Wow… seriously, wow. I’m genuinely overwhelmed by the amount of support and warmth in your messages. It became the fuel I needed to continue this difficult journey (instead of coal and dirty water ^_^).
I think I’ve fixed everything that was broken — and even improved a few things. I didn’t have enough time to test all of it super thoroughly, so I still assume there may be issues left. The current update should be compatible with old saves, though as always, something may still go wrong — and if it does, I’ll definitely do my best to fix it once you let me know.
In the comments, please share your impressions of the current build — does it feel better now?
And if you’re too lazy to read the changelog — don’t leave just yet, because at the end I also talk a bit about what’s coming next.
Changelog 1.0.6:
Fixed logistics and made it smarter — smarter task “bundles” are now used. For example, a carrier can now pick up construction resources for several structural blocks at once and service them all within a single task.
Improved optimization by speeding up pathfinding.
Changed the internal game versioning system — future updates are now compatible with old save files.
Buildings now display which resources will be recovered before demolition.
Hovering over storage now shows the amount of resources inside without needing to click on it.
Fixed the incorrect elf icon on the global map.
Added the ability to change the maximum construction height for chassis in the game template settings.
Fixed the inability to remove the last Chassis I.
Frames can now all be selected for demolition — they will patiently wait their turn in the dismantling queue.
Fixed an issue where a creature could disappear if it was outside during an expedition while its workplace was destroyed/frozen. If a creature outside now goes missing, you immediately see it.
Fixed an issue with cached statistics — resource information in the UI should now always display correctly.
Wealthy creatures have become kinder and now quit their jobs immediately instead of occupying workplaces indefinitely.
Removed the hidden “rationality” mechanic for creatures — previously they could choose either the best or second-best option. Now they always choose the best option.
Crashes during game loading were caused by weak GPUs and my own stupidity, because I used PNG textures that became uncompressed when uploaded to the GPU, increasing VRAM usage by 10x or more. Textures are now stored in a more GPU-friendly format.
New buildings are now locked during the tutorial to remove the temptation to rush ahead too early.
Added a “Skip Tutorial” button for players who want to discover the art of being a Mayor on their own.
Fixed route generation issues on large global maps (caused by a small overflow bug).
Also fixed an annoying issue with simulation “drifting” at high game speeds on weaker CPUs. The simulation could accumulate lag debt because it was falling behind, eventually leading to complete paralysis.
Corpses and waste can now be carried directly to the furnace without requiring intermediate storage.
When will the content update arrive, and what will it include?:
I already planned the next major content update. Here’s what to expect:
hand-drawn cities for all regions connected by railway
generation of endless side quests
ability to throw resources outside the train + reputation systems with new factions (these two features may end up connected :D)
a trading system tied to your reputation, regional needs, and available regions resources
commercial transportation (I can already picture a gigantic container full of chickens racing through the desert!)
a small standalone story scenario with some moral message behind it (not fully sure yet, but I’ll try)
With this update, I want to finally fulfill my “debt” regarding trading and proper city visuals, while also adding a new gameplay layer where you can roleplay as a trading caravan focused entirely on business, spending gold on your needs while completely ignoring production chains.
You’ll probably ask: “So when?”
And my answer is: 2–4 months, because drawing the cities is by far the heaviest task in every possible sense, and we’ve already started working on it.
What’s coming in the near future? Several new patches:
While waiting for the city artwork to be completed, the upcoming patches will focus on QoL improvements, UI, improving existing systems, and polishing balance in order to smooth out the experience for new players and recover the game’s approval rating as quickly as possible. I’ll try to release these patches roughly once per week.
The core realization is this: the game currently does not teach players how to actually play well, nor does it provide enough tools to understand and prevent problems. I’ll talk more about this in my next post. There are also several frustrating mechanics that I want to improve. One of them is giving players finer control over overproduction, so you won’t have to deal with tedious building-freezing micromanagement anymore.
Somewhere between these patches, I’ll also organize my backlog of ideas and finally share the roadmap.
And also keep sharing your wishes regarding changes to the current game. I know many of you already wrote about these things in discussions, reviews, Discord and other places, but if you emphasize again in the comments what matters most to you, it will help me better understand the importance of those requests. Huge thanks to everyone who believed in me!