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The Universim News

Marius Patch v0.1.43 is now LIVE!


https://store.steampowered.com/app/352720/

Hello Creators,

First of all we hope you, your family, and friends are doing alright during difficult times. We hope the new content update for The Universim helps make your days a tad brighter. We’re excited to let you finally play with the Road system and the other features that made it into this patch.

Before you hop in reading about all the awesomeness we would like to ask our passionable fans to leave us a review on Steam if you’re enjoying the game and didn’t have time to review it, you can do it here.



Alrighty, let’s get to it:

Roads


The wait is finally over. Our engineering team was hard at work adding a magnificent, extremely challenging, road system over the past few months. We’re finally happy with our progress to let you play with the roads and let us know what you think. Keep in mind that this is going to be an initial (beta) release of this system so we expect that you may experience some bugs or issues, but hopefully not. If you do experience any issues, please make sure to let us know about them on our Discord Channel here.





In the future updates roads will be connected to the bridges and tunnels built by you or Nuggets. We’re also planning to add smaller roads that will connect key structures to bigger roads.



The Nugget’s Fierce Enemy Quest


A new quest has been added to the game. You’ll come across Nuggets in need of your help to tear down some trees that they consider their mortal enemies (weird right?) Help them tear down those tall monsters of bark and leaves!



The Last Exhibitionist Quest


After the development of Clothing, a certain Nugget refuses to conform to society and adopt clothing. They say “I came into this world naked, and I’ll remain that way.” However, it’s really getting awkward, and they aren’t exactly a sight to behold. You will need to convince this Nugget to learn the benefits of clothing and get them to join in on the clothing revolution.



Motorcycles!


Vroom, vroom! You’ve been playing with trucks for a while, so we decided to spice things up and add motor bikes that Nuggets can use to cruise down the brand new roads. More variations in transportation are coming your way soonish that will add a bit of carbon monoxide into the fresh air of your future civilization, but hey your Nuggets will definitely look way cooler.



Nugget Stories


With an addition of the Nugget Stories window that allows you to track your progress, our art department knocked out an image for almost every single quest that we have. So now you'll be able to reflect on your awesomeness in style! Please, give some love to our art department.




Crytivo Club


For all those who love to unlock cool stuff, participate in our closed tests, and receive news before everyone, we added some improvements to the Crytivo Club system. Now you can finally restore your lost password with ease. We also added a way for you to resend the confirmation email in order to activate your Crytivo Club account.

If you're not in da Club yet cut the line while the bouncers arn't looking 💪😎👍 . Join now to unlock exclusive content in your favoritve Crytivo Games, receive Free Games, participate in a Giveaways and Incentives. Receive invites to test latest and sometimes secret Games that Crytivo or our Partners Develop.




Improvements and balance changes



Exile Villages


To make your life easier, we now marking Orators and Priests from exile villages to help you to spot them easily and take appropriate (or not so much) measures against them.




Global Temperature


While the world is concerned with global warming, we had a problem with global freezing in The Universim. We reviewed the global temperature system and fine tuned the numbers in order to make your seasons slightly more comfortable for a playthrough.



Energy


Based on our analytics, a lot of our creators are just in love with Wind Turbines. We wanted to review our energy system and improve certain electrical buildings. Almost all of the energy generators received substantial buffs which means you won’t have to worry about your electricity as much as you did. But don’t get fooled, there is still plenty of work to be done to help your civilization thrive.

  • Medieval Wind Turbines wind resistance changed from 4 -> 4.2
  • Modern Wind turbines received a slight bonus to the wind resistance 4 -> 4.6 points.
  • Kinetic Generators no longer do any harm to the environment.
  • Kinetic Generators output increased from 25 -> 35 points
  • Gas plant received a debuff and its energy output was decreased from 300 -> 200


Water


Along with the energy system, we did a review of our water system. Almost every aspect of it was improved and buffed in one way or another.

  • Stone Age water pump production rate increased from 20 -> 30
  • Pre-medieval water pump production rate increased from 60 -> 80
  • Medieval water pump production rate increased from 90 -> 120
  • Modern Water pump production rate increased from 150 -> 180


Reservoirs changes include:

  • Stone Age reservoir capacity increased from 30000 -> 40000
  • Pre-Medieval reservoir capacity increased from 45000 -> 60000
  • Medieval reservoir capacity increased from 60000 -> 100000
  • Modern Reservoir capacity increased from 90000 -> 150000


Toxic Lakes


With the initial release, toxic lakes brought a lot of challenges upon our creators and required some changes and life improvements.

Chance to get sick by your Nuggets during the Medium Environment level was lowered from 30% -> 15%.

Improved Nuggets Assignment System


During the last patch we noticed that some of our creators had an issue with educated Nuggets taking all the spots in the buildings that did not require them, therefore leaving a lot of uneducated Nuggets to work in buildings that actually require education. That was a big no-no for us and that issue was immediately addressed. The system was upgraded so that jobs will be prioritized by a Nugget’s education. Buildings that require educated Nuggets will be filled with educated Nuggets, as well as buildings that don’t require and education will be filled with uneducated Nuggets. Easy peasy.

Improved Planet Node System


We reviewed our node system once again in order to resolve the issue of very small lakes that don't contain water, but still prevent the player from placing the building over those spots. Now during the creation of the planet, our system eliminates those small spots. No more weird useless lakes! Hooray!

Buildings Upgrade System


Some buildings during their upgrade would lose their settings and cause all sorts of issues and frustrations. Now warehouse, farms, hunter huts, employment centers, and cemeteries will carry over their old settings through the upgrade.

Other Changes


  • Added the ability to click on any icons above the buildings in order to “Fly To” those buildings.
  • During disasters all Nuggets won’t prioritize one bunker. Instead they will evaluate each available bunker and slots in the bunker and make a smart decision where they should go, reducing the time Nuggets need to reach the bunker during the disaster.
  • Updated animals to use a new animation system in order to improve their movements and transition between them.
  • Birds and whales can be picked up now.


Bug Fixes


  • Fixed: Injured Doctor would take a patient spot and a new doctor won’t be assigned to the hospital.
  • Fixed: Sometimes when you would receive an error in the game, it might affect your Nugget panel and show different debug panels which were not working properly and they would further break the game.
  • Fixed: Removed Wiki button from the oxygen panel .
  • Fixed: Turtles spawned next to the residential area would create errors in the game.
  • Fixed: Minister news messages were not correctly displayed when a Minister ordered a new creation of the building.
  • Fixed: Issue when Animals would walk through the middle of the ocean.
  • Fixed: Using the tornado creator power in a rapid sequence could have caused the appearance of 2-3 tornados in one spot causing the error and breaking the game.
  • Fixed: Dropping Nuggets on top of the mountain would cause death for your Nugget. Welp, not anymore…
  • Fixed: Shore buildings were not placed on certain sports next to the store.
  • Fixed: The wheel on the water pump ghoster model was offset incorrectly.
  • Fixed: Buildings during winter time were completely submerged into snow leaving almost no indication to identify the building.
  • Fixed: News messages were sorted incorrectly.
  • Fixed: News messages log was never deleted causing all sorts of unpredictable issues.
  • Fixed: Boats turned 90 degrees upwards after the water level was dropped.
  • Fixed: Multiple animation issues related to boats.
  • Fixed: Incorrect boats passing.
  • Fixed: Players were able to trigger game pause during loading which was leading to infinite load.
  • Fixed: Blur during “No UI” mode.
  • Fixed: Population log was not sorted correctly.
  • Fixed: Persisting Cupidon light on the screen.
  • Fixed: Crashes on AMD cards.
  • Fixed: Nuggets sometimes could appear without hair or clothes.
  • Fixed: Baby Nuggets would appear on the edge of the house instead of walking from the house entrance.
  • Fixed: Exile building won’t be placed inside the player territory.


While you'll enjoy playing this update brought to you by our dedicated developers we'll continue work on the Space Era in The Universim. We appreciate the love and support you send us through your positive comments on our social media and it definitely motivates us to "go the extra mile." As a reminder, if you enjoy the game please leave us a review on steam, every review increases our developers’ smiles an extra inch.



We've been running cool new initiatives, one of them is Crytivo Connect, where we chat with other developers that make awesome games you might be interested in. The previous Crytivo Connect was with the developers of the Prehistoric Kingdom, an upcoming Dinosaur Zoo Tycoon game. We had a lot of fun. Check out the recording here and be sure to follow our Twitch channel to not miss our future streams.

All the best,
The Crytivo Crew

https://store.steampowered.com/app/352720/

Marius Patch v0.1.43 is now LIVE!


https://store.steampowered.com/app/352720/

Hello Creators,

First of all we hope you, your family, and friends are doing alright during difficult times. We hope the new content update for The Universim helps make your days a tad brighter. We’re excited to let you finally play with the Road system and the other features that made it into this patch.

Before you hop in reading about all the awesomeness we would like to ask our passionable fans to leave us a review on Steam if you’re enjoying the game and didn’t have time to review it, you can do it here.



Alrighty, let’s get to it:

Roads


The wait is finally over. Our engineering team was hard at work adding a magnificent, extremely challenging, road system over the past few months. We’re finally happy with our progress to let you play with the roads and let us know what you think. Keep in mind that this is going to be an initial (beta) release of this system so we expect that you may experience some bugs or issues, but hopefully not. If you do experience any issues, please make sure to let us know about them on our Discord Channel here.





In the future updates roads will be connected to the bridges and tunnels built by you or Nuggets. We’re also planning to add smaller roads that will connect key structures to bigger roads.



The Nugget’s Fierce Enemy Quest


A new quest has been added to the game. You’ll come across Nuggets in need of your help to tear down some trees that they consider their mortal enemies (weird right?) Help them tear down those tall monsters of bark and leaves!



The Last Exhibitionist Quest


After the development of Clothing, a certain Nugget refuses to conform to society and adopt clothing. They say “I came into this world naked, and I’ll remain that way.” However, it’s really getting awkward, and they aren’t exactly a sight to behold. You will need to convince this Nugget to learn the benefits of clothing and get them to join in on the clothing revolution.



Motorcycles!


Vroom, vroom! You’ve been playing with trucks for a while, so we decided to spice things up and add motor bikes that Nuggets can use to cruise down the brand new roads. More variations in transportation are coming your way soonish that will add a bit of carbon monoxide into the fresh air of your future civilization, but hey your Nuggets will definitely look way cooler.



Nugget Stories


With an addition of the Nugget Stories window that allows you to track your progress, our art department knocked out an image for almost every single quest that we have. So now you'll be able to reflect on your awesomeness in style! Please, give some love to our art department.




Crytivo Club


For all those who love to unlock cool stuff, participate in our closed tests, and receive news before everyone, we added some improvements to the Crytivo Club system. Now you can finally restore your lost password with ease. We also added a way for you to resend the confirmation email in order to activate your Crytivo Club account.

If you're not in da Club yet cut the line while the bouncers arn't looking 💪😎👍 . Join now to unlock exclusive content in your favoritve Crytivo Games, receive Free Games, participate in a Giveaways and Incentives. Receive invites to test latest and sometimes secret Games that Crytivo or our Partners Develop.




Improvements and balance changes



Exile Villages


To make your life easier, we now marking Orators and Priests from exile villages to help you to spot them easily and take appropriate (or not so much) measures against them.




Global Temperature


While the world is concerned with global warming, we had a problem with global freezing in The Universim. We reviewed the global temperature system and fine tuned the numbers in order to make your seasons slightly more comfortable for a playthrough.



Energy


Based on our analytics, a lot of our creators are just in love with Wind Turbines. We wanted to review our energy system and improve certain electrical buildings. Almost all of the energy generators received substantial buffs which means you won’t have to worry about your electricity as much as you did. But don’t get fooled, there is still plenty of work to be done to help your civilization thrive.

  • Medieval Wind Turbines wind resistance changed from 4 -> 4.2
  • Modern Wind turbines received a slight bonus to the wind resistance 4 -> 4.6 points.
  • Kinetic Generators no longer do any harm to the environment.
  • Kinetic Generators output increased from 25 -> 35 points
  • Gas plant received a debuff and its energy output was decreased from 300 -> 200


Water


Along with the energy system, we did a review of our water system. Almost every aspect of it was improved and buffed in one way or another.

  • Stone Age water pump production rate increased from 20 -> 30
  • Pre-medieval water pump production rate increased from 60 -> 80
  • Medieval water pump production rate increased from 90 -> 120
  • Modern Water pump production rate increased from 150 -> 180


Reservoirs changes include:

  • Stone Age reservoir capacity increased from 30000 -> 40000
  • Pre-Medieval reservoir capacity increased from 45000 -> 60000
  • Medieval reservoir capacity increased from 60000 -> 100000
  • Modern Reservoir capacity increased from 90000 -> 150000


Toxic Lakes


With the initial release, toxic lakes brought a lot of challenges upon our creators and required some changes and life improvements.

Chance to get sick by your Nuggets during the Medium Environment level was lowered from 30% -> 15%.

Improved Nuggets Assignment System


During the last patch we noticed that some of our creators had an issue with educated Nuggets taking all the spots in the buildings that did not require them, therefore leaving a lot of uneducated Nuggets to work in buildings that actually require education. That was a big no-no for us and that issue was immediately addressed. The system was upgraded so that jobs will be prioritized by a Nugget’s education. Buildings that require educated Nuggets will be filled with educated Nuggets, as well as buildings that don’t require and education will be filled with uneducated Nuggets. Easy peasy.

Improved Planet Node System


We reviewed our node system once again in order to resolve the issue of very small lakes that don't contain water, but still prevent the player from placing the building over those spots. Now during the creation of the planet, our system eliminates those small spots. No more weird useless lakes! Hooray!

Buildings Upgrade System


Some buildings during their upgrade would lose their settings and cause all sorts of issues and frustrations. Now warehouse, farms, hunter huts, employment centers, and cemeteries will carry over their old settings through the upgrade.

Other Changes


  • Added the ability to click on any icons above the buildings in order to “Fly To” those buildings.
  • During disasters all Nuggets won’t prioritize one bunker. Instead they will evaluate each available bunker and slots in the bunker and make a smart decision where they should go, reducing the time Nuggets need to reach the bunker during the disaster.
  • Updated animals to use a new animation system in order to improve their movements and transition between them.
  • Birds and whales can be picked up now.


Bug Fixes


  • Fixed: Injured Doctor would take a patient spot and a new doctor won’t be assigned to the hospital.
  • Fixed: Sometimes when you would receive an error in the game, it might affect your Nugget panel and show different debug panels which were not working properly and they would further break the game.
  • Fixed: Removed Wiki button from the oxygen panel .
  • Fixed: Turtles spawned next to the residential area would create errors in the game.
  • Fixed: Minister news messages were not correctly displayed when a Minister ordered a new creation of the building.
  • Fixed: Issue when Animals would walk through the middle of the ocean.
  • Fixed: Using the tornado creator power in a rapid sequence could have caused the appearance of 2-3 tornados in one spot causing the error and breaking the game.
  • Fixed: Dropping Nuggets on top of the mountain would cause death for your Nugget. Welp, not anymore…
  • Fixed: Shore buildings were not placed on certain sports next to the store.
  • Fixed: The wheel on the water pump ghoster model was offset incorrectly.
  • Fixed: Buildings during winter time were completely submerged into snow leaving almost no indication to identify the building.
  • Fixed: News messages were sorted incorrectly.
  • Fixed: News messages log was never deleted causing all sorts of unpredictable issues.
  • Fixed: Boats turned 90 degrees upwards after the water level was dropped.
  • Fixed: Multiple animation issues related to boats.
  • Fixed: Incorrect boats passing.
  • Fixed: Players were able to trigger game pause during loading which was leading to infinite load.
  • Fixed: Blur during “No UI” mode.
  • Fixed: Population log was not sorted correctly.
  • Fixed: Persisting Cupidon light on the screen.
  • Fixed: Crashes on AMD cards.
  • Fixed: Nuggets sometimes could appear without hair or clothes.
  • Fixed: Baby Nuggets would appear on the edge of the house instead of walking from the house entrance.
  • Fixed: Exile building won’t be placed inside the player territory.


While you'll enjoy playing this update brought to you by our dedicated developers we'll continue work on the Space Era in The Universim. We appreciate the love and support you send us through your positive comments on our social media and it definitely motivates us to "go the extra mile." As a reminder, if you enjoy the game please leave us a review on steam, every review increases our developers’ smiles an extra inch.



We've been running cool new initiatives, one of them is Crytivo Connect, where we chat with other developers that make awesome games you might be interested in. The previous Crytivo Connect was with the developers of the Prehistoric Kingdom, an upcoming Dinosaur Zoo Tycoon game. We had a lot of fun. Check out the recording here and be sure to follow our Twitch channel to not miss our future streams.

All the best,
The Crytivo Crew

https://store.steampowered.com/app/352720/

The Universim Devlog - Let's Talk About Roads

Greetings, Creators!

We hope you’re all staying safe during these challenging times! It has been a while since we’ve posted a proper dev blog for The Universim, so it’s about time we caught you up on some cool behind-the-scenes stuff we've been cooking up. We used to post devlogs more frequently back in the day, but our team has been so busy working towards release that we kind of forgot about it. Let’s try to fix that!

Today’s blog post is going to be about the surprisingly most-requested feature by the community -- roads.



Background

When you think about it, basically every city builder has them, so why don’t we? Surely it’s easy to just throw them in? Unfortunately, it’s a bit different with The Universim. Due to the direction we chose with spherical, procedurally-generated worlds (yup, we’ve mentioned this a few times) and dynamic city growth, adding roads is extremely difficult.

In contrast, most city building games have roads that are created in simple rectangular blocks on flat terrain on a plane. The environment is not as organic and chaotic as it is in The Universim.



Progress

It took us several months of intensive R&D just to determine the best approach for the system and how it interoperates with other systems. The road system has been in active development for a further several months now, which we’re happy to let you play with soon. If everything goes according to plan, we will release a content update on August 3rd that will include the first iteration of the road system!

As mentioned, this will be the first iteration of the roads system. This will be an opportunity to get your feedback, while we continue to improve the system and add new features for future releases.



The approach

We decided to go with a precomputed city blueprint approach. An invisible network of potential roads and residential blocks are calculated when you first place your Evolution Tower. As your city expands, roads are automatically built from new residential buildings and certain manually placed buildings, back to your city center.



These roads follow the hidden blueprint, which allows us to automatically adhere to a set of complicated rules that ensures a clean, valid road system.





These rules include forming only valid junctions in a known set (T-junctions variations, crossings, etc.), avoiding very sharp turns, keeping roads on flat ground and away from lakes and mountains, ensuring that roads leave enough space between them for the automatic placement of residential buildings and other automatic buildings placed by ministers, and so on.



But why the pre-computed blueprint? Why not simply let players “draw” roads anywhere? Well, this would be tricky to do in terms of conveying real-time information to the player about what is valid and what is not. It might feel very restrictive and annoying. You might not easily understand why the road segment you wish to place is not valid:

  • Are you too close to water?
  • Is the ground too uneven?
  • Is the road you are trying to place connecting to a junction that has too many roads already that that junction?
  • Is the road you are trying to place forming a junction for which no valid display mesh exists?
  • Is the road too close to another road, not leaving enough room for residential block placement?
  • Is the road touching nearby existing buildings?



The whole thing gets complicated very quickly, and at least for this iteration, free-form manual road building was not a realistic target for us.

Automatic road building

In this iteration, roads are built from automatically placed buildings (residentials, ministers), as well as selected manually placed buildings, to the city center. In the future, depending on feedback and further experimentation, we might enable manual road-building by “painting” on the blueprint.



You are still in control

You will not be prevented from placing buildings onto areas where roads have been built. If you do, the road segment(s) in that position will be deleted. Any future attempts to build roads in that area, will work around your “obstruction”, or at least it will try to.



You can also place manual buildings anywhere that future roads may otherwise have been built. You are essentially obstructing the blueprint. The more chaotically you place buildings and the more obstructions you cause, the less structured and city-like your final world will be.



To guide you along and to help you to optionally keep your city structured around the road network, a semi transparent “guide” of blueprint roads will appear as you are placing buildings. This allows you to easily place a building right next to a future road, rather than in the middle of it :)

The visuals (displaying roads)

As you progress through the various ages, the way in which roads are displayed will change. At the start of the game, simple dust roads are drawn. By the time you reach the modern era, concrete and tarmac roads will make things look a lot more like a modern city.



Currently, the most interesting and good-looking era by far is the modern road system. It includes interesting props at junctions and alongside roads. The mesh-based, textured, displays also make it look more “solid” and structured.



Roads and pathfinding

It would be a missed opportunity if the roads were purely visual, with no real purpose. The good news is, the roads actually do serve a purpose! The road data is fed into our pathfinding system. They provide high-priority paths that Nuggets will follow. This is especially important in the modern age, where Nuggets convert to vehicles that will travel at higher speeds on roads, just as you would expect to see in a real city.



Current limitations and known issues

  • Sometimes the terrain will go over small sections of road.
  • A small number of junctions or road sections might look a little weird and deformed.
  • No manual road-building.
  • Road surfaces are cleared by Nuggets after the roads are built. So, for a short while, you might see trees and rocks sticking out of roads.


Other news

We have also most recently implemented an important analytics tool for the game that will help with R&D. If you’ll have some time to spare, please help us test our systems on August 3rd! We want to do a proper analytics pass on the game across as many computer systems as possible, so the more the merrier!


If you have been enjoying The Universim but haven’t left us a review on Steam, please consider dropping us your thoughts here!



It’s always a morale booster and helps us see what you love and what needs work. We promised to our fans that, If we hit 30k :) reviews on Steam, we’ll start working on The Universim 2 that will have multiplayer support and terraforming! Everything is possible, right?!

https://store.steampowered.com/app/352720/The_Universim/

Stay safe, wear your masks, and keep being kind to one another!

With love,
The Crytivo Crew

New Content is here - Melting Shoe Patch Available Now!



We're Streaming new content update Live Now. Join us here

Greetings, Creators!

Welcome to another exciting patch day with the latest release of v42! In this update, we poured some much-requested love into the earlier stages of the game (notably, the Stone Age), alongside other improvements that are essential to keeping the later stages in good standing. Let’s run through the improvements to current systems, rebalanced AI, reworked mating, and some sneaky bugs we have stomped thanks to your feedback.

We also made this new short video explaining what The Universim is for new players and hey maybe you can find new footage that you never seen before.

[previewyoutube][/previewyoutube]





Stone Age Firefighters

With the introduction of crazier fire, we had to revisit our firefighters to make their crazy match the fire’s level of crazy. Fires pop up a lot, either as a result of mother nature or an unfortunate accident on your part. It’s important to have competent (ok, somewhat competent) Nuggets running around with buckets of water from the early stages. Give a warm welcome to the new firefighters!



New Quest Panel

Ever wonder about the life trials and tribulations your Nuggets go through? We've added a Stories Panel where you can keep track and see the progress of your civilization's experiences! Think of it like a nice little scrapbook that you keep as your world grows up. We’ll be adding more quests in the future so keep an eye out for updates to the Stories.



Fire Quest
Now more than ever, firefighters will be doing their best to explain proper safety guidelines to the rest of the Nuggets. Despite their efforts, there’s still going to be a lot of work for you to do. In extreme situations, like the imminent destruction of your city, it may be a good time to step in. In order to do so as effectively as possible, you will have to learn the proper approach to dealing with fire. Hopefully you get the instructions in time!

Toxic Lakes Quest
Before you enter space, you will have to learn how to smooth out the rougher features of planets along your journey to conquer the galaxy. As your civilization evolves, it produces more and more waste that pollutes the environment. This affects the overall health of your planet and your oceans. Oceans in return become toxic and make your Nuggets’ lives even harder than usual. It is your responsibility to ensure that your civilization stays in top health. In order to achieve that, you might want to learn some additional skills.

New Ocean Shader
The ocean always inspires the imagination and brings joy to the soul… at least the real ones. We changed the look of the planet, vegetation, and animals, but we always kept our oceans the same. As the years went by, our water shader became less appealing and stood out against the higher fidelity assets. We took some time to make it shine. Take a look!



Blizzard & Heatwave
As we worked on all the climate stuff, we had to review our natural disasters. Sandstorms just weren’t cutting it anymore, so we had to add in something new. Introducing Blizzards and Heatwaves! These two disasters will replace Sandstorms and occur based on the current season. No more dust! It’s way worse now. Better get those Forecast Towers and Bunkers built!







Nuggets Oxygen Suffocation
As we get closer to the Space Age, we are slowly reworking certain Nugget indicators. It’s a little difficult for Nuggets to survive without oxygen, so it’s probably a good time to improve how those details are displayed. The Nugget Panel now shows the current oxygen level for the selected Nugget and all effects applied to the oxygen level. Just try keep it above 0 and there won’t be too much trouble.



Not in the build but being worked on:
  • Roads
  • Organic simulation on planets
  • Rovers
  • Rockets
  • Space Port
  • Terraforming
  • Space Trading
  • Flying Vehicles


Improvements and balance changes

Population
We’ve been hearing that some folks are having an issue with their population and we want to make sure that it’s not a struggle to keep your Nuggets’ numbers up outside of disasters or poor environmental conditions. We’ve made some changes behind the scenes to the population that we hope will be more fun to manage as no one likes to have a sparsely populated ant farm. This will also make disasters a little more forgiving. Please be sure to give us your population feedback in the future so we can always better tune your Nuggets’ wiring to make your guardianship of your hapless Nuggets more rewarding.

Nugget Needs AI
Rewritten from scratch! This AI was responsible for what Nuggets decided to do (or not do). The rewrite has allowed us to fine-tune their behavior and ensure that they will respond to their needs without hesitation. This isn’t like working for a really pushy boss -- Nuggets get to use the bathroom or eat once in a while (and won’t get forced to do both at the same time for the sake of efficiency). This also applies to which needs outweigh others, so Nugget won’t have any more internal conflict about whether to grab a drink or bite into a burger, based on which action is the wiser choice. Faster need fulfillment achieved!

Nugget Combat
Nuggets weren’t very good fighters in the past. Sometimes, they would charge into battle backwards, or become oddly picky about which opponent to fight and run back and forth weighing their options. While this makes for excellent diversionary tactics, it doesn’t work so well if they aren’t intended to be a diversion. Next time your Nuggets engage in combat, keep an eye out for their refined aim and precision!

Temperature affects crops and fishing hut
Previously, Farms and Fisheries weren’t affected by local temperatures. They were pretty binary, based on the seasons. Now the local placement of these facilities will affect how well they operate during winter and summer. For instance, placing a Fishery near a desert biome will keep them running during winter, while mountainous regions could be a bit colder even during summer.

Planet temperatures rebalanced
In preparation for the colonization of alien planets, we had to revisit our global temperature systems again and calibrate them to more precisely match expected values for each season. Since climates will play such a big role in colonizing planets (and determining their habitability), we needed to ensure it’s a well-balanced system. Plus, it helped introduce Blizzards and Heatwaves. You can thank us later.

Lightning Strike Creator Power
We reduced the rate of charging Batteries with the Lightning Strike Creator Power. Previously, using a single bolt of lightning would completely charge Batteries, which made other generation systems pretty much obsolete. While Creator Powers are meant to help your civilization and feel powerful, we didn’t want them to make other systems completely redundant. Thus, Lightning Strikes will now only charge Batteries by 25% of their capacity.

Residential Area
We reworked how households operate to make everything way less weird and complicated. The old system saw offspring stay in the same house their entire lives, well after their parents have passed, even if another couple became the new owners. This isn’t an American sitcom about that guy who randomly lives in someone else’s house and eats all the cereal. The same thing applies to if a Nugget loses their spouse and remarries. They will now move into the same house, as opposed to living in two separate houses. While the old way was probably healthier for their marriage, the new way is more efficient for the real estate market. Plus, all of this residential madness made mating really difficult and buggy. No one wants that.

Other Changes:
  • UFO appearance rate decreased by 15%
  • If nugget dies inside the building, his body would appear outside the building
  • Optimized Research Tree performance
  • Nuggets are able to break out of University and construction AI before completing that AI if needed.
  • Improved auto building placement
  • Infected nuggets are not being slowed anymore
  • Nuggets that have a low stamina level will lose 30% of their speed
  • Infection zones are not a clickable element in the news messages which upon clicking on them allows you to fly to those locations.
  • The chance of getting sick from dead bodies was lowered by 50%
  • Dead bodies take 1.5 times longer to decay
  • Toxic lakes won’t become toxic as fast as they were previously.
  • Lightning strike could have spawned fire at the start of the game where player was not able to fight with it



UI and Art:
  • Stone age firefighter hut
  • Stone age firefighters outfit
  • Stone age firefighters new animations
  • New Quest UI Panel
  • Reworked Quest UI
  • Ocean Shader
  • Blizzard Shader
  • Heatwave Shader



Bug Fixes:
Fixed: Incorrect logical in resource graph allowed to skip perks if perks were selected in specific order

Fixed: Water / Fog effects were incorrectly working with OpenGL technology

Fixed: Fog effect would not show up in the game.

Fixed: Reservoirs would freeze during mild temperatures

Fixed: Nuggola Tesla quest parts would disappear if you save / load the game

Fixed: Oxygen tooltip would not show up when you select a building that affects the oxygen.

Fixed: Trees were not affected by wind and therefore they would not sway.

Fixed: Same nuggets could have been born multiple times (Nuggets with the same names)

Fixed: An error that was crashing the game in some situations when rain was over the fire particles

Fixed: Nuggets status description was not always displaying the correct information

Fixed: Nuggets who lose their partners would still have a status of having a partner and therefore Le Cupidon creator power would not display the lights beams correctly, since they were not applied to those nuggets

Fixed: Kickstarter creator power did not apply boost to the nuggets stats

Fixed: Bridges were not destroyed correctly when animals were on top of the bridge

Fixed: Each orator would apply an effect instead of the effect being shared between the group of orators which led to the multiplication of those effects and increased time for reduced happiness.

Fixed: Multiple UI Scale issues when the game was paused

Fixed: Locust swarm was not fleeing away if Rain creator power was applied

Fixed: Dead Nuggets would not spawn an infection zone correctly causing with outburst of infection

Fixed: Infection zone after Nugget died in certain places could have been spawned underground.

Fixed: Main menu would in rare cases not display anything except the planet.

Fixed: Sometimes trees would be spawned inside the buildings and there was no way to remove them.

Fixed: Notification timers were not applied correctly and in some cases messages would stay forever on the screen.

Fixed: An error would appear when the number of pollution areas was more than 3

Fixed: Graveyard slots would never be released in certain conditions which would lead to a locked state of those slots.

Fixed: Using Tornado creator power multiple times in a row in a quick sequence could cause an error and break the game.

Fixed: Connection / socket error that was causing disconnection from Twitch

Fixed: Viewers could have become exiled which prevented the game from being saved.

Fixed: Trading with exile villages could have caused multiple crashes

Fixed: Exiles could have break the game if the exiled building was destroyed during construction cycle

Fixed: Doctors were getting stuck in the Hospitals and therefore as a result would die due to hunger and thirst

Fixed: Plastic is now correctly displayed in the resources panel

Fixed: Trading with exiles would produce a white square and break the game

Fixed: Infection status for nuggets was able to get stacked, which caused nuggets to move extremely slow and as a result would cause a massive death spikes


That’s it for the notes! Thanks for your continued support and amazing feedback! It makes development on The Universim a constant joy. Please don’t forget to leave us a review on Steam to share your thoughts, and hop into our Discord server to get access to the community channels and sweet giveaways. Stay godly!




Land a discount on The Universim during the Steam Summer Sale :rocket:


https://store.steampowered.com/app/352720/The_Universim/

All the best,
The Crytivo Crew


Q&A Session with The Universim Developers




Hello Creators! We are doing an AMA for The Universim on r/IAmA! If you have any direct questions for us come ask to your heart’s content. We will be trying to answer everything about the game, Crytivo, and our development process that we can share with you! Come speak to the Creators of your quirky God Game!


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Sincerely,
Crytivo