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Ratopia Official Release!

[h2]End of Early Access[/h2]

[h3]Hello dear leaders of !![/h3]
Hello dear leaders of !! This is Cassel, the developer of . As of today, has officially launched after three years of development and one and a half years in Early Access.
First, I would like to sincerely thank the team members who have worked diligently and persistently over the years, and everyone who has continuously shown their interest and support.

Development for began in November 2020, and it was released in Early Access on November 1, 2023. Since then, we have improved the content and user experience based on valuable feedback and suggestions from many users.
Below are the key elements that were added or changed during the Early Access period:

-Scientist-themed structures and electricity system
-Shaman-themed structures and religion system
-Equipment Reforging system
-City Milestone system
-Leader Perk system
-Disease system
-Loot drop system from defeating enemies
-Exploration and diplomacy system
-City-state conquest and Vassalize system
-Character customization system
-New convenience and decorative structures
-New leader skills
-New minigames
-New dungeons and bosses
-New biomes and resources
-New enemies and invasion types
-New unit types and combat mechanisms
-New events and seasonal festivals
-New leader equipment
-New achievements and rewards
-New policies and detailed settings
-New sound effects and BGM
-New victory conditions and ending presentations
-Tutorial and explanation improvements
-Starting settings and difficulty adjustment improvements
-More language support and improved translations
-Game optimization and performance enhancements
-Visual presentation and animation improvements
-Steam Workshop support

Many of the contents and systems were added, inspired by your feedback, and every update included various balance adjustments and bug fixes.

Reflecting all the improvements and content additions so far, the game's price will be raised by about 10% after the official release. The price increase is planned to take effect within about a month after the launch celebration discount ends.


[h2]Localization[/h2]

Thai and Vietnamese have been added.
    Some parts may still need correction. If you find anything that feels unnatural or seems like a mistranslation, please report it via Discord! We’ll fix it as quickly as possible.

[h2]Patch Notes[/h2]

Notice: 💌 marks items that were added with inspiration or help from user feedback. Thank you once again!

The Leader Perk system has been added.
    - Use the perk system to grant various effects to your leader!
    - Leader Perk Points are gained as Prosperity increases and can be activated through the Admin function.
    Added related effects to some Milestones due to the addition of the Leader Perk system.


An encyclopedia feature has been added, allowing you to view information about enemies, animals, and plants.
    - You can access the information through the menu or the Admin function.
    - Information is registered when the leader attacks enemies, hunts animals, or gathers plants.


An additional settlement configuration feature has been added.
    - A feature has been added to select the upper biome composition in the settlement settings.
    - The lock on the Rainfall adjustment function has been removed.


Biome diversity has been improved.
    - The variety of biomes appearing on the map has been expanded, and existing biome terrain has been revised to appear more natural.
    - Tile and object placement in battle maps during invasions by other nations has also been adjusted to appear more natural.


New options have been added to the Custom Difficulty settings.
    - Change season order
    - Enable/disable crime
    - Set types of invading enemies
    - Enable/disable underground tunnel generation by enemies
    - Configure mid- and lower-level biome composition

New structures have been added.
    - Gold Block
    - Gold Wallpaper
    - Straw Roof
    - Stone Roof
    - Umbran Throne
    - Purgon Throne
    - Iron Plate Wallpaper
    - Glass Wallpaper
    - Ash Wallpaper
    - Slime Wallpaper
    - Bone Wallpaper
    - Thorn Log Wallpaper
    - Jungle Log Wallpaper
    - Frame of Proof
      - A frame where you can display your achieved achievements.
    - Heater
      - A structure that consumes electricity and allows plants to grow even in winter.


Autumn natural disaster: Swarms of plant-devouring Locusts have been added.



A hotkey feature has been added that lets you assign certain commands to keyboard keys 1 ~ 0.
    - You can change hotkeys in “Settings” → “Controls.”

9 new achievements have been added.
    - Earn new starting costumes and flag emblems as achievement rewards!

An intro video has been added at the start of the game.
    - If you do not wish to watch it, you can disable the intro in “Settings.”


A loading screen has been added when entering dungeons.

In-game BGM has been added, and the has been updated.

The effects of Royal Bed-type structures have been adjusted.
    - Royal Bed HP recovery: 5 → 6
    - Golden Beetle Bed HP recovery: 7 → 8

Values related to Fish resources have been slightly adjusted.
    - Fish Food effect: 32 → 28
    - Anglerfish Food effect: 40 → 35
    - Grilled Fish price: 40 → 32

▶ The price of Armadillo has been changed.
    - Armadillo price: 60 → 40

▶ The efficiency of Leather production using Armadillos has been changed.
    - Product amount: 8 → 6
    - Workload: 800 → 600

▶ A new method for producing Raw Meat has been added.

▶ A new method for producing Honey has been added.

▶ Adjusted the Electric Spikes effect values of Shock Armor.
    - Electric Spikes damage: 6 → 4
    - Reforging Stage 1 Electric Spikes damage: 2 → 1
    - Reforging Stage 2 Electric Spikes damage: 6 → 3


▶ The occurrence interval of the "Dividend" event has been delayed and its rewards increased.

▶ Slightly increased the base stats of Ratron.

▶ The bonus effect of the self-destruct damage minigame when producing military Ratron has been changed.
    Self-destruct damage: 30 → 45

▶ The reappearance cooldown for the lizard biome removal event option has been adjusted.
    Reappearance cooldown: 24 days → 48 days

- 💌 Support for 32:9, 21:9, 16:10, and 4:3 resolutions has been added.
- 💌 A feature to select the flame color of Torch and Hanged Torch has been added.
- 💌 Additional connection ports have been added to the top of the Electric Lift Station.
- 💌 A unit adjustment feature for item quantity has been added to the Trading Post.
- 💌 A Ratron-only passage option has been added to door structures.
- 💌 Two new face types have been added for both male and female characters.
- 💌 Four new hairstyles have been added for both male and female characters.

- Some Leader equipment stats have been adjusted.
- Drones have been updated to pass through all doors.
- The money held by a Ratizen no longer drops to 0 immediately upon death.
- A mirror (flip) function has been added to some Streetlight structures.
- The statistics window layout has been partially adjusted.
- The Ratizen info window layout has been partially adjusted.
- The Leader info window layout has been partially adjusted.
- The Ratizen dialogue text layout has been partially adjusted.
- User save data categories have been updated.
  - Input and option data are now separated by device.


[h2]Bug Fixes[/h2]

- 💌 Fixed an AI bug where some Ratizens would stand still after consuming Necessities.
- 💌 Fixed an issue where terrains at the same distance during exploration could have different resource acquisition probabilities.
- 💌 Adjusted exploration and scouting so that the food with the highest quantity is prioritized for registration.
- Fixed an issue where unpaid taxes would not display when the economy filter was enabled.
- Fixed an issue where the crosshair text became excessively small after save & load.
- Fixed an issue where incorrect sound effects were played during Maypole use.
- Fixed an issue where camera movement restrictions were lifted when using the observe function in battle.
- Fixed an issue where Ratron operation rate was not being measured correctly.
- Fixed an issue where a sacrificed Ratizen sometimes retained money after performing the distribution ritual at the Altar.


[h2]Future Plans[/h2]

will continue to receive updates even after its official release. We will monitor user suggestions and feedback through the community and actively reflect them whenever possible. You can expect ongoing support in various areas such as bug fixes, balancing, text refinement, and system improvements. We also plan to gradually add new content to enhance the game’s completeness, so long as it doesn’t interfere with the overall game flow.

We are also planning improvements for Steam Deck and console environments. Due to issues with text size on certain screens, did not receive the “Great Experience” mark on Steam Deck. However, we will continue to improve readability and platform optimization so that more users can enjoy a comfortable experience.


[h2]Community[/h2]

Join the Steam discussion board and the Official Discord to share your thoughts with fellow Leaders. These two communities are the ones we monitor most actively and use to gather feedback, so feel free to share stories about your city and gameplay experiences, or leave your valuable suggestions for improvement at any time.
Watching you enjoy the game is truly the biggest reason we created and continue to support it.


[h2]A Word of Thanks[/h2]

There was once a child who loved city-building games.
As time passed, that child dreamed of becoming a game developer, hoping to share the joy they once felt with others.
But making a game turned out to be far more complicated and difficult than imagined.
There were moments when progress had to stop in the face of countless problems, moments of accepting imperfections, and times of necessary compromise.
Being a developer often meant confronting oneself.

Even through such times, we were able to keep moving forward—because of your support and encouragement.
Your heartfelt messages, warm words, and even sharp feedback—all of it came together to make a reality.
To everyone who has been with us for over three years, we offer our deepest thanks.
is a game shaped by your participation and your patience.
We sincerely hope it becomes a joyful memory for you.

We also ask that you continue to support and encourage indie developers, just as you always have, so they too may create even better games.
Thank you.

Sincerely,
All of us at Cassel Games

https://store.steampowered.com/app/2244130/

Ratopia DevDiary #37 - Release preparation and Retrospective

Hello all, it's Cassel, developer of .
As with last month, we’re continuing development with a focus on convenience and polishing.
With the graduation from Early Access approaching, the scale of features we can add is limited, and some new features require thorough testing, which creates a lot of time pressure and stress.
We’re especially concerned that if bugs occur in new features, we might not be able to provide the best experience at the moment when the most players are engaging.

There are many features we’d like to add, but with limited manpower and time, some team members have instead dedicated their efforts to planning and preparing promotional strategies for the official release.

In this diary, we’d like to briefly share the promotional plans we’re preparing ahead of the full launch, and also take some time to reflect on the development work we’ve done over approximately 1.5 years of Early Access.


[h3]Promotion Preparation[/h3]

Rather than creating any grand strategy, our promotion preparation focused on reviewing and improving any areas we might have missed or felt unsatisfied with.
Though we lack experience and couldn't predict the effectiveness of each promotional method with certainty, we decided to identify and try what we could, one step at a time.
If you happen to know any good promotional ideas we haven’t considered, we’d be truly grateful for your suggestions!


- Launch Steam Group Page
- Add Steam Trading Cards
- Update Steam Release Thumbnail and Library Images
- Create 4-panel Comics
- Create Official Launch Trailer
- Record Gameplay Footage for Streaming
- Create Thank-you Bonus Illustration
- Translate Additional Languages and Update Steam Page
- Update Official Website
- Announce Official Launch & Prepare Press Release
- Apply for Game Exhibitions
- Apply for Marketing Support Programs


Honestly, we have so much respect for other developers who managed to figure all this out and go through it themselves.


For the official release, we’re planning to offer a launch discount. After the discount period ends, we’re also planning a price increase. Through all this preparation and the discount, we hope as many people as possible will purchase our game at launch, helping us break into the list of popular games on Steam and gain more exposure.

As for things like joining exhibitions or applying for marketing support programs, those are subject to selection processes, so we don’t know if we’ll be accepted. But we hope that by presenting all the work we’ve done during Early Access, we’ll be able to get good evaluations and positive results.


[h3]Retrospective of Early Access[/h3]

It’s already been nearly a year and a half since we began Early Access.
Originally, we planned for about one year of Early Access development. However, thanks to the interest, support, and incredible improvement suggestions from so many players, we decided to extend development by an additional six months.

In DevDiary #20, which we published at the beginning of Early Access, we outlined 20 features we planned to add in the future. Let’s take a look back at that roadmap and reflect on how well we followed through on our plans during the Early Access period.


1. Electricity Structures (DevDiary #23, #24)
    Although we slightly deviated from our original idea of simply adding upgraded versions of existing structures, we introduced 35 new Electricity structures that give a real sense of technological advancement. To indirectly boost productivity, we implemented Ratrons and Surveillance Cameras as new supporting features.
2. Biome Improvements
    We initially planned to add decorative objects suited to each Biome—like rocks and fallen trees—but due to limitations in how decorations are processed and space-related issues, we ended up only adding Biome ladders to improve movement convenience. Additionally, we made adjustments to ensure that Biomes are generated more naturally.


The Scientist theme and the biome decorations we, unfortunately, couldn’t include.


3. User Workshop Support
    We did implement a user workshop, but due to our lack of experience, the structure seems to have ended up being inconvenient for modders. We also needed to improve aspects like the editor and testing environment, but unfortunately, we weren’t able to give them enough attention. This experience taught us that expanding a game’s content and lifespan through a workshop requires much deeper preparation.
4. Customization Improvements
    Dozens of new character costumes were added, which can be changed via the starting settings and the Royal Wardrobe structure. Each time we added more, we kept thinking, “It’d be great to add just a little more here,” and the desire to expand kept growing. However, due to image optimization issues, we weren’t able to continue adding more as aggressively as we wanted.


We once dreamed of player-created costumes appearing in-game through the workshop…


5. Player Skill Additions (DevDiary #28)
    Alongside the addition of 9 new Shrines, we also implemented 9 new skills that can be used by the player. I still remember the challenges we faced when trying to describe the effects of each skill, as well as creating their visual and audio effects. In addition to Shrine skills, some aspects of the Leader Perk system currently in development are also expected to offer a similar experience to player skills.
6. Minigame Additions
    We added two minigames: a Ratron assembly minigame at the Ratron Assembly Plant, and a cooking minigame in the Royal Kitchen. While we had the desire to add even more minigames like fishing or a card game, they weren’t core gameplay elements—so they ended up lower in development priority and didn’t make it in.


We hoped players would be able to enjoy a variety of experiences in-game.


7. Boss Addition (DevDiary #27)
    We added the King’s Chamber, a boss dungeon located in the desert biome, but unfortunately, its usage rate was extremely low. It was a task that required a large amount of time and effort, but its development efficiency turned out to be quite poor. Since bosses are late-game content and not core gameplay elements—similar to minigames—we ultimately decided to prioritize work that was more central to the core experience.
8. Volcanic Biome Addition (DevDiary #25)
    We added the Volcanic Biome to the previously empty bottom of the map and placed resources there that can be used to produce Electricity structures and advanced unit types. There were also several technical experiments—like adding lava tiles that damage rats, and introducing unique monsters. In addition, we added objects that help players respond to city crises or enhance their equipment.


We also reinforced features that players can experience in the later stages of the game.


9. Invasion Enhancements (DevDiary #27)
    Starting from Prosperity level 7, we added a new crisis where Lizards invade in the later stages of the game. Unlike previous invasions, these enemies expand their own territory and steal resources covertly, encouraging the player to take the offensive and attack the Lizards’ outposts. Adding decorative structures for their bases and designing 8 different types of Lizards turned out to be a much larger task than we had initially expected.
10. Inflation
    We considered implementing a system where prices would fluctuate based on the money supply, as well as supply and demand. However, we ultimately decided not to include it.
    Since supply and demand are entirely controlled by the player, and the economy is primarily domestic, along with the fact that currency is produced using limited, tangible resources like copper and gold, we felt that such a system wouldn’t align with the game’s direction or the real-world principles of inflation. We briefly considered adding inflation mechanics in a limited way for international trade scenarios—but the current trade system is already quite complex and cumbersome as it is.
11. Explore and Diplomacy Improvement (DevDiary #26)
    Originally, Exploration was a simple system where players paid a cost and waited for it to finish. We enhanced it by allowing players to send Ratizens to acquire resources, and we also added a quick exploration option for convenience. As for Diplomacy, we added various features such as city-state-specific events, relationship changes based on diplomatic actions, and systems for territory control and conquest.


The steadily growing scale of additional content, full of Rat-titude.


12. Ranching Content Additions
    At first, we considered removing structures like the Rabbit Pasture and Apiary, which were only usable for certain animals, and planned to add new structures with a fresh system that would allow raising all animals and collecting resources from them.
    However, because this would have required a large-scale system overhaul—and the end result (getting resources from animals) remained the same—it was ultimately deprioritized. Currently, we’ve developed a similar concept where animals grow by interacting with plant objects, and players can summon animals through the Animal Portal.
13. Event Improvements
    As new content was added to the game, we continued to add related events alongside it.
    Around 150 new events were added during the Early Access period. At one point, we wanted to rework the event presentation to make it more engaging through dialogue-style storytelling. However, due to the complexity of modifying existing event scripts and handling all the exceptions involved, we ultimately weren’t able to implement that change.


We had to compromise on some process changes in order to focus on more important tasks.


14. Campaign Mode
    Campaign Mode was something we intended to begin developing once the game’s content had stabilized to a certain degree. However, because we were constantly adding new content each month, we never got the chance to even begin. As the game’s overall volume continued to grow, we decided to prioritize enhancing the continuity between existing events, aiming to create a similar feel to a campaign—rather than building an entirely new Campaign Mode from scratch.
15. Season System Improvements (DevDiary #22)
    We added seasonal loading screens and festival events as part of the season system. Currently, we’re working on a natural disaster feature where pest outbreaks occur during autumn. In the beginning, we also had ideas like adjusting plant and animal growth rates, as well as varying day and night lengths depending on the season. However, we decided to scrap those features because it would be too difficult to clearly communicate the effects to players.


Special seasonal events that appear in tune with the time of year.


16. Translation Improvements
    Thanks to user feedback, several languages—including English, Chinese, and Russian—were revised and improved. We also newly added Ukrainian, Brazilian Portuguese, and Spanish. Currently, we're in the process of adding Thai and Vietnamese as well. We sincerely thank everyone who contributed to improving the translations and offered their support.
17. Quality of Life Improvements
    We’ve continuously worked to improve quality of life features by closely monitoring user feedback.
    Basic UI enhancements such as displaying current resource amounts and showing tooltips on mouse hover were implemented. We also added functional improvements like time controls, auto-deployment, drone commands, Ratizen call buttons, quick travel, and shared Storage. Even after the official release, we plan to keep gathering suggestions from new players to continue improving convenience features.
18. Guide Improvements
    We enhanced the tutorial and in-game help systems, added instructional images for various features, and introduced notification markers for newly added content. Currently, we’re also working on an in-game encyclopedia that provides information on animals, plants, and enemies.


Special seasonal events that appear in tune with the time of year.


19. Starting Environment Improvements
    We are currently experimenting with a feature that allows players to change the starting Biome. However, since this requires extensive testing and review, it’s uncertain whether it will be ready before the official release. This feature is mainly intended for returning players and those seeking higher difficulty, but we’re concerned about cases where city development could become nearly impossible in the early stages,
    or that beginners might enable the option by mistake and suffer setbacks because of it.
20. Console Porting
    During Early Access, we worked on an Xbox port, and we plan to revisit it again after the official release. Once the full version is stable, we’re also planning to attempt porting the game to PlayStation and Nintendo Switch.



Looking back on the 20 planned tasks, we’re struck by how much we’ve accomplished—and also by how much we’ve had to let go. In addition to those, we also added many features that were inspired by player feedback, such as the Trade Post and Milestone systems, the enemy defeat reward system, the Shaman theme, and the religious system. As we refined and expanded on great ideas, the scale of each update naturally became quite large.


Ratopia, Built Together with Our Players


As beginner developers, we boldly took on the challenge of creating a city-building game—and now, the time has come for that effort to be evaluated. Over the past four years of developing Ratopia, we’ve had many tough moments, but just as many joyful ones. Your continued support and interest have been a huge source of strength for us, and seeing you enjoy the game gave us the drive to keep going with dedication and passion.
We kindly ask for your support until the very end.

We’ll see you at the official launch on May 1st!

Ratopia Official Launch Trailer Released

Hello, Ratizens!

After 1 year and 6 months in Early Access, Ratopia is finally wrapping up its early phase and will officially launch on May 1st at 11:00 AM (UTC+9).

We’re planning a 20% launch discount, and the price will increase slightly after the discount period ends.

To celebrate the full release, we’ve created a brand-new trailer—check it out below!

[previewyoutube][/previewyoutube]

The official release will bring a wide range of improvements.
These include not only quality-of-life upgrades such as UI improvements, additional resolution support, and new hotkeys, but also gameplay content updates like the Leader Perk system and enhanced start settings.
We’re also adding a new intro video, fresh BGM and soundtrack updates to elevate the audiovisual experience.
Platform-specific updates like Steam Trading Cards and Steam Deck optimization are also on the list.

Additionally, to keep our Ratizens entertained before launch, we’re uploading a 4-panel comic series!
A new comic will be uploaded every week on this Ratopia 4-Panel Comic post and on Cassel Games' social media channels.

Thanks to all the feedback shared through the community, we’ve been able to continuously improve the game.
Your support has been the driving force behind creating a better game.

With just a little time left before launch, we’ll be pushing even harder to deliver the best version possible.
Once again, thank you for all the love and attention you’ve given us.
We hope for your continued excitement, support, and shares!

Facebook: https://www.facebook.com/CasselGames

X (Twitter): https://x.com/CasselGames

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!