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Ostriv News

Alpha 4 patch 1

[h3]Added/changed:[/h3]
  • Nails now only occupy 0.01 capacity per unit
  • Slightly reduced onions and carrots yield
  • Removed limits per resource type in supply options
  • Trade boat loading speed increased 100%
  • Improved market stall models for potato and chicken eggs
  • Now showing warning if placing a house out of market stalls reach
  • Slightly increased maximum distance from house to market stall
  • Logs in a forestry are not counted in capacity calculation
  • Added a nice new arch model



  • Now only the closest forestry will plant trees
  • New decoration: birdhouse
  • Added Resource supply button in forestry to see storage capacity
  • Now showing current total resources on capacity indicator
  • Better choosing which family member goes shopping
  • Added saltworks wheel sound


[h3]Fixed:[/h3]
  • Reduced dependence of construction time from game speed
  • Animals at saltworks didn't age
  • Crash in November after a cow died while on a pasture
  • "Storage is full" were wrongfully shown on houses
  • Eyedropper didn't work correctly on fenceless houses
  • Couldn't relocate animals from saltworks
  • A mayor could get stuck relocating from camp center
  • Forestry workers were prone to doing stuff over and over expecting different result
  • Granaries bought garden produce even if storage is full
  • A glitch with transparency on some buildings
  • Carters could get stuck from time to time
  • "Confine cursor to window" was reset after alt-tabbing from the game window
  • Minor UI fixes

Alpha 4 hotfix 2

[h3]Changed:[/h3]
  • Now there's more chance citizens will buy multiple products in one go
  • Granary capacity increased to 20k


[h3]Fixed:[/h3]
  • Citizens did basically nothing on 2-core processors (need confirmation)
  • Bridges could still make rare inaccessible zones
  • The game was very productive in creating corrupted saves (need confirmation)
  • School building was too demanding on terrain flatness

Alpha 4 hotfix 1

[h3]Fixed:[/h3]
  • Could build instantly with a bit of clicking the "demolish" button
  • Invisible toddlers could participate in gardening
  • "Continue" button could fail in some cases
  • Kids would refuse to go to school ever again after their teacher was fired
  • Bridges didn't connect islands correctly
  • Inactive lime kilns and charcoal piles didn't save correctly
  • Citizens had a cornucopia of garden produce if delivered by hand


If you had any problematic bridges, it is recommended to start a new game.

More fixes are coming soon!

Alpha 4 released!

Three weeks ago we had Alpha 4 feature-complete and started testing it internally. It was tempting at the moment to give you an estimation on release date, but it would've been a big mistake. The testing showed so many issues and being able to thoroughly research all the new additions and make corrections without time pressure was priceless.

So here we are with Alpha 4 ready for your judgement. In short, there are 5 new buildings, introduced basic education, new ways of transporting resources, improved performance, private farming, storage capacity limits and a lot of other stuff.

Your old saves will load fine, but it is recommended to start a new game because of the number of new things that have a great impact on your local economy. Also older saves will not enjoy the same amount of performance improvements.


[h3]Added/changed:[/h3]
  • Citizens will now use their gardens to grow their own food for sale and for personal consumption



  • Greatly optimized the pathfinding to use all available CPU power
  • Slightly optimized overall graphics performance
  • Resources will now also be supplied for the next construction in a queue
  • Export stock can now be marked as one-time deal (will not be restocked after a sale)
  • New info overlay that shows products for sale on the local market



  • A bit more info in chicken coop help
  • Added an explanation why trade boats don't depart in winter
  • Improved forestry construction animation
  • Can plant the trees again after the reforestation area is all cleared
  • New building: construction office (allows to hire additional builders)



  • Now highlighting reached yearly limits in supply options
  • Now showing the number of trees in a reforestation area
  • New building: cart shed (allows to hire carters for regular deliveries)



  • Can see monthly family income in house properties now
  • More smoke from charcoal piles and lime kilns (only those built after the update)
  • Citizens will now only choose nearby market stalls and wells
  • New building: gazebo (comes in two variations)



  • Can now build houses without gardens around them
  • Added a simple ambient occlusion effect near the ground



  • Problem icons over buildings are now clickable
  • Added storage capacity limits on all buildings
  • Added new cursors when relocating animals or vehicles
  • Can now create a special order to move resources (fulfilled by carters or wagon shed workers)



  • Added a help text for wagon shed
  • Slightly reduced forestry wood/firewood production per log
  • Women will now use carts (but with less efficiency)
  • Can now immediately destroy building's resources
  • Added tooltips on world map wagon icons
  • Added a help text for well
  • Wells built too close to the river will only produce low-quality water
  • New tree type: spruce



  • Can now choose one of two tree types when creating a new game
  • Family tree will now also show children and parents who live separately (but only those who moved after the update)



  • Lots of small and painful optimizations with a bit of results, but no one said it'll be easy
  • Citizens will now get inheritance from their deceased parents
  • "Continue" button in the main menu will load the last save if not in game now
  • Colder shadow color in winter
  • Improved model and construction animation for trading post
  • Old people who live alone will try to move in with their children
  • When both parents living with children die, their oldest child will become a head of the family (was undefined behavior before)
  • Food consumption now depends on family budget, market price and amount stored
  • Improved houses models and their construction animation
  • New building: saltworks. Allows to produce salt from underground brine deposits (which are everywhere at the moment)



  • Added information about trade deals in trading post's help
  • Amount of house construction resources now depends on model variation
  • Most citizens will plant decorative flowers near their house in the spring
  • Improved farm model and construction animation
  • Slightly rebalanced fishing to be less reliant on travel distance
  • Newlyweds and newcomers will choose houses with no regard to the order in which they were built
  • Improved grass timings for better visuals in spring and fall
  • The seasonal hiring setting is now being restored if counsellor was rehired
  • Extended family patience by 50% when they decide to leave
  • Now showing the reason why the family is moving out in house properties



  • You can now buy products from citizens in granaries and trading posts
  • New building: primary school



  • Can now customize form and size of the village house garden (F1 by default)





  • Garden owners will now pay land tax set by the town hall (based on land area)
  • Pigs can now be fed new vegetables: carrots, cabbage, beetroot
  • Added a help text for market stall
  • Added generic cargo model on wagons
  • New option: Confine cursor to window (useful for edge-scrolling on multi-monitor setups)
  • Bigger font size in tool tips


[h3]Fixed:[/h3]
  • Couldn't reassign fields in some cases
  • Wrong navigation around bridges (will stay in old saves unfortunately)
  • Pathfinding inconsistency which led to sub-optimal paths in some cases
  • Slaughterhouse workers did an unneeded return to the stable when slaughtering a horse
  • Citizens could stand for several seconds before starting to walk (mostly on developed towns)
  • Building disappeared for a moment on construction completion
  • Save game window had wrong title
  • Heavy stuttering when hovering a building over some parts of the map
  • Key bindings for up/down, right/left, CW/CCW were all inverted
  • Forming new families could stuck in some cases (unintended indian tradition)
  • Activate/Deactivate didn't work exactly correct in charcoal piles and lime kilns
  • Shift key (for x10) didn't work in economy panel
  • Trading dock's roof didn't cover from snow
  • It was still possible to build on map entry points (after loading a save)
  • Crash after you somehow create a triangular pasture
  • Crash after pasture entrance is blocked
  • Newlywed couples could accidentally move out on game load
  • Citizens didn't remember if they have shoes/clothes upon game reload
  • Could build outside the map bounds in some cases
  • Tooltips were hidden over cursor if cursor size is increased in Windows control panel
  • Seasonal hiring didn't reset on new game start
  • Several cases of cyclic market stall deliveries
  • Wrong shadows on construction parts during assembling
  • Firewood wasn't consumed for heating in winter (only for food preparation) from version 0.2.4 until now
  • Demolished building could still have dangling properties UI
  • Boat relocation by laborers didn't work
  • FPS limit didn't work correctly
  • When a citizen was carrying multiple resources, only the first one was showing in properties
  • Trees could hover over ground after terraforming
  • Windmills could motivate people to walk through buildings and fences
  • Demolishing and cancelling some buildings made unexpected navigation around them
  • Some doors were opened by the ghosts on regular basis
  • Crash after demolishing tannery
  • Lots of minor UI fixes

What is taking so long

Instead of posting a long boring list of things we're working on, I decided to make a little case study of a new building coming in the next update to show what kind of work is being put into each building in Ostriv. I hope it'll give a much better perspective and will be much more interesting to read through.

If I take a look at the Trello card called "building_saltworks" I can learn a lot about its history. It was created on 17th of August, 2020. So this was the day we started researching the historical data and exchanging ideas.



There's a thin line between how far you can go in historical accuracy direction and general playability. We're trying to keep it both interesting to play and mildly educational on how the industry worked before the industrial revolution.

We iterate on different designs until we find the one that fits all the requirements: has all needed functional elements, looks unique, fits the style, has easily readable and recognizable structure, and of course is just pleasant to look at.



As much as we strive for details, some of them can't be put in a game as they are. You can see a highly-detailed model on the left which we had to render as a texture with transparent parts on the right. We experimented with different versions to get the look we need.



From the feedback I can see one of the most admired parts of this game is construction animation. Having buildings assembled by distinct parts feels refreshing after being used to them just popping out into existence.
Once we have the saltworks building model completed, we start on the separate model which has all the construction parts specified.



As you can see the saltworks building has 556 separate parts, all of which were modeled by hand, are ordered respective to their construction order and have material specified. Some parts are marked as milestones to avoid some unrealistic situations like roof parts hovering in air before the walls have been built. You can see the milestones in the construction's properties:



In game, when construction workers get to the site, they get a task to build a specific part based on the order and material availability. They would take a resource from stack and build a new detail, repeat until their workday is over. Sometimes some parts may look weird during construction and we need to reorder the parts, change resource types, milestones and so on, until our workday is over. Thankfully there's enough benches around and we can get back to work later in full strength.

In grid-based games the building footprint is specified simply as two integer numbers: width and length that they take on a grid. From navigation perspective this just means those tiles are no-walk zones.

In Ostriv it is much more complicated: there is no grid and the buildings are freely rotated. Citizens can walk anywhere with no regards to grid tiles.

To avoid overlapping buildings with each other each one of them has specified which land it occupies exclusively (the yellow part) and the empty space which they can share with other buildings (the green one). Of course it could be much more simple, it could even be generated automatically based on model geometry. But that would take away from Ostriv its unique handcrafted feel as well as the ability to put a nice little bench right there in a free strip of space near the entrance.



For navigation purposes each building is supplied with a set of "nodes" and "walls" which will become a part of the global navigation graph connecting all the buildings in a town. So keeping it as simple as possible while functional enough is essential to late game pathfinding performance.



There are also nodes for specific purposes like wagon parking or storage points for resources. This time we finally made special nodes specifiable in editor rather than built-in to the program code. The future mod-makers should approve of this.

To make sure citizens will not clip through buildings when entering them we specify in the editor the floor geometry, which is also stored in the model. As we have dynamic doors in Ostriv, they need to be added in editor as separate objects.



In most city building games there's usually no actual difference between various production buildings. There's a visual model, inputs and outputs. This concept has a great advantage of scalability: once you made it work you can add new buildings with close to zero effort. With modding implemented this just becomes an endless source of new content. That's the easy way, which obviously means it's not our way.

Back when I was working on the game alone I had varying amount of attention to the detail. When I was rushing towards the Alpha 1 release in 2017, I've added a bunch of soulless buildings like Tailor's and Weaver's workshop in a hurry. All they do is stand there and produce one resource from another. The windmill on the other hand is a building I made one of the first and it is probably one of the most detailed and nuanced windmills in video game history. I want Ostriv to have more buildings like that windmill.

The saltworks building has an animal-powered machine for pumping brine from underground deposits. You can use draft horses or oxen to turn the wheel. We've chosen the building design in which you can see the animals inside pushing on that samsara wheel in the name of the betterment of civilization until the brine storage is full. Then the human worker should fire up the oven with firewood or charcoal (depending on your choice) to evaporate the water and get another batch of dry salt ready to be used by the town. The oven consumes fuel, the animals consume food and water and die occasionally from the lack of it. Just as always, you can relocate animals or even call a slaughterhouse guy to put them to the final rest. The whole process is powered by some 26KB of new code (I always choose the shortest variable names possible) written intermittently in the course of the last 5 months.



On January, 12 I moved the "building_saltworks" card to the "DONE" section but the room for improvement is still there. If back in August I were to give an estimate on how much time making this new building would take, I wouldn't be even close to accurate. I also didn't know that writing this post would take my whole day. That's why I'm not giving any estimates on Alpha 4 release date.

Now back to turning that wheel so the folks can finally grow their own food and send their kids to school.

Stay healthy and kind!
Yevhen.