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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]
  • [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]
[p]Without a Trade Port, a settlement remains isolated.
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]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]This part is crucial in a city builder where buildings must be instantly recognizable from above.[/p][p][/p][h3]UV Layout and Material Atlas[/h3][p][/p][p]The building uses an optimized texture atlas:[/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]This allows the building to look detailed while being performant on large maps.[/p][p][/p][h3]Substance Painter Pass — Weathering & Detail[/h3][h3][/h3][p]Here the port receives the final touches:[/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]The final asset blends into the world naturally and reflects years of service, storms, and saltwater exposure.[/p][p][/p][h3]Final In-Engine Render[/h3][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]
  • [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]
[p]That's all for today. We will twitching the format of dev blog now and then. To find the most interesting and informative format. Thank you for your interest in our project cya You guys online. [/p]
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Thank You for the Incredible Support!

[p]Hello everyone![/p][p]We want to start by saying a huge thank you to all of you who wishlisted Age After Age, joined our community, and reached us out. Your early support means the world to us - it motivates our entire team at Farom Studio as we continue building the game.[/p][p][/p][h3]Dev Blogs Are Coming - Let’s Build This World [/h3][p]We’re excited to announce that we will soon begin publishing regular Dev Blogs here on Steam.[/p][p]These posts will:[/p]
  • [p]Show behind-the-scenes progress[/p]
  • [p]Explain how different gameplay systems work[/p]
  • [p]Reveal early versions of mechanics, buildings, logistics, and era transitions[/p]
  • [p]Give you insight into how the world of Age After Age evolves over time[/p]
[p]We will be switching between the methods of dev blogs writing, some would be interviews, some showcasing, and some teasing. So stay tuned not to miss anything.[/p][p][/p][h2]Demo is Planned[/h2][p]We are also working toward offering a free playable demo.
This will let everyone try the game early, experience its core systems, and give us feedback before launch.[/p][p]More details will come in one of the upcoming dev blogs.[/p][p][/p][h2]Quality First - QA Is a Major Focus[/h2][p]City builders and economic strategies rely heavily on stable systems, smart AI, and clean interfaces. That’s why we want to be very clear:
QA (Quality Assurance) is one of our main priorities throughout development.[/p][p]We are dedicating significant time to:[/p]
  • [p]Stability testing[/p]
  • [p]Balance checks[/p]
  • [p]Performance optimization[/p]
  • [p]Catching edge cases in logistics and production chains[/p]
  • [p]Ensuring era transitions work smoothly and consistently[/p]
[p]We want Age After Age to launch as a clean, polished product, and strong QA is essential to achieving that. We have internal play tests, where we share and collect feedback. Of course, our future player base will be the main source of feedback, but currently, you'll have to trust us, we are working on it. :)[/p][p][/p][h2]Stay With Us[/h2][p]Thank you again for being here at the very beginning of this journey.
Your support gives life to this project, and we can’t wait to share more.[/p][p]See you soon in Dev Blog #1!
Also, we are working on the issue that some people read the title as Age Age After. :D
- Farom Studio[/p][p][/p]
[p]MEDIA[/p]
[p]SOCIAL PAGES[/p]
[p]Steam [/p]
[p]LinkedIn[/p]
[p]Youtube[/p]
[p]FaceBook[/p]
[p]ArtStation[/p]
[p]Instagram[/p]
[p][/p]
[p]Threads[/p]