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1.0.0221 Hot Fix

Notice: Those with this icon(๐Ÿ’Œ) are inspired by the playersโ€™ opinions. Thank you so much again.


[h2]Patch List[/h2]

๐Ÿ’ŒAdjusted the respawn time of silkworms.
    Silkworms were originally designed as a rare animal resource, and as a result, their spawn time was much slower compared to other animals. Therefore, the spawn cycle of silkworms has been adjusted to be more in line with other animals.
    ใ€€- Silkworm spawn cycle: 300 -> 72


[h2]Bug Fix[/h2]

- ๐Ÿ’Œ Fixed an issue where an error occurred when viewing information while the City Entrance was deactivated.
- ๐Ÿ’Œ Fixed an issue where the increase in the number of legislative restrictions under the "Path of Governance" effect was not applied when saving and loading the game.
- ๐Ÿ’Œ Fixed an issue where ceiling structures became inactive when attached to the roof in a triangular shape.
- ๐Ÿ’Œ Fixed an issue where research points were not awarded for blueprints that had already been researched when receiving blueprint rewards.
- ๐Ÿ’Œ Fixed an issue where the names of Status effects related to milestones were incorrectly displayed.
- ๐Ÿ’Œ Fixed an issue where exceeding the deployment limit occurred when selecting units from one Squad Headquarter to another.
- ๐Ÿ’Œ Fixed an issue where citizens at the Water Tank kept pouring water onto empty land when water evaporated at the moment they were carrying it.
- ๐Ÿ’Œ Fixed an issue where citizens would repeatedly gather from empty land when trying to Gather a plant that a Not-zard was standing on.
- ๐Ÿ’Œ Fixed an issue where the Path of Power Generation effect was not being properly applied.
- ๐Ÿ’Œ Corrected the text for the Path of Commerce trade speed bonus effect.
- ๐Ÿ’Œ Fixed a bug where the Path of Trading merchant gold increase effect was not applied.
- ๐Ÿ’Œ Fixed an issue where some UI elements were not functioning correctly when abandoning a diplomatic mission.
- ๐Ÿ’Œ Fixed an issue where food disappeared in the Royal Kitchen when selected while there was not enough Fullness available.
- ๐Ÿ’Œ Fixed an issue where the Broadleaf Tree did not properly receive the growth buff from the Shrine of Rabbit.
Fixed an issue where the intelligence bonus effect was excessively applied during exploration.


[h2]241007 Additional Notes[/h2]

- ๐Ÿ’Œ Fixed an issue where an error occurred when at war with a nation that has many alliances.
- ๐Ÿ’Œ Fixed an issue where the tax rate was not applied when drafting tax laws based on income.
- ๐Ÿ’Œ Fixed an issue where the "Income over" condition was not displayed when drafting a Structure usage tax.
- ๐Ÿ’Œ Fixed an issue where the work hours set by labor laws were applied to Ratron, preventing them from going to charge.

We will continue to work hard to make a better game. Thank you.

Ratopia DevDiary #31 - Enemy Defeat Reward System

Hello all, it's Cassel, developer of .
This September was a month where many discussions took place regarding the direction of development, resulting in somewhat slower progress in actual development. Among these, the enemy defeat reward system has been in preparation since July but is still under review due to various issues that require careful consideration and decision-making. In this development diary, we would like to share some of the thoughts and concerns weโ€™ve had regarding enemy defeat rewards.


[h3]The First Enemy Defeat Reward System[/h3]

In the initial design of , the concept of enemy defeat rewards was not included. This was because the core content of the game was not combat or defense against invasions, but city building and citizen management. Although we developed the enemy and invasion system to add an extra layer of fun by incorporating a combat system into the city-building genre, we wanted to avoid forcing players into combat, as it could have a negative impact on those who wish to manage their city peacefully. With this in mind, we have continually added features such as the โ€œPeacefulโ€ difficulty level and mechanics that make it easy to fend off enemy invasions, allowing players to enjoy most of the gameโ€™s content without focusing on combat.

Under this philosophy, enemy defeat rewards had been postponed for a long time. It was clear that such rewards would influence city management, and there was concern that players might end up relying on combat to progress in the game. However, as feedback continued to point out that the combat lacked excitement, the idea of introducing enemy defeat rewards gained traction. As a first trial, we decided to implement a system where enemies drop Pia (money) upon death.


The welcome Infected that kindly brought 99 Pia each.


However, this approach significantly disrupted the game's economic system. It caused the Savings to naturally increase even without trade or minting, which led to the game progressing without needing to manage the economy. As a result, this system was quickly scrapped. We then attempted to modify the system by having enemies drop other resources instead of Pia.

At first, having enemies drop Bone and Leather seemed to fit better with Ratopia. While the end result of selling resources to increase the Savings was the same, there remained a need to manage the economy until the resources were sold through trade. Additionally, it became convenient to expand secondary production facilities that used the resources dropped by enemies.

However, this was short-lived. As enemies continuously supplied Bone and Leather, the production buildings that relied on these resources were eventually dismantled. Moreover, as the game progressed into later stages, the battlefield became chaotic as citizens ran around collecting the vast amount of resources dropped by enemies.


To earn money, I must transport those resources..!


After facing many issues, the enemy defeat reward system reverted to a state where no rewards were provided, and it seemed like the decision to not add it in the future was final.


[h3]The Second Enemy Defeat Reward System[/h3]

Time passed, and eight months had gone by since the start of Early Access. While reviewing player feedback to improve the game's quality, we once again came across opinions regarding enemy defeat rewards. Since these suggestions kept surfacing, we decided to take another in-depth look. As itโ€™s rare for feedback to include reasons, we felt it necessary to infer why players wanted rewards.

- To repair damage to the city.
- To accelerate the city's development.
- To bring similarities to the previous game, .
- To provide a sense of accomplishment.
- For familiar experiences from defense games.
- To motivate the destruction of enemy bases.
- Because it feels natural?

Based on the inferred reasons, we started organizing how to provide rewards in a new form. To avoid repeating the trial and error of the first enemy defeat reward system, there were a few important points to consider.

- Avoid having resources drop on the map when enemies are defeated.
- Design the rewards so that the gap in difficulty levels at the start is not too wide.
- Use reward effects similar to and other defense games.
- Provide additional rewards when enemy bases are destroyed.

While thinking along these lines, we came up with a point-based reward system called Sharp tooth. Itโ€™s a type of point automatically acquired when enemies are defeated, and can be exchanged at the trading post for other resources or bonuses. This system had the advantage of not dropping resources on the map, thus avoiding interference with citizen AI, and it made it easier to adjust the amount of rewards based on difficulty level.


A tooth farm that pulls out all the invaders' teeth.


The Sharp tooth points, which were initially designed to be exchanged for other resources at the Trading Post, lacked novelty, according to some feedback. There were discussions about diversifying its use. One idea was to introduce unique content that could only be accessed through Sharp tooth. However, this posed the risk of making combat-related reward content dominate the entire game.

The existing system of exchanging Sharp tooth for resources already greatly accelerated the city's growth. Adding further reward mechanisms on top of this could create a negative experience for players uninterested in combat. As a compromise, we decided to limit Sharp tooth rewards to combat-related features.

Unique foods and necessities that could only be purchased using Sharp tooth were given effects that enhanced combat abilities. Additionally, special buildings that consumed Sharp tooth were designed to boost the combat abilities of citizens within their range or detect and attack enemies. We also considered incorporating effects related to Sharp tooth into the milestone system to make it more effective.


Efforts to provide special rewards.


Other uses for Sharp tooth were also proposed, but unfortunately, they were all rejected. For example, effects like earning research points, increasing the leader's experience, or enhancing city efficiency were suggested. However, these functions were deemed inappropriate as they encouraged more focus on combat. We believed that focusing on combat-related functions rather than accelerating city development through combat rewards was a more consistent direction.

As a result, since the enemy defeat rewards were limited to combat-related content, we were left with the disappointment of not offering rewards that could accelerate city development, which we believed players might have wanted. It seemed that if we reworked the enemy defeat reward system into something where bonuses are granted when any entity dies, we could relax the restrictions, allowing players to enjoy the content even in environments like the "Peaceful" or "Easy" difficulty levels where few enemies appear.

In the previous game, , players earned โ€œSoulโ€ points whenever a character died. These points could be used strategically, such as by sacrificing allies or summoning enemies. In Ratopia, if we provided ways to earn points even without enemy deaths, we could connect the rewards from enemy defeats to city development functions and new content. Thus, the Sharp tooth system seemed to be on the verge of changing into a system called "Soul," with additional ways to earn points.


[h3]The Third Enemy Defeat Reward System[/h3]

These ideas were connected to a Shaman theme, which led to various discussions. However, some expressed concerns that the abstract concept of "soul" might not harmonize well with the economy-centered focus of Ratopia, and there was also the burden of introducing a new system when the existing Sharp tooth system was already under development.

Therefore, even if it meant simplifying the existing reward system for enemy defeat, there was a desire to separate it from the Shaman theme. But with the various uses and unique rewards of Sharp tooth already being tied to the Shaman theme, we began to question whether it was worth maintaining the point system if it didnโ€™t offer diverse uses. Considering the incomplete state of other content, leaving the Sharp tooth system in place to expand its uses later would have been burdensome.

Thus, the discussion shifted towards removing the point system and instead adopting a loot box approach. The loot box system would generate a reward-filled chest upon defeating the last enemy of an invasion, a method commonly seen in games like Ratropolis and other defense games. This solution seemed more intuitive and straightforward than the Sharp tooth system and could also be used to offer additional rewards when enemy bases were destroyed.


What if we could send resources to the desired storage through loot boxes?


The existing Sharp tooth system required players to research and build a structure to exchange Sharp tooth for rewards, and then visit that building. Additionally, it seemed cumbersome to find space in the UI to display the Sharp tooth points without conflicting with other elements. If the point system and exchange system were removed, it would likely become more intuitive and reduce player concerns.

However, the loot box system also had its issues. Sometimes enemies would die in a trapped location, which could result in loot boxes being generated in odd places. Additionally, the process of manually going to the location of each loot box to collect rewards could be inconvenient. As cities grew larger and invasion defenses were automated in the later stages, players might end up abandoning the task of collecting loot boxes altogether.

To resolve these issues, we came up with the idea of a Loot Storage structure that, when activated, automatically collects the contents of generated loot boxes and stores them. This way, in the later stages, players wouldnโ€™t need to search for loot boxes, and managing the loot would be more convenient.

Although the possibility of transitioning the Sharp tooth system to a loot box system was raised, the team expressed concerns that the loot box system might inherit some of the problems seen in the Phase 1 reward system. Additionally, several advantages of the Sharp tooth system still remained, leaving us unable to make a final decision. While it's not easy to summarize all the details, here is an outline of the pros and cons of the Sharp tooth and loot box systems.

Pros and Cons of the Sharp tooth System

    Pros
    - Points can be earned automatically upon defeating enemies, without additional actions.
    - Convenient adjustment of reward amounts based on difficulty.
    - Players can choose and use only the resources they need at the required time.

    Cons
    - Additional HUD and statistics UI are required to manage the acquisition and storage of Sharp tooth points.
    - The system cannot be used before constructing the Sharp tooth Trading Post, limiting early-game utility.
    - It is relatively difficult to initially convey the existence of rewards to players.


Pros and Cons of the Loot Box System

    Pros
    - Provides immediate rewards upon defending against an enemy invasion or destroying an enemy base.
    - The type of rewards can be adjusted based on the composition of invading enemies, and loot collection can be automated through the Loot Storage.

    ใ€€Cons
    - Players can only receive the resources provided by loot boxes in stages, regardless of their immediate resource needs.
    - Until the Loot Storage is constructed, loot boxes must be collected manually, which is inconvenient.
    - Players cannot stockpile and use resources later until the Loot Storage is built.



The enemy defeat reward system was one that we spent a lot of time contemplating, given the relatively small weight of the content it offered. Depending on player preferences, the pros and cons of each system could have different impacts, leading to a variety of ideas and opinions on everything from the amount of rewards to the process of delivering them.

Since delaying the decision any longer could hinder the development of future content, we plan to finalize the decision soon. In the next development diary, weโ€™ll introduce the Shaman and religious systems!

1.0.0220 Update

[h3]Hello dear leaders of Ratopia!![/h3]
In this update, weโ€™ve tried our best to reflect the various feedback you have provided in the game. However, due to technical limitations and time constraints, we regret that we couldnโ€™t implement all suggestions immediately. Please continue to share your feedback on areas that need improvement, and we will prioritize them for future updates. Positive feedback is also very helpful in shaping the direction of upcoming updates, so we greatly appreciate your input! หsteamhappyห

Notice: Those with this icon(๐Ÿ’Œ) are inspired by the playersโ€™ opinions. Thank you so much again.

[h2]Localization[/h2]
ใ€€๐Ÿ’ŒAdded Brazilian Portuguese and Spanish Translation
    Special thanks to Erick Dias, Lyan "23LIEF", Miirielzeira, Olivia, and everyone who helped with the translation work on Discord.
ใ€€ใ€€
[h2]Patch List[/h2]

**For convenient gaming experience, please begin a new game**

โ–ถ๐Ÿ’Œ Milestone system has been added.
    - Milestones provide various effects that help with city management.
    - When prosperity increases, three milestones are presented after the scene.
    - The milestone groups you can choose from are the same for 2, 3, 4 prosperity levels; 5, 6, 7 prosperity levels; and 8, 9 prosperity levels.
    - The number of milestone refreshes depends on the difficulty level: 3 times for easy, 1 time for normal, and 1 time for hard.
    - With the addition of milestone effects, the assembly point has been removed from the level 4 prosperity reward.
    - Try selecting different milestones and make your city thrive even more!


โ–ถ๐Ÿ’Œ The Royal Kitchen has been added.
    Add the ingredients in the correct order to complete the dish!
    Donโ€™t worry, you wonโ€™t fail even if the order is wrong! Just make sure not to add the wrong ingredients.
    Create various dishes and consume them together to gain even greater effects. Make the best combination!


โ–ถ๐Ÿ’ŒTrading Post has been added.
    - A different merchant will visit the Trading Post every day.
    - Purchase items from the merchant to make city management easier!
    - Be aware that the merchantโ€™s available funds are limited!


โ–ถ๐Ÿ’Œ Electric Lift Station has been added.
    - The electric lift station provides faster elevators than the existing lift stations.
    - You can use the connectors located on both sides of the electric lift station to connect transmission tiles on the left and right sides.


โ–ถ๐Ÿ’Œ The trade quantities for some mineral resources per bundle have been reduced.
    - Gold ore and copper ore are resources that could generate excessive profits through minting. As a result, these resources have been managed separately from other trade quantities, but they were unintentionally being traded under the same standards as other resources, so this has been adjusted.

โ–ถAdditionally, the bundle quantity criteria for resource trading have been further refined.
    - Previous: 40, 20, 15, 8, 5
    - Updated: 40, 25, 15, 10, 8, 5

โ–ถ๐Ÿ’Œ A new feature has been added to set citizen conditions in the Policy - Commercial Law - Resource Consumability.
    You can set the application targets of the commercial law based on workplaces, home ownership, wealth, groups, etc.

โ–ถThe population limit by prosperity level has been adjusted.
    The previous population limits provided too large number at the lower levels and did not increase after prosperity level 5. Therefore, the population limit by prosperity level has been adjusted to slightly increase up to level 9. The maximum population limits excluding milestone effects are as follows:

    -Prosperity Level 2: 40 โ†’ 35
    -Prosperity Level 3: 60 โ†’ 50
    -Prosperity Level 4: 80 โ†’ 65
    -Prosperity Level 5: 100 โ†’ 80
    -Prosperity Level 6: 100 โ†’ 90
    -Prosperity Level 7: 100 โ†’ 100
    -Prosperity Level 8: 100 โ†’ 105
    -Prosperity Level 9: 100 โ†’ 110

โ–ถAncient tunnels will now appear on the map.
    After repairing the ancient tunnels, they can be used to travel through the Royal Tunnel and other ancient tunnels.
    The cost of using the tunnel network has been adjusted from 10 Pia per distance unit to 3 Pia per distance unit.


โ–ถVarious AI activities for animals have been added.
    - Bats will sleep from 00:00 to 12:00.
    - Frogs now consume nearby silkworms and grow.
    - Rabbits now consume nearby grass and grow.
    - Snails leave a sticky trail behind as they move.
    - Bees grant a growth buff to nearby flowers.


โ–ถThe layout of the prosperity page in the statistics window has been revised.
    - You can now check the milestones you have selected on the prosperity page.

โ–ถA new enemy, the Not-zard, has been added to the lizard stage.
    -The Not-zard appears after prosperity level 7 and acts as an annoying nuisance, stealing food from the city.
    - You can catch this pesky thief yourself or use the police to deal with it.


- ๐Ÿ’Œ The production time and price of Glass Craft, Wooden Furniture, Joy Powder, and Coral Gem have been slightly adjusted.
- ๐Ÿ’Œ The resource required for producing Wooden Furniture has been changed from Copper Ingot to Beeswax.
- ๐Ÿ’Œ Decorative painting structures can now be placed in mid-air.
- ๐Ÿ’Œ When using the Storage, the functionality has been improved to allow continuous depositing and withdrawing of resources by holding down the button.
- ๐Ÿ’Œ The node speed for crafting Pontiff's Robe and plate armor has been slightly slowed down.
- ๐Ÿ’Œ The coordinates of the target are now displayed in the alarm confirmation UI.
- The functionality has been improved so that holding down the button allows for quicker currency exchange.
- Natural Disasters: The [Blizzard] status effect applied to citizens during a blizzard has been removed.
- Natural Disasters: Leader will now also be affected by the "Heatstroke" status effect.
- Copy/Paste functionality has been added to the Silviculture Post, Logging Camp, and Gathering Camp.

[h2]Bug Fix[/h2]
- ๐Ÿ’Œ Fixed an issue where snails and silkworms would crawl up both ends of roof tiles.
- ๐Ÿ’Œ Resolved an issue where selecting the Squad Headquarter in the battle command UI did not function correctly.
- ๐Ÿ’Œ Fixed an issue where drones would get stuck inside tiles and could neither move nor be destroyed.
- Fixed an issue where the sound effect for refined poetry was out of sync.
- Fixed an issue where Ratizens trapped in jail would appear on the ground after loading a save.
- The volume of sound effects for the mummy weasel and lizard has been slightly adjusted.
- Fixed an issue where unavailable conditions would be loaded when setting production conditions in the Mint.
- Fixed an issue where the power stored in the Tesla Tower would exceed the previous stored amount upon loading a save.
- Adjusted the coordinates of some power grids to alleviate the issue where power was not being supplied to areas within the grid.
- Fixed an issue where lizards could not execute commands when expanding a district in a location with a placed blueprint.
- Fixed an issue where the buff provided by the garden would be removed after harvesting crops.
- Fixed an issue where a bed would become unusable if an injured citizen died of starvation after being placed in the bed.
- Fixed an issue where additional lizard nests would not spawn after destroying an existing lizard nest.

Ratopia DevDiary #30 - Trading Post and Milestone System

Hello all, it's Cassel, developer of .
September is already upon us. It feels like time is flying by. While we've been rushing to develop content, we've had little time to add the great ideas that the players have provided. Therefore, throughout August, we decided to focus on developing the features suggested by the players. I would like to take this opportunity to thank everyone who sent in their ideas once again.


"mamegatana" who suggested many ideas along with cute illustrations.


As we organize the various feedback we've received, we're realizing once again just how many compelling ideas there are. We are also going through a lot of discussions and decision-making processes within the team on how to best incorporate them into the game. In this journal, we will cover the Trading Post and Prosperity Reward Systems that are currently under development.


[h3]Trading Post[/h3]

The Trading Post is a new structure designed to temporarily alleviate economic difficulties by allowing players to sell unnecessary resources in the early stages of the game. It also helps resolve situations where players are unable to progress due to the unavailability of certain resources. Many players have consistently provided feedback about the difficulty of obtaining specific resources and the necessity of early-game trading. While we have worked on improving the exploration and trade systems to address this, there remained the issue that these systems were still not fully accessible in the early stages.

To address this, we decided to add a Trading Post where players can trade with wandering merchants right from the beginning. This way, the Trading Post can serve as a stepping stone before players advance to the diplomacy and trade stages. However, to achieve this, we first needed to establish the trading mechanics for the Trading Post, which led to several considerations.

The first consideration was the range of resources that could be purchased at the Trading Post. After a long development period, there are now over 150 types of resources in , and since the terrain changes with each game, it is challenging to predict which resources players will need. Allowing all in-game resources to be purchasable at the Trading Post would diminish the necessity of gathering or producing resources. On the other hand, if only a few resources were made available for purchase, it would not significantly reduce the difficulty of obtaining certain resources, which was the initial problem.


You can buy all these resources at the trading postโ€”could this be a revolution in logistics?


To improve this, it was necessary to limit the types of resources that merchants could bring to the Trading Post. We first categorized merchants into different types, such as food merchants and gatherable goods merchants, and set it up so that a different merchant would visit each day. Each merchant would then trade only items that matched their specific category.

Even after categorizing the merchantsโ€™ goods, there were still over 30 types of gatherable and processed resources, which gave the Trading Post too much impact compared to the Trade Center, a structure available in the later stages. To maintain balance, we decided to limit the number of resource types a merchant could bring to a maximum of eight. Additionally, the types of resources they bring would change randomly with each visit. This way, planned trades could be conducted through the Trade Center, while more spontaneous trades could be done via the Trading Post.

However, adding randomness to the Trading Post introduced a new inconvenience: players now have to visit the Trading Post directly to check the resources brought by the merchants. While providing a notification message to inform players of the resources available for trade with the wandering merchants would be the most straightforward solution, there were concerns that if we displayed daily notifications about which merchant arrived and what resources they brought, the sheer volume of notifications appearing in the late game could become overwhelming.

To address this, we considered displaying the resources available for sale directly on the Trading Post building. We decided to indicate the type of merchant currently present by showing their appearance or emblem on the Trading Post. Additionally, we placed boxes with icons of the available resources around the building so that players could see what items are being sold even from a distance. We anticipate that this will reduce the instances of players making unnecessary trips to the Trading Post. However, we are a bit concerned that the size of the boxes might be too small to be clearly visible from afar.


We also paid attention to the details where surrounding decorations change depending on the visiting merchant.


The second consideration was the trading method. We wanted to avoid allowing transactions using Pia at the Trading Post. This was because we didn't want the Trading Post to become a building that generates Pia. We believed that if trading with Pia were possible, players would repeatedly exchange endlessly regenerating resources for Pia. Therefore, we thought it would be better to make transactions based on a barter system, allowing players to recycle unnecessary resources.

However, it was quite challenging to obtain Pia before building the Mint or the Trade Center, and we realized that the users who provided feedback likely wanted to acquire Pia through the Trading Post. So, we decided to allow players to earn Pia through the Trading Post as well, but we set the amount of Pia that could be obtained from merchants to be relatively small for testing purposes. Additionally, by designing it so that the more a player buys resources from a merchant, the more Pia the merchant has, we could still encourage the intended barter system.


Various UI mockups created to explore different ways of trading.


There were also issues with the UI design when trying to smoothly implement the barter system. For bartering to work well, both the items possessed by the merchant and the player, along with the items to be traded, need to be displayed on the screen simultaneously for easy use. However, adapting the existing UI resulted in insufficient space, limiting the number of items that could be traded at once and making the controls cumbersome. It became clear that we needed to create a completely new UI, but developing a new UI would take a considerable amount of time, making it challenging to implement. However, if trading was done with Pia, we could separate the buying and selling screens, allowing us to quickly test by adapting the existing UI. Although it was a bit inconvenient, there were no functional issues, so we decided to put the barter system on hold.

The final issue was that it became too easy to gain research points through trading. In **, players get research points when they acquire a resource for the first time. However, during testing with a somewhat finalized Trading Post, we found that it was much easier to buy items one by one from the Trading Post to gain research points than to painstakingly find or produce the new resources.

The original intention of this system was to encourage players to keep exploring their city for new resources to gather and produce, rather than idly waiting for research points to accumulate over time. However, as the methods for obtaining new resources became more varied and easier, the necessity for players to gather or produce resources diminished.

We seriously considered removing the system of gaining research points through acquiring new resources altogether. However, this seemed like too drastic a change to the game due to the addition of the Trading Post, and we couldn't make that decision lightly. For some players, the game could become frustrating if progress was suddenly blocked due to a lack of research points. We are still contemplating whether it's okay to leave this issue as is or if there is a good alternative to reduce this problem.


The final look of the trading post! The size of the trading post had to be doubled for the visibility.


It would be ideal if the Trading Post could serve its original intended purpose effectively, but we are both hopeful and concerned about whether it will fulfill its role properly. What do you think about this?


[h3]Milestone[/h3]

The Milestone system began as an idea from an email sent by a player who has long enjoyed playing . This player suggested that the Prosperity rewards in could be made more special and diverse, like "artifacts" in other games, to provide a unique experience in each playthrough. Appropriately, is a game that aims to offer a new experience each time, and because of its high difficulty and frequent updates, many players often start from the beginning. Therefore, we decided to actively consider and incorporate this player's feedback.

Coincidentally, the existing Prosperity reward system was in need of improvement. After reaching Prosperity Level 5, the maximum number of Ratizens in the city would no longer increase, meaning that raising Prosperity further only made enemies stronger without providing any significant benefits to the city. We saw this as a perfect opportunity to adjust the maximum Raitizen limit for each level of Prosperity, allowing the maximum population to continue increasing even in the later stages. By allowing players to choose their rewards, they could experience new styles of play, achieving two goals at once.


Engaging games that offer a change in gameplay direction through choices.


The Milestone system allows players to choose one of three predetermined rewards each time their Prosperity level increases. For example, when reaching Prosperity Level 2, the following rewards might be offered as choices:

- Path of Expansion: Increases the maximum number of Ratizens and the speed at which Ratizens are acquired, allowing for faster early expansion.
- Path of Gathering: Permanently boosts the gathering speed of Ratizens, making plant gathering a key growth driver.
- Path of Education: Enhances the abilities and growth speed of Ratizens, leading to improved overall efficiency as the game progresses.

However, having fixed rewards for each Milestone at different Prosperity levels made it challenging to design rewards for higher Prosperity levels. As the game progresses, it becomes difficult to predict the extent of a player's development based on their Prosperity level, increasing the likelihood of offering irrelevant rewards as Milestone choices.

For instance, we wanted to introduce a Milestone related to power usage to encourage players to start using power before they actually needed it. However, by the time this choice became available, players might have already developed to the power stage or, conversely, might be too far behind. This posed a risk where the Milestone system would end up reinforcing the current operational direction of the city rather than bringing about new changes in future gameplay.

To address this issue, we grouped the Milestones that could appear according to the playerโ€™s Prosperity level (e.g., 2, 3, 4 / 5, 6, 7 / 8, 9) and allowed players to choose one Milestone from a set of three randomly selected options within each group. Additionally, we introduced a refresh function that allows players to replace an unwanted Milestone a limited number of times, aiming to reduce the frustration of receiving an undesirable Milestone while still offering the excitement of discovering a desirable one.


Mockups designed to make selecting milestones visually more enjoyable.


Designing the effects of these Milestones required a lot of thought and a variety of ideas. The core concept was to offer rewards so appealing that they might inspire players to change the direction of their city management. However, features that could significantly alter gameplay became too technically complex to implement. It was disappointing that the system intended to offer a new experience couldnโ€™t go beyond adjusting existing mechanics and stats.

Given the limitations of deriving features from the existing system, we experimented with various approaches. For instance, we tried adding higher tiers and conditions for the appearance of each Milestone, so that choosing "Path of Gathering Lv.1" would lead to the appearance of "Path of Gathering Lv.2" later on. We also tested allowing the same Milestone to be selected multiple times, thereby amplifying its effects.

However, due to the inherent randomness in the Milestone selection process, players might feel significant disappointment if higher-tier Milestones didnโ€™t appear. This approach also tended to reinforce the initial city management direction chosen in the early game, which wasnโ€™t the intention. Additionally, there was the problem that the appeal of individual Milestones was diminished when higher tiers or repeated selections were not utilized.


Police rapidly catching criminals thanks to the accumulated effects of the Paths of Law.


For now, we decided to provide significant adjustable values to create a more varied and enjoyable experience. During testing, I found that making choices at each Milestone stage led to more thoughtful and enjoyable gameplay. However, perhaps due to my own expectations, I felt slightly disappointed that the rewards were not fresh enough to drastically change the existing play style.

We are still brainstorming and adding more compelling ideas for Milestone effects, so if you have any creative ideas for these effects, please leave them in the comments. Your valuable feedback will greatly help us make the game more fun!


We plan to continue reviewing and incorporating the various feedback and ideas we have received. One piece of feedback that stood out to me was the suggestion for a reward system for defeating invading enemies. I hope to introduce related content in the next DevDiary!

1.0.0211 Hot Fix

Notice: Those with this icon(๐Ÿ’Œ) are inspired by the playersโ€™ opinions. Thank you so much again.


[h2]Patch List[/h2]

๐Ÿ’Œ The "Pick Up" feature has been added to the Drone Hangar.
    ๐Ÿ’Œ A list feature has been added to the UI where you need to select Storage or Storage Battery.
      ๐Ÿ’Œ Papyrus seeds have been added.
        Papyrus has been added as a cultivable item in the garden.

      - The function to view the storage containing resources has been added to the resource category in the statistics function.


      [h2]Bug Fix[/h2]

      - ๐Ÿ’Œ Fixed the issue where food was not consumed during citizen relocation.
      - ๐Ÿ’Œ Fixed the bug where the General's Victory achievement was not being achieved.
      - ๐Ÿ’Œ Fixed the issue where the effects of the Rabbit Shrine were not being applied correctly.
      - ๐Ÿ’Œ Fixed the issue where snails and silkworms were passing through doors.
      - ๐Ÿ’Œ Fixed the issue where The Greed would disappear when mining tiles around The Greed.
      - ๐Ÿ’Œ Fixed the issue where the reforging effect UI was displayed on Ratron.
      - ๐Ÿ’Œ Fixed the issue where product inspection was possible in the Mint's work conditions.
      - ๐Ÿ’Œ Fixed the issue where the job filter did not work properly when assigning citizens.
      - ๐Ÿ’Œ Fixed the bug where it was impossible to enter the mission list after receiving a mission in the diplomacy room.
      - ๐Ÿ’Œ Fixed the issue where enemy reinforcements were fixed to specific city troop types during invasions of other cities.

      We will continue to work hard to make a better game. Thank you.