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CIVIREVIVAL News

CIVIREVIVAL -Beta testing started

[p]Dear Starfarers,[/p][p]The inaugural invitation test for CIVIREVIVAL officially live! This is a sci-fi indie game that deeply blends RPG and 4X strategy, focusing on its core "4XR" gameplay. We eagerly await your feedback to help us polish the experience.[/p][p][/p][p]Test Highlights at a Glance[/p][p]--An Epic Journey from Refugee to Leader[/p][p]Character Creation: Your background, personality, and experiences translate into unique talents and story branches, with every choice shaping the path of your civilization.[/p][p]Hero Squad: Recruit characters from diverse backgrounds, each with independent skill trees and stories; their loyalty and growth can turn the tide of battle.[/p][p][/p][p]--Dual-Layer Strategic Experience[/p][p]Macro Layer: Explore, conduct diplomacy, and manage resources on a galactic grid map, all at a relaxed pace.[/p][p]Tactical Layer: Engage in real-time fleet battles requiring tactical formations and physics-based rules, avoiding unit stacking.[/p][p][/p][p]--In-Depth Customization & Dynamic Universe[/p][p]Modular Ships: Configure weapons, engines, etc., which visually and functionally affect your fleet in real-time.[/p][p]Branching Tech & Random Events: Research can trigger unexpected turning points for your civilization.[/p][p][/p][p]Test Notes[/p][p]Access: Invites will be distributed via official Discord and QQ group.[/p][p]Feedback: The dev team will join the community to collect your suggestions directly![/p][p][/p][p]Take Action Now![/p][p]If you yearn to lead civilization's rebirth in the dark cosmos:[/p][p]Add the game to your Steam wishlist![/p][p]On the right side of the store page for CIVIREVIVAL, follow the official Discord and QQ Group to get test updates.[/p][p]The ember of civilization awaits your spark![/p][p][/p][previewyoutube][/previewyoutube]

CIVIREVIVAL Development Log #9:

[p]Hello everyone,[/p][p]In our previous logs, we noticed that many of you are highly interested in the combat gameplay and feel that the publicly shown demonstrations have been limited. We completely understand this – in fact, our team is currently undergoing a major iteration of the combat system, and we've only recently solidified a clearer and more complete design direction.[/p][p]Therefore, this dev log will focus on introducing the foundational design philosophy behind combat. A quick disclaimer: the current combat gameplay is still in its early stages. What you've seen in demonstrations is still quite far from our final vision, so we kindly ask for your feedback, but please be gentle![/p][p][/p][p]Combat's Role: Strategy First, Operation Second[/p][p]In CIVIREVIVAL, the game is divided into the Macro Strategic Map (galaxy view) and local Battle Maps (tactical view). When your fleet is adjacent to an enemy fleet on the strategic map, they enter a "Standoff." At this point, you can choose whether to manually intervene in the battle. If you do not participate manually, the outcome will be automatically determined after a countdown.[/p][p]Our consistent design principle is: we don't want players to be overly focused on operational details. The outcome of war should be determined primarily by strategic-level decisions (such as fleet composition, tech path, and diplomatic relations). However, we also reserve the possibility for players to overcome numerical disadvantages through tactical manual operation.[/p][p][/p][p]The Battlefield and Deployment[/p][p]Battles occur on dedicated, horizontally-oriented battlefields. Both fleets deploy from opposite ends of the map. There is a Deployment Phase before the battle begins. In a recent iteration, we removed the "Fog of War" from the battlefield. This allows players to see the enemy's ship composition before the fight starts, enabling more strategic formation deployment and counter-play, while also speeding up the overall battle pace.[/p][p][/p][p]Weapon Types and Ship Roles[/p][p]Currently, the key attribute defining a ship's function is its weapon range. We broadly categorize weapons into two types:[/p][p]Short-Range Weapons​ (e.g., Missiles): Shorter range, but wider attack arcs, suitable for assault and close-quarters combat.[/p][p]Long-Range Weapons​ (e.g., Lasers): Long range, but narrower firing arcs, excelling at dealing precise damage from the rear.[/p][p]In the future, we will gradually add more weapon types to enrich tactical possibilities, such as:[/p][p]Radiation-type Weapons​ with fan-shaped area-of-effect damage.[/p][p]Arc Weapons​ that can chain between multiple targets.[/p][p]...and more.[/p][p]Different combinations of weapons and hulls will create diverse tactical roles.​ For example, a small frigate equipped with short-range weapons can become an "Assaulter" that disrupts enemy formations, while the same hull equipped with long-range weapons can play the role of a highly mobile "Guerrilla Unit."[/p][p][/p][p]There is much more depth to the combat system than what's covered here. We will continue to share more progress in subsequent logs. Thank you for your attention and support. See you next time![/p][p][/p][previewyoutube][/previewyoutube]

CIVIREVIVAL Development Log #8

[p]Hello everyone,[/p][p]Today, we're addressing a key question many of you have: what truly sets our game apart? In a nutshell:[/p][p]We deeply blend role-playing with strategy simulation, casting you not as an abstract civilization, but as a real "hero" surviving in a post-apocalyptic world.[/p][p][/p][p]Core Identity: From "Hero" to "Civilization Founder"[/p][p]In most 4X games, you are a supreme national will. But in CIVIREVIVAL, everything starts with "you."[/p][p]Character-Driven Narrative:​ You are a survivor of the "Ark Project." The origin, experiences, and personality​ you choose during character creation translate into unique attributes, talents, and dialogue options, fundamentally shaping your relations with other factions and the path of your civilization.[/p][p]Hero Squad System:​ You will recruit and lead a core team of heroes from diverse backgrounds. They are not mere units, but RPG characters with independent skill trees and backstories. Their growth and loyalty can be more decisive for victory than technological supremacy.[/p][p][/p][p]Gameplay Structure: Distinct Strategic & Tactical Layers[/p][p]Grand Strategic Layer:​ The game takes place on a galactic grid map, focusing on exploration, expansion, diplomacy, and management. The pace is closer to Stellaris, requiring no high APM.[/p][p]Real-Time Tactical Layer:​ When combat initiates, it switches to a real-time tactical interface similar to Total War. You command fleets, position formations, and exploit rock-paper-scissors advantages, focusing purely on tactical combat without traditional RTS mechanics like resource micro-management.[/p][p][/p][p]System Highlights & An Important Decision[/p][p]In-Depth Ship Customization:​ Weapons, armor, engines, and other modules not only affect performance but also visually change your ships' appearance. Craft a unique fleet that matches your tactical style.[/p][p]Regarding Multiplayer:​ After careful consideration, we have decided not to develop a multiplayer mode at this time. This choice was made to fully preserve the freedom, creativity, and sandbox experience​ of the single-player campaign. We refuse to sacrifice interesting and bold mechanics for the sake of competitive PvP balance.[/p][p][/p][p]Closed Test Invitation: We Value Your Feedback![/p][p]We will soon invite the first wave of players to our Closed Test via our Official Discord and comments/DMs on this post![/p][p]Both the producer and I will be active in the community, ready to talk directly with everyone. Your feedback is crucial—it's the most vital force driving us to polish this "galactic toybox" together.[/p][p]Thank you for your tremendous support.[/p][p][/p][previewyoutube][/previewyoutube]

CIVIREVIVAL Developer Log #6

[p]Hello everyone! This episode will focus on the Doomsday Ark in "Rebirth of Civilization" — a starship that carries the last hope.[/p][p]As Earth's environment collapses, thirteen "Arks" carrying the seeds of civilization set sail in search of a new home. And you are struggling to get a ticket.[/p][p][/p][p][/p][p]Ark: The Mobile Noah's Ark
A marvel of human engineering, the largest starship that can be built in a gravitational environment. It is not just a spaceship, but a complete survival fortress:
Solid Fortress: Several times the volume and strength of ordinary spaceships.
Deep Eye: Advanced deep-space radar to detect resources and avoid dangers.
Mobile Factory: A highly integrated production line that supports navigation and colonization.[/p][p] [/p][p][/p][p]Crisis: Silence Before Launch[/p][p]On the eve of departure, we lost contact with most of the launch bases. The fate of the thirteen arks instantly became a mystery.[/p][p][/p][p]Last chance[/p][p]According to rumors, only the bases in East Asia and North America might still have the last chance. Can you grab this ticket to survival?[/p][p][/p][p]Action: Guard the Spark of Civilization
Humanity's fate hangs in the balance, and your journey is about to begin.[/p][p][/p][p]Add "CIVIREVIVAL" to your Steam wishlist now, and don't miss this final voyage![/p][p][/p]

CIVIREVIVAL Developer Log #5

[p]Hello everyone! This issue will focus on the core foundation of "Civilization Rebirth" — the design logic of the interstellar map, revealing how we planted the seeds of the vast starry sea in a single plane.[/p][p]Galaxy Composition and Expandability[/p][p]We started with "dozens of stars" to build a universe that is both playable and narrative. Each star serves as the core of the galaxy, and its planets are the cornerstone of civilizational development; in the future, we will gradually add binary stars, nebulae, and giant structures, making the static map a carrier for dynamic stories.[/p][p][/p][p]Strategy-oriented map architecture[/p][p]Many players expect completely free 3D interstellar navigation, but we adhere to the principle that strategic depth takes precedence over physical simulation. Hexagonal grids strike a balance between "fixed routes" and "complete freedom":[/p][p]-Unit movement rules are clear, reducing operational burden;[/p][p]-Adjacency relationships are explicit, facilitating the planning of fleet paths and territorial expansion.[/p][p]This basic architecture will support map seed random generation in the future, ensuring a fresh feeling for repeated playthroughs.[/p][p][/p][p]Integration of Naming and Storytelling[/p][p]We independently name each star sector and incorporate an artificial language system, allowing the names to carry the historical conflicts of civilizations. For example, the "Igo Mechanicum" star sector implies the origin story of a mechanical civilization, and these details will be gradually revealed in the event chain, enhancing the narrative immersion of exploration.[/p][p][/p][p]Looking forward to your feedback![/p][p]The map design is still in the iterative stage. You are welcome to share your thoughts on designs such as the grid mechanism and star sector scale in the comment section.[/p]