Cosmos Conquer cover
Cosmos Conquer screenshot
Genre: Simulator, Strategy, Indie

Cosmos Conquer

Summer Sale 2022 Stream

Hey everyone!



Summer Sale 2022 is just starting and you can get the game for 50% OFF for the next 2 weeks! In addition, we will be conducting a giveaway of the game on Twitter. Please check out our livestream to find out more!

We will be doing a Summer Sale stream of the game for the next few days, in order to showcase the game to all those that will find the game. We'll be also announcing the giveaway mentioned above, so stay tuned and keep watching!

Dev Friday #50 - New Changes in the Upcoming Update

Hey everyone!


We're finally back with some more updates on 'Cosmos Conquer'. I'm working on a new update with a lot of changes. It includes some interesting stuff, however we'll not see a new Civilization Type - at least not in today's Dev Friday!
Stay tuned and see for yourself what I've prepared!

ALIEN INVASION CHANGES


With the latest update, Alien Invasion were added. This is definitely the largest mechanic so far and it definitely impacts the player's game. Because of that, I've went ahead and ensured that it is more balanced and interesting for the players.
First of all, spawning rates were changed. If there's an Alien Base active, Aliens will spawn twice as fast as they do currently - meaning that a successfully invaded settlement has to be quickly cleared from the enemies or they'll keep growing in numbers! In addition to that, Aliens will now spawn in a very slow rate even if there's no Alien Base. Meaning, that whether they've successfully created a base or not - they'll grow larger anyway!

SHIELDS AND INVASION SPAWNING


Shields also saw a few changes, to help the player with new, strengthened Aliens. The shields are now destroyed after the invasion was stopped, as a form of compensation for protecting the settlement. Shields now also reduce a spawning rate of Aliens, meaning that you should be really thinking about getting that shield.
And before an invasion even begins, there's also a few changes with that! When an invasion begins, the amount of Aliens spawned will depend on your Karma Modifier. The lower the modifier, the more Aliens will spawn. Make sure that your society is stable and ready for the surprises from the far Galaxies!

ACCESSIBILITY


There's also several other changes, mainly to improve accessibility of the game. Hints about the game setup are now available and displayable with a separate button, so it's easier and more intuitive to access them. In addition, players can now set the reading time for their in-game tutorials if they have trouble reading it at the current pace. A few visual bugs for texts were also fixed.

BUT.. THERE'S MORE


I'm keeping one of the new features a secret, together with some extras. So.. you should come back for next Dev Friday to find out what's going on!

Thank you for reading today's Dev Friday!

'Alien Invasion' Update

Focusing on our development, we've forgotten to look further and beyond ourselves. Now, we'll be paying the biggest price for our mistakes. Giant shadows emerge from the sky as the screeching, unknown sounds start filling the Humanity's Empire. Our greatest fear and dreams have been confirmed - we are not alone.

Tonight, 'Alien Invasion' update goes live! It's an extensive update so we'll be covering quite a bit of changes today. Let's get right into it!



TYPE 3 CIVILIZATION


As it was announced in the previous 'Dev Friday', Type 3 was added to the game. Now, you will be able to conquer and settle entire Milky Way together with surrounding galaxies. There are many new buildings and technologies which will help you to reach your goal. If you want to know more about this particular topic, read more here:

ALIEN INVASION


A new event was added into the game. If an alien invasion happens, structure yields are halved and removing any hazards becomes several times expensive. The event will also spawn a new hazard: Alien Base.
Alien Base is a hazard which appears on the object's slots. It produces new aliens as long as it's present on the object. If an Alien Base cannot spawn, it will recompensate by spawning a larger wave of aliens. Alien Base is removed like any other hazard, but due to the effects it is way more expensive than it would normally be.
Aliens are removed with a Commanded Ship. If there's an Alien Base, it is still possible to get rid of them, but it's more difficult to do it - it's better to remove the base first. There's also one more way to protect yourself from the Aliens - building a shield.
"Build Shield" is an action that is available for any settled object. If it's bought, the shield will be present in the object. Once an alien invasion comes, it will reduce their number by 25%. The shield gets destroyed when an invasion comes.
An alien invasion is gone once all aliens are killed. That's when everything comes back to normal.



ECONOMY CHANGES


Entire game's economy has been changed. Pretty much all of the costs in each type were changed and rescaled to fit each other. Because of that, all costs, rewards and yields were adjusted with it. Pretty much everything has a new price. Those changes were made in order to balance the game, as well as improving the flow. Let us know what do you think about the current version!

BETTER INFORMATION


Now, UI is informing the players better than ever. Karma Costs are shown everywhere they're applied and structures tooltips show yields the structure will give. In addition, separate slot yields are shown if a View Filter is turned on. Its state is now also autosaved. Traits also display descriptions. As for the game's setup, now it is shortly explained what is the scene for each civilization type with corresponding titles.

OTHER ELEMENTS


A lot of traits and slots amount, especially in type 2, were reviewed and rebalanced to fit the game better. In addition a lot of improvements on scaling with types was made. There were also many bugs related to the events and other already existing mechanics, which were all fixed.

That was a large update! I hope that you'll enjoy it. Let me know what do you think!



FULL CHANGELOG LIST


0.8.3270:

  • [GAMEPLAY] General Costs Balance and Update:
  • -- Updated Scouting Rewards
  • -- Updated Actions Costs
  • -- Updated Karma Penalty on Celestial Bodies Scouting and Settling
  • -- Updated Projects Costs
  • -- Updated Structures Costs and Yields
  • -- Updated Technologies Costs
  • [GAMEPLAY] Updated Slots Amount of some Celestial Bodies
  • [GAMEPLAY] Updated Type 2 Traits
  • [OTHERS] Updated Options menu
  • [TECHNICAL] Updated File References
  • [BUG] Object yields are now updated when a riot starts or ends
  • [BUG] Spaceship Flash Icons no longer block the Mouse Inputs
  • [BUG] Signal Loss now refreshes the Celestial Body Details only if it's the affected body
  • [BUG] Fixed graphical theme bugs in Type 2
  • [BUG] Fixed UI object yield icons across Types

0.8.4160:

  • [GAMEPLAY] Events now have a cooldown before happening again
  • [GAMEPLAY] Karma Cost of Object Scouting/Settling is now shown in a tooltip
  • [GAMEPLAY] Separate Slots now display their yields when using View Filter
  • [GAMEPLAY] View Filter's state is now autosaved
  • [GAMEPLAY] Traits now display descriptions
  • [TECHNICAL] Fixed non-fullscreen resolutions loading issues upon starting the game
  • [GAMEPLAY] Adjusted Karma modifier effects between the eras
    0.8.4300:
  • [GAMEPLAY] Added "Alien Invasion" Event - Yields are halved, hazards are 400% more expensive to remove and an Alien Base is created; to get rid of the event, all aliens must die.
  • [GAMEPLAY] New Hazard: Alien Base - spawns during Alien Invasion, produces new aliens during the invasion.
  • [GAMEPLAY] New Action: Build Shield - creates a shield on an object; if it's invaded by aliens, 25% less aliens spawn and the shield gets removed.
  • [GAMEPLAY] Starting menu now gives more insides about the Civilization Types

0.8.5020:

  • [GAMEPLAY] Adjusted karma calculation to suit all civilization types
  • [GAMEPLAY] Adjusted starting energy values
  • [GAMEPLAY] Alien Invasion size now scales with civilization type
  • [BUG] Fixed several small errors with Alien Invasions
  • [BUG] Fixed crashing type jump scene after third type
  • [BUG] Fixed crashes upon technology purchase if no slots or objects were active previously or the saved slot is out of range on the current object
  • [BUG] Fixed incorrect updating of object's peace icon (new known issue: peace icons do not display correctly after loading the game with a ship saved on the object)

0.8.5080:

  • [GAMEPLAY] Adjusted projects costs and slots amount
  • [GAMEPLAY] Adjusted asteroids scavenge values
  • [OTHER] Updated translation keys

0.8.5110:

  • [GAMEPLAY] Adjusted projects and techs costs

Dev Friday #48 - Type 3 finally in the game!

Hey everyone!
It's finally time for another 'Dev Friday' and first details on the upcoming update. The next Dev Friday will be on 13th May and that's also when the update launches. A lot of things will change, so stay tuned!
Today we'll discuss one of the more major changes, which is the addition of Type 3 civilization.


So, like it is visible on the screenshots, Type 3 is finally available. In this civilization type, we'll enter local galactic cluster where the Milky Way is located and explore the universe on galactical level. Now, you will be able to conquer and settle entire Milky Way together with surrounding galactics. New buildings and technologies will help you in your conquering. Wormhole Traveling, Asimov's Device and Quantumverses - those are only some of the technologies that will unlock new buildings for you! When it comes to the buildings themselves, Intersol, The Deunire and The Articave will be supporting you throughout the lengthy era. At this stage, the universe may get eerie - so let's hope they will make you feel more comfortable...


There were also other changes in the game. Most noticeably, all of the costs and yields in the game were balanced. From now on, all types will take similar time to complete, while still scaling up and increasing players earnings. Scouting Rewards, Actions Costs, Karma Penalties, Projects, Structures and Technologies Costs - they were all rebalanced and improved, to work with the new flow. We hope that you'll enjoy the current flow of the game and let's hope this will lay a solid foundation for a continiuous playthrough one day.

There were also many smaller gameplay changes and bugfixes, intending to improve the general experience and readibility for the players. Many issues were regarding the screen work (especially around the resolutions) and UI functionality, which were improved. Certain dismatched elements were also fixed. The game's interface received a solid review and received many changes without really being able to notice it. Most noticebly, we've removed mismatches in UI style, fixed windows sizes, updated tooltips displays and more! We'll definitely cover a lot of those changes in the next 'Dev Friday' - stay tuned! With the update, I'm planning a discount for the game.

That's it for now, thanks!

Dev Friday #47 - 'Deep Space Silence' Update

Hello everyone!


It's finally time for the next update! This time, we're stepping into the deep, unknown dark of the universe, in 'Deep Space Silence' update. We've learned about some of the new features in the last Dev Friday. If you haven't read it yet, check it out now: here. If you did, you know there's still some stuff to share.


New Event


The game receives a new event type. So far it has only been a Riot, however there's something new to fight with in your quiet, peaceful Settlements.. maybe they're even too quiet?
'Signal Loss' is a new now a new Settlement Event in the game. Signal Loss is slightly more likely to happen than the Riot and influences the player's gameplay quite significantly. If the player loses a signal from a Settlement, no action can be done until the signal is restored. Some info also disappears, such as info about Settlement yields. Those mean no way of controlling the Settlement until the issue is fixed. To fix an issue, a Commanded Ship has to be sent in and given enough time to fix it. It takes significantly shorter time to complete, but it definitely is a dangerous thing to happen. Better keep your Settlements safe... It's also good to note that Signal Loss is less likely to happen if a Commanded Ship is stationing nearby.


What else has changed?


Options have been slightly changed. That especially applies to volume options, which are now in form of sliders and are accessible from in-game menu. That means the volume can now be controlled by the player from any place in the game. In other things, some of the tutorial messages has been updated, especially the welcoming message, which has a winning condition stated in it now. Other things include fixing UI of some windows, especially missing scroll bars in Projects window and giving sound priority to Settlement Event sounds over other, less important sounds such as clicking. Before, those could get overwritten and the player would not hear a tragedy coming.

Warning!


This particular build DOES NOT have backwards compatibility. That means that you'll have to finish your game before updating or send us your save file to convert it to newer version. Thanks for understanding!


CHANGELOG:


0.7.2270:
- [GAMEPLAY] Previous Tier Buildings can still be constructed
- [GAMEPLAY] New Event: Signal Loss
- [GAMEPLAY] Settlement yields are now displayed in Details Window
- [GAMEPLAY] Spaceship indicators for Settlements
- [GAMEPLAY] Numerous additional informations and indicators including traits, structures and winning conditions
- [GAMEPLAY] Technologies now display Karma Penalty as their cost
- [TECHNICAL] Sound and Music are now sliders
- [TECHNICAL] Added Options menu in-game
- [TECHNICAL] Given playing priority to Event sounds
- [BUGFIX] Fixed visual bugs with scroll wheels in various UI elements
- [BUGFIX] Fixed actions keys


Thanks for reading this 'Dev Friday'! Enjoy the update in the game and see you in the next update, which is going to be quite huge!
Stay tuned!

DEV FRIDAY #46 - General Fixes and Changes

Hey everyone! 'Cosmos Conquer' has released in early access just two weeks ago, but we're not stopping there! I've prepared new features for the upcoming weeks and I hope you enjoy the changes! Today, we'll be focusing on version 0.7, which will be released as an update to the game in two weeks. Stay tuned, we're releasing the update on April 1! And that is not an April's Fools joke! For now, let's see what's some of the new features in this update.

This update focuses mainly on fixes and smaller features that would be pretty useful, but did not make it to the early access or were suggested in player's feedback after playing the demo and early access. Its general task is to make the experience better for the players and make the game clearer and more enjoyable. So what has changed?

First of all, some new indicators were added across the game. Most noticeably, an icon is now visible over a Settlement if a Commanded Ship is available nearby. It indicates, that in peace times, it decreases the chance for riots significantly. Stationing with a Ship nearby a Settlement during peace times will decrease the chance for riots as much as 25%. Hence, it's important that we show this feature to the players. In addition, hovering over any Settlement related icon will show additional information to the player, explaining what exactly is happening in the area. It makes all concepts of events around the Settlements clearer in messaging and the players should have less trouble understanding it.


In addition, some messaging and mechanics has changed about structures construction. From now on, players will be able to construct structures from the previous tier if they recently upgraded. That means, if you purchase a technology improving your structures, you can still purchase the previous buildings, if the new ones appear way too expensive to you. This works across all eras and structures tiers, except the first one, where there's obviously no previous tier. Structures from previous tier can be built as long as the structures don't improve again, when the list would update. Also, tooltips for each structure now tell the exact amount of basic yields (excluding modifiers). This means that the players will be able to plan out their strategies better and generally improve their experience and method of playing. This also, again, improves messaging.
To further improve messaging, Settlements now give information on their yields. The screen with Settlement details now displays that information at all times and updates it in real time. It does not include any modifiers. Messaging was also improved on traits, which gives an idea on what a given trait does. Karma cost was also added to technologies list, as it was not specified anywhere prior to that.


There's also a new event type in the game, but we're going to talk more about it the next time! The same awaits some further messaging and tweaking on user's side. Stay tuned, we're going to share that info soon! That would be it for today, thank you for reading!

'Cosmos Conquer' Now Live in Early Access!

Welcome everyone!


'Cosmos Conquer' is now available in Early Access and you can purchase it now on Steam for $7.99! The game is available on Windows and and for the week following the launch it will be 10% off. Get yourself your copy and let us know what do you think about the game! We expect to update the game pretty soon and slowly go towards the full release. Please have in mind that the game is in Early Access. It can be bought directly on Steam!
You can watch the gameplay from the game here:
[previewyoutube="kytX4BjRUOc;full"]

Let's recap the changes in this version of the game! Full changelog list can be found on Discord.

EARLY ACCESS RECAP:


- [GAMEPLAY] Added game tutorial
- [GAMEPLAY] Added functional Steam stats and achievements
- [TECHNICAL] Added Steam Auto-Cloud
- [GAMEPLAY] Added Commanded Ships
- [GAMEPLAY] Added Scavenge Points
- [GAMEPLAY] Added Settlement Riots
- [GAMEPLAY] Scout and Settle actions now scale with the game's progress
- [GAMEPLAY] Added pause menu in the game
- [GAMEPLAY] Added keyboard shortcuts
- [GAMEPLAY] Added loading screen tips
- [HOTFIX] Many balance and bugfix changes




Playing Cosmos Conquer Early Access

Hey everyone!



It's time for Steam Next Fest and we want to share some exciting news with you! As you know, early access comes live on March 4, 2022. The release is in 7 days! We're looking forward to your feedback and we hope that you enjoy the game. For this happening, on Friday, February 25th, 5PM GMT+1, we're planning on playing the game live. This livestream could be pretty lengthy and we hope you'll have a great experience! Thanks and join us on Friday!

Cosmos Conquer Playthrough Watching + Q&A

Hey everyone!



It's time for Steam Next Fest and we want to share some exciting news with you! As you know, early access comes live on March 4, 2022. The release is in 8 days! We're looking forward to your feedback and we hope that you enjoy the game. For this happening, on Thursday, February 24th, 4:30PM GMT+1, we're planning on playing a recent playthrough of the game's Developer. The Premiere happens via YouTube and can also be watched here, however we encourage you to watch it with us on Steam! Afterwards, there's going to be a short Q&A session during which the developer will respond to the questions the Discord community had. Thanks and join us on Thursday!

[previewyoutube="kytX4BjRUOc;full"]

DEV FRIDAY #45 - Tutorial, New Civ Type And Much More

Hey everyone! We're two weeks away from the release of 'Cosmos Conquer' in early access! I hope you're excited for it as much as I am! There's a lot to cover in this update! Because of that, we'll present some of the new features today and some in a special Dev Friday Commentary during Steam Next Festival in which we're participating. So what secrets is this yet-to-be-named update hiding? Let's find out!

First of all, the game's tutorial was added! During the game, there's a special UI window in the top section of the screen. That window will show information that will guide you throughout the game. I've improved some of the messaging and extended the tutorial already, so it should have a lot of important basics covered. It has all you need about yields, structures, game objects and more. To activate a tutorial, you have to do a certain action that triggers the tutorial - for example click on a planet or a continent to get more information about them. The tutorial can be turned off for the game if you click on a top-right corner icon to hide it. It can be turned off entirely in game options.

We're also looking at a new civilization type! Welcome Type 2 Civilization into the game!
Type 2 Civilization focuses on the star systems surrounding Solar System. After conquering our home Star and depleting it from energy, it's time to turn your attention to the closest neighbours! Jump into the game, construct futuristic structures across entire star systems and conquer and harvest energy from places such as Alpha Centauri or giant Sirius.
The game in Type 2 starts in the 10th millenia AD and lasts for centuries. During the game you'll face similar issues as you've might have seen in the Solar System..
We don't want to spoil the new type too much, so just enjoy some new screenshots!

What else is this update hiding?
We are not going to say too much, h owever we can say one more thing: Steam Cloud and Steam Achievements have been added! After a long time syncing and optimizing the game with Steam, I can proudly say that the game will use Steam Cloud and have 65 achievements on the day of the launch. Are you going to be the first one to get them all? We hope that you'll find even the secret ones!

Anyway, that's gonna be everything that we'll cover in this Dev Friday! If you want to learn more, wait until the appropiate Steam Next Festival livestream on which we'll be covering the rest of the exciting launch details, together with the update's name.

Thanks and see you at Steam Next!