieve a similar effect to what I had originally intended.


I understand your desire to be helpful even in death!


Since Purifying Lilies require corpses, the difficulty of cultivating them was repeatedly adjusted to make it more manageable. Instead of planting Purifying Lily seeds directly, I decided to allow players to grow them by planting flower seeds. This change was made to prevent players from getting stuck if they couldn’t discover Purifying Lilies, the core resource of the Purgon Order.
I hoped that the Grave Garden would enable a city to recover in situations where many corpses had accumulated. After all, if corpses were overflowing throughout the city, it wouldn’t make sense for players to leave the city in search of Purifying Lilies.

Additionally, I addressed the issue where Purifying Lilies, being plants, would not grow during winter, halting the expansion of the Purgon Order in that season. To avoid forcing players to wait until winter passed, I made an exception: as long as a Grave Garden contained buried corpses, Purifying Lilies could still grow during winter.
Furthermore, I incorporated feedback to relax the conditions by allowing Purifying Lilies to grow slowly even without corpses. This adjustment ensured that players who managed their cities well wouldn’t feel compelled to "produce" corpses unnecessarily.


As the difficulty of cultivating Purifying Lilies was reduced, I became concerned about whether the original vision of utilizing corpses would be properly realized. Instead of players managing a few Grave Gardens efficiently by burying corpses in them, it became possible for them to build large-scale Grave Garden farms in a corner of the city and operate them without using any corpses.

To alleviate these concerns, it was necessary to introduce a mechanism to counter large-scale Grave Gardens. If Purifying Lilies were fully grown but left unharvested, a pest called the Feather Beetle would appear and start devouring the flowers.
This design ensured that operating large-scale Grave Gardens would require a proportional amount of labor, preventing the strategy of simply building massive Grave Gardens from becoming the definitive solution.


Beetles thriving on Purifying Lilies.


The Purifying Lilies produced in this way are processed in the Purification Workshop and used to construct various religious buildings. Among them, the Purification Center, which provides Hygiene to Ratizens lacking it while converting them to the Purgon Order at a certain probability, and the Chapel, where Purgon followers gather to replenish their faith, are the representative expansion buildings of the Purgon Order.


Prayer is the washing of the soul. Scrub away your worries and concerns like soap.


The Chapel is an unmanned building where nearby Purgon followers gather for worship at specific times. Initially, I envisioned it as a building where the leader would deliver sermons while followers gathered to worship. I felt that leaving out a scene of Ratizens gathering to praise, like in , would be a missed opportunity for this theme.
Systemically, I planned to utilize the existing bell tower mechanics to gather nearby followers and then apply specific effects to them.

However, buildings that require players to repeatedly use them to be effective didn’t align well with the essence of a management game. Increasing the interval to reduce the frequency of use made it important to provide clear guidance on when the building would become available, which in turn increased complexity.
As a result, it became necessary to separate the direct-use effects into a different building called the Podium. The Chapel was revised into a building where followers gather on their own and recharge their faith without requiring direct player interaction.


This week’s sermon topic is how to find a good romantic partner.


The methods for expanding the Purgon Order are not limited to buildings; there are also ways to utilize resources. For example, Ratizens without a religion can eat the Holy Supper produced in the Purification Workshop and convert to the Purgon Order. Additionally, Purgon followers can use essential items like the Dream Catcher and Relics to sustain their faith for a longer period.
However, producing these resources requires considerable effort, so the system was designed to require strategic spatial arrangements and policy adjustments to ensure they are effectively delivered to the intended targets.


Leader, the Umbrans are stealing all the Holy Supper! Declare a holy war!!


Additionally, there are ways to bring in Purgon followers from outside or even generate followers within the city. The Poorhouse is a building that supplies additional Purgon Ratizens, rapidly increasing the city’s population.
This building can be used to quickly restore a city filled with corpses due to disease or invasion. It can also be combined with the newly added Altar building to convert Ratizens into beneficial effects for the city. It’s a thoughtful building that fulfills both faith and practicality.

However, the Ratizens emerging from the Poorhouse start with nothing and cannot survive without care. This design goes beyond simply supplying Ratizens to the city, encouraging players to think about how to provide aid and support for them.



The Marriage Monument is a building that allows two Ratizens to marry and produce a child who inherits the traits and religion of the parents. However, since it takes time for the child to be born, expanding the Purgon Order through reproduction is not particularly efficient.

Marriage is not directly controlled by the player; instead, Ratizens who fall asleep near the Marriage Monument at the same time have a certain probability of forming a pair. This was designed to encourage players to think carefully about the placement of the Marriage Monument as they design their city.
If poorly planned, unexpected couples might form, leading to various amusing outcomes that could become lighthearted talking points.


Marrying an Umbran who snuck in? I oppose this marriage!


While marriage alone makes the Marriage Monument a sufficiently attractive feature, its primary purpose is citizen reproduction. Many players have long shared their thoughts on the reproduction system and trait combination mechanics, and with this update, I considered how to provide these systems in a natural way.


At the Marriage Monument, if there are married Ratizens, players can use the "Have a Child" button to obtain baby rats. While it might feel a bit unnatural that the birth rate depends on the leader's finger, this approach was necessary to prevent rats from reproducing infinitely, which could paralyze the city and the player’s computer.

Initially, I planned for baby rats to be generated as regular Ratizens, similar to how migrants are received, allowing them to start working immediately. While it would certainly be nice to add animations and events related to the growth of baby rats, I was concerned about the numerous bugs this might introduce.
Even if the baby rats were to grow, the growth period couldn’t be made too long, which meant the development efficiency wouldn’t be very high.

However, the idea of a rat with a bushy beard the size of its parents appearing with a "goo-goo" cry felt undeniably awkward. To add more charm and naturalness to the presentation, I decided to include a growth animation for baby rats.
Of course, fixing the many bugs that occurred during the baby rats’ growth period was no easy task, but in return, players would be able to enjoy the simple joy of watching their adorable baby rats grow.


A sad bug where baby rats could be conscripted or even start rebellions. Welcome, it’s your first time in Ratopia, isn’t it?


The Purgon Order offers far more diverse ways to expand their religion, to the point where the Umbran Circle might feel overshadowed. I think it’s necessary to consider adding more elements to address the potential dissatisfaction of Umbran followers.


The increased number of Purgons benefit from doctrine bonuses that specialize them in manual labor. Unlike the Umbran Circle, the Purgon Order's bonuses enhance Strength, Moving Speed, and Mining/Gathering Efficiency, encouraging players to choose religions that align more efficiently with their Ratizens’ occupational traits.
Additionally, the Purgon Order has buildings that enhance the combat abilities of Purgons, giving them advantages when serving as soldiers for hunting animals or defending against enemy invasions.


Using the Battle Totem makes soldiers’ attacks brutally powerful.


The Purgon Order’s soldier units were not newly developed since the Temple of War soldiers already matched the same theme. Instead, I decided to introduce a new feature: Guardian Spirits that can be summoned using Purgon resources.

The Guardian Spirit Sanctuary is a building unlocked once the Purgon Order reaches a certain level of development. While a Ratizen works at the sanctuary, a massive Guardian Spirit is summoned to protect the city. As such, timing the Ratizen’s work to align with the occurrence of battles was designed to be an important management element.

In the initial design phase, the Guardian Spirit was intended to showcase an unparalleled, powerful strike that could not be rivaled by existing soldiers. To make the Guardian Spirit Sanctuary a symbolic building of the Purgon Order, its construction was limited to just one per city.
However, issues arose where the Guardian Spirit's slow movement could lead to comical situations where it missed enemies entirely. Additionally, the challenge of timing a Ratizen’s work at the sanctuary to align with battle events made it difficult to utilize effectively.
The gap between optimal and suboptimal usage was too large, leading to a high likelihood that the defense performance would fail to meet players' expectations depending on how it was utilized.

Ultimately, several major adjustments were made to bridge the gap between expectations and reality. First, the Guardian Spirit Sanctuary was changed to a building that operates continuously without requiring a Ratizen to be assigned. Additionally, the Guardian Spirit’s stats were lowered, but players were allowed to build multiple sanctuaries.
Through these changes, while the Guardian Spirit lost some of its grandeur, it transformed into a more reliable and accessible defensive tool that players could utilize with ease.


Would placing the Guardian Spirit on the front lines help it find peace?


The development of all Purgon Order buildings involved countless discussions during the implementation process. Beyond what has been introduced, there were also intriguing concepts like religious conflict elements and inquisitors, but unfortunately, these were excluded after reviewing and organizing various possibilities.

After refining and organizing numerous ideas, we were able to create a lineup of well-rounded and diverse buildings. Even so, there’s still a lingering desire to add more structures that would suit the Purgon Order perfectly.

We’re always open to attractive ideas, so if you have any great concepts in mind, please feel free to share them in the comments!