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Ostriv News

Progress report

These last months we were working on the biggest content update since the initial Alpha 3 release. Just as the store page says, the delays between updates may be longer than some of you would otherwise expect. And this is one of those cases. There's no way to divide it into smaller updates so it will take just as much time as it needs. There won't be any estimates on the update delivery since we're all humans and work in our comfortable no-crunch schedules with all due holidays and vacations to make sure Ostriv will be finished and will become the best city-building game ever.

Here are some of the things coming in the next update.

Village house yards will now be customizable:


Also they will finally make some sense, because they will be used by citizens to grow crops they can sell on the market:


As the yards will now have a meaning, there's no need to make them mandatory. Leaving a house without a yard will also be possible (its residents just won't be able to do any private farming).

Resource management will have a major overhaul with capacity limits and more options for distribution by carts and wagons.


Much more new stuff will be announced later. You can keep in touch with the latest news here: https://twitter.com/OstrivGame

Some of the upcoming new buildings:



Thanks to everyone who supports the development by not giving the game a thumbs down review while we're working hard towards a finished masterpiece!


Yevhen

Alpha 3 patch 4 hotfix 3

[h3]Fixed:[/h3]
  • Random crash on messenger arrival

Alpha 3 patch 4 hotfix 2

[h3]Fixed:[/h3]
  • Horse meat hasn't been delivered from a slaughterhouse
  • Couldn't store horse tack in trading posts and warehouses
  • Crash related to the trading post
  • Some hire options didn't work correctly on farms
  • Lime kiln couldn't get empty in some cases

Alpha 3 patch 4 hotfix 1

[h3]Fixed:[/h3]
  • Hay supply was broken in the latest update
  • Crash when placing a trading dock in some cases

Alpha 3 patch 4

This update was planned to be a bit bigger, but as some of you are too eager to try some new stuff already, we're postponing the customizable house yards to the next update. Anyway, this one should have enough to entertain you during the wait. Here we go:

[h3]Added/changed:[/h3]
  • Added a checkbox to only produce dried fish on a fishing dock
  • Slightly improved CPU performance in big towns
  • Slightly improved the bridge model
  • Added a checkbox "Only available" in warehouse and trading post resource selector
  • Improved the chicken model
  • New building: trading dock




  • Added a new town to trade with (by river)
  • Added slower building rotation when Ctrl pressed
  • Added a stricter limit on how far from home can someone work
  • Cowshed workers will not mow hay too far from their cowshed
  • Industry now uses hi-tech solutions for water supply




  • Increased leather price
  • Removed a hotkey to rotate building 180 degrees (90 seems enough)
  • Optimized CPU performance when using FPS limiting
  • Added shadows on water surface




  • Increased maximum number of workers at Carpentry and Smithy to 3
  • Now showing the field size during creation. Also visible in field's properties
  • Can now slaughter horses when really hungry
  • Numbers in trade deal dialog are now calculated as you type
  • Added another bench model




  • Field workers can now take more than one stook on the way back, greatly reducing crop gathering time
  • When emptying a building, resource amounts
  • Added a help text for the fishing dock
  • One fishing trip now brings 9 to 15 units of fish (later will depend on various factors)
  • Added a new map:




  • Added a reminder to build a trading post when running out of iron
  • Increased the starting treasury to 2000 hryvnias
  • Several minor UI changes


[h3]Fixed:[/h3]
  • Was too little Ox, Bull, Boar proposal
  • Crash with boats on RX 5700, RX 5600 and Vega - now confirmed
  • Weird trade wagon animation on a bridge
  • Building houses on the map border made out-of-border areas accessible
  • "Apply to all" applied to unfinished buildings
  • Crash after relocating a cart
  • A few crashes on extremely big towns
  • Crash after closing popup windows with Esc key
  • A crash related to plough construction
  • Fields could get stuck on plowing
  • Grass under bridge was wrongfully trampled
  • Reassigning fields during gathering led to leftover "awaiting" resources never delivered
  • Fishing boats preferred closest fishing spots not taking length to account (may still take some time for them to learn)
  • The eggs were sold to citizens 100 times more expensive than needed
  • Supply by wagon didn't work for market stalls
  • Couldn't demolish unfinished lime kiln in some cases