Dev Blog #1 – Welcome to the Age After Age!
[p]Hello everyone, and welcome to the very first development blog for Age After Age![/p][p]We’re extremely excited to finally begin sharing the progress of the game with you. These dev blogs will be posted every two weeks, giving you a look behind the scenes, showing how systems work, and highlighting various aspects of the project - all without spoiling the entire experience before the demo arrives.[/p][p][/p][h2]How Age After Age started and how It grew beyond our plans[/h2][p]When we first began working on Age After Age, the idea was simple:
A small-scale city management game, focusing on production chains and citizen needs.[/p][p]But, as often happens with passionate teams, the concept started growing…
and growing…
and growing.[/p][p]Over time, the “small city builder” naturally expanded into a full 3D strategy experience with rich logistics systems, social classes, diplomacy, advanced research, island exploration, era switching mechanics, and far more features than originally intended.
At some point we simply embraced it - the game wanted to become bigger, and so we let it and let us.[/p][p]Now, Age After Age stands as a large-scale city-building strategy game with a complex economic ecosystem and long-term progression stretching across both historical and alternative timelines.[/p][p][/p][h2]Where We Are Today[/h2][p]Right now, we’re happy to share that:[/p][h3]All core gameplay systems are complete.[/h3][p]The foundations of the economy, classes, production chains, logistics, research, and era progression are implemented.[/p][h3]We are now focusing heavily on visuals.[/h3][p]This means polishing the world, improving the clarity of UI and AOE systems, enhancing lighting, adding environmental VFX, and upgrading building materials and terrain blending.[/p][h3]Once visual polish passes are complete, we will prepare the first public demo.[/h3][p]Our current target for the free demo release is Srping 2026. As we approach that window, these dev blogs will give you a clearer picture of each step.[/p][p][/p][h2]Feature Spotlight: The Trade Port[/h2][p]For our first deep dive, we want to show you one of the most iconic and important structures in Age After Age:[/p][h3]The Trade Port.[/h3][p]This building is more than just a dock or a marketplace - it is the lifeline of your settlement, the gateway to the global trade network, and the keystone of archipelago domination.[/p][p]Every island depends on its Trade Port to:[/p]
With it - the world opens.[/p][p][/p][h2]Creating the Trade Port[/h2][p]Our 3D artist wanted to share the steps behind the model and what went into achieving the look and feel of this essential building.[/p][p]Below are screenshots representing different stages of the asset’s creation.[/p][p][/p][h3]Mid-Poly Structural Layout[/h3][p]
[/p][p]This stage focuses on the readability of the overall shape and layout:[/p]
[/p][p]The building uses an optimized texture atlas:[/p]
[/h3][p]Here the port receives the final touches:[/p]
[/p][p]Here you see the Trade Port fully assembled with lighting, moss buildup, barrels, cranes, piers, and structural supports. The goal was to capture the spirit of an early-industrial seaside hub functional, weathered, and lively.[/p][p]Key visual goals achieved:[/p]
A small-scale city management game, focusing on production chains and citizen needs.[/p][p]But, as often happens with passionate teams, the concept started growing…
and growing…
and growing.[/p][p]Over time, the “small city builder” naturally expanded into a full 3D strategy experience with rich logistics systems, social classes, diplomacy, advanced research, island exploration, era switching mechanics, and far more features than originally intended.
At some point we simply embraced it - the game wanted to become bigger, and so we let it and let us.[/p][p]Now, Age After Age stands as a large-scale city-building strategy game with a complex economic ecosystem and long-term progression stretching across both historical and alternative timelines.[/p][p][/p][h2]Where We Are Today[/h2][p]Right now, we’re happy to share that:[/p][h3]All core gameplay systems are complete.[/h3][p]The foundations of the economy, classes, production chains, logistics, research, and era progression are implemented.[/p][h3]We are now focusing heavily on visuals.[/h3][p]This means polishing the world, improving the clarity of UI and AOE systems, enhancing lighting, adding environmental VFX, and upgrading building materials and terrain blending.[/p][h3]Once visual polish passes are complete, we will prepare the first public demo.[/h3][p]Our current target for the free demo release is Srping 2026. As we approach that window, these dev blogs will give you a clearer picture of each step.[/p][p][/p][h2]Feature Spotlight: The Trade Port[/h2][p]For our first deep dive, we want to show you one of the most iconic and important structures in Age After Age:[/p][h3]The Trade Port.[/h3][p]This building is more than just a dock or a marketplace - it is the lifeline of your settlement, the gateway to the global trade network, and the keystone of archipelago domination.[/p][p]Every island depends on its Trade Port to:[/p]
- [p]Import critical resources you can’t produce[/p]
- [p]Export surplus goods for profit[/p]
- [p]Connect to other settlements[/p]
- [p]Unlock long-distance trade routes[/p]
- [p]Establish diplomatic relationships[/p]
- [p]Transition from survival to economic power[/p]
With it - the world opens.[/p][p][/p][h2]Creating the Trade Port[/h2][p]Our 3D artist wanted to share the steps behind the model and what went into achieving the look and feel of this essential building.[/p][p]Below are screenshots representing different stages of the asset’s creation.[/p][p][/p][h3]Mid-Poly Structural Layout[/h3][p]
- [p]Correct proportions for the central office[/p]
- [p]Load-bearing structures for cranes[/p]
- [p]Pier lengths adjusted for gameplay navigation[/p]
- [p]Dock access points placed for trade ships[/p]
- [p]Efficient packing to reduce draw calls[/p]
- [p]Reusable wood, stone, and roof sets[/p]
- [p]Space allocated for fine detail like barrels, ropes, and windows[/p]
- [p]Balanced texel density for close-up readability[/p]
- [p]Moss buildup across northern surfaces[/p]
- [p]Dirt accumulation near walkways[/p]
- [p]Waterline darkening on lower piers[/p]
- [p]Rust and wear on metal crane elements[/p]
- [p]Variations in wood tone to break repetition[/p]
- [p]Warm internal lights contrasting the cold wooden exterior[/p]
- [p]Large, recognizable silhouette[/p]
- [p]Enough open space for workers, carts, and goods[/p]
- [p]Modular pier extensions [/p]