Devblog #10

This time flies so fast, it seemed to me that I wrote the previous devblog yesterday and it's been over two months now. Forgive me this radio silence, while working on BoE I lost my track of time.
TL:DR
The final trailer for BoE is now being created, the basic gameplay is finished, the premiere is not yet set, game mechanic is changed
Release date
This is the most important topic that everyone is interested in, and this is what you ask most often. In short, I'm not able to determine the exact release date right now. I mentioned Q2 earlier and it would have been like that if the release process had ended with sending the latest BoE build to Steam and clicking Publish.
I didn't know it then, now I know that the development of the game itself is a 50% success, because there must be internal tests of the game, translations into languages (yes, friends from China, your language will be there too, you can rest assured), certification, so now nobody is able to determine how long it all will last.
It's best if I don't give any new approximate dates, my prediction sense turned out to be too weak in this case, but I can assure you that we are already very close to the release.
New materials
Progress
Some of you who follow the forum on Steam already know that I have decided to modify the game mechanics. It's mainly about the way of delivering raw materials and services to buildings.
After reading all your comments and having a long chatting debate with some of you, I have come to the conclusion that I will use the best features of all these mechanics depending on the purpose of the building. For example, the police will have a range with an effectiveness gradient (guards will still be circling the city and interacting with bandits), but a resident of the house will have to move on his own to pick up food from the Bazaar.
I think that such a solution is logical, most realistic and will prevent from simplifying the mechanics for senseless running of suppliers and reducing the game to putting together ideal patterns from the Internet. I think it works much better than I had it done in the prototype game, it's consistent, predictable and interesting because it looks at it well.
From less important things I've improved my landscape textures for the hundredth time and for the hundredth time I've improved the vegetation in the game - at this moment I'm already satisfied with the effect (you'll see it in the trailer).
The next devblog will appear soon because of the trailer premiere.
See you later!