Creo God Simulator cover
Creo God Simulator screenshot
Genre: Simulator, Strategy, Indie

Creo God Simulator

Minor Holiday Hotfix

A Small Holiday Hotfix



Hey there everyone! I hope your holidays were spent wonderfully in whichever way you could manage - we all know that this year's been a doozy. I just wanted to make a small update to Creo which fixed a small number of bugs and issues with the previous version.

Nothing too fancy with this update, though I'm working on a new building and some new events for the next update. I've been thinking about adding in the Trader's Guild building again, which allows you to generate additional gold and a random resource item as long as it's staffed with totally non-greedy tradespeople. I've also been working on the Prophet character event, who will go about doing miracles and convincing more villagers to believe in you.

There are several more buildings and events I've got in mind, but one step at a time, right? Work continues on Creo - we've even got some new soundtracks pieces in the works as well! Please make sure to let me know, either on Steam or in our Discord, what additional features or improvements you would like to see! I love getting feedback from our community.

Have a Happy New Year's everyone! Here's to seeing a whole new year of updates and improvements to the Creoverse!

- Esteban


Changes Made for this Update



Minor Changes




  • Increase population trigger value for homelessness to 10 minimum


Bug Fixes




  • Fixed build menu sometimes not allowing building placement due to logic error
  • Fixed Kitchen's info on select lacking spaces in certain areas
  • Fixed town name being same as God name in new game map generator on randomize
  • Fixed build area clipping on y-axis with map

Creo God Simulator V.0.5 is now LIVE



It's Live, It's Here, It's Got a Ton of Updates



Ladies and gents, after so many long months of development, testing, and iterating, the newest version (V.0.5) of Creo God Simulator is now live for every owner to play! I made sure to take advantage of the US Thanksgiving break and focus almost all my days on getting this new version up and running. Most nights have involved me staying up nice and late in order to get bug fixes and improvements put in the game.

I'm extremely grateful for all the testers who have been involved so far in getting this new version ready, and for my family who's be extremely understanding of my long coding/development binges. I know that now begins the slow and steady process of bug fixing, adding community-suggested improvements, and adding more razzle-dazzle to the main build of Creo on Steam, and I'm extremely excited that Creo is finally at this stage.



Summary of Improvements/Changes



Over the course of the last few months, Creo God Simulator has received an extremely large number of changes and improvements to its game engine, graphics, and gameplay. I'll briefly cover the main changes that have taken place over the course of the last few months, but if you want a more detailed look at what's been added, please feel free to check out Creo's long list of updates in the 'Recent Events and Announcements' section of the store page.

Some of the changes and improvements that Creo's received over the last few months:

  • Complete graphical overhaul, changing from low-poly to a unique blend of voxel, pixel-art, and low-poly graphics
  • Much-improved camera system (smoother movement and more intuitive controls) and made the game isometric, rather than having it perspective based, as it used to be
  • Narrowed down the scope of the villager simulation, switching focus from the individual villagers to the city as a whole. This was done to help keep Creo's gameplay goals achievable and focused
  • Added a dynamic villager/sprite creation system. This new system allows me to add unique villager and animal animation sprites to each building - this helps give Creo's towns a much more lively and busy atmosphere and opens the door for future improvements to Creo's ambiance as well
  • Updated event engine to be much easier to work with as a developer - this means that I'll be able to add new and unique events/quests to Creo much more quickly and efficiently than before. I'm excited to see what unique events the community can come up with, much like the Cat Swarm event that occurs occasionally in Creo
  • Large redo of Creo's old UI system. The new UI system has been designed to be much more intuitive and appealing, to be honest, my old UI sucked. I've definitely put much more work into Creo's current UI/UX
  • Many, many, many more changes and improvements...


What's Next?



Now that the new version of Creo is finally out to the public, I can continue my work of adding new features, buildings, gameplay systems, and events to the game. Additionally, I hope that I can now leverage the player's feedback on the live version in order to make relevant improvements and bug fixes.

Some of the things I'm eyeing for the next update are:

  • Giving the road laying tool the ability to build new sections of road without closing the tool
  • Showing all areas of effect of raw material/city services buildings when selected (think when you click on a well, it will show you ALL well's AoE, not just the one you've selected)
  • Adding new 'Prophet' event - an outcast arrives in your town and begins converting non-believers to your religion while working miracles as well
  • Showing a building's total health when selected (654 HP / 1000 HP) - we currently only show current health


I'm extremely excited for Creo's future. I'd like to thank everyone who's patiently waited these last few months for this update - Creo would not exist without all of your support. Looking forward to hearing back from all of you, and I hope to catch you all on our Discord server!

- Esteban



Changes Made for this Update



Major Changes



  • Added starvation that slowly kills your villagers if player has no food
  • Added in-game help dialog (you can reopen the tutorial at any time)
  • Drastically improved quality and length of initial tutorial, now covers more game topics
  • Added possibility for a 'Crisis of Faith' to occur in random villagers, randomly increasing or decreasing their faith.


Minor Changes



  • Improved UI of notification icons
  • Increased villager birth rate to be more reasonable
  • Added production rate indicator in certain selected building's UI
  • Added age indicator UI in top UI bar
  • Removed Creobrine
  • In market flux equations, increased the quantity of wood purchased by shops/markets by 30%
  • Raised WP cost of each godpower to improve WP balance
  • Made quest info UI screen larger
  • Updated build menu icon images
  • Added earthquake sound when earthquake occurs
  • Removed gold income hover in UI
  • Doubled duration of of Meteor Crater
  • Added game speed control using hotkeys (1,2,3 numeric keys)
  • Finally got a haircut
  • Game now will also save and load the RNG time remaining for events and future quests
  • Removed tree wind sways - found that this was causing large performance issues
  • Increase faith/fear effects of Rain, Meteor, and Lightning god powers
  • Changed faith/conversion values to favor player more
  • Increased lumberyard work rate by around 30%
  • Made rain remove cats
  • Doubled strength of rain power
  • Updated name-randomization values


Bug Fixes



  • Fixed game not returning 1/3 resource cost when a building is demolished
  • Fixed a demolision bug where buildings would run removal code twice when demolished
  • Fixed build area rendering causing large performance issues when several altars exist
  • Fixed world-generation showing behind loading screen on a resolution of 3072 x 1920 or larger
  • Fixed bug where game speed was set to 1 everytime inspiration menu was closed
  • Prevented random events from occurring during tutorial
  • Fixed cat swarm cat's colliding with rain collider
  • Fixed dust puff's orientation when placing starting plaza
  • Fixed villager's audio spatial 3D blend issues
  • Fixed save/load issue with RNG event times
  • Fixed UI road cost being incorrect in build menu
  • Fixed meteor not applying blast damage to roads properly

Beginning New Update's Testing Phase!

The Time is Getting Close!



Hey there everyone! I've got some exciting news - Creo God Simulators' largest update ever is beginning its testing phase! After months of work and changes, I've managed to get Creo to a point where it's ready to begin playtesting and finding balance improvements. This testing will be done internally and outside of the Steam network, and we're very excited to start getting feedback on how we can help Creo have a better gaming experience.

So What's Next?



Briefly put, the next few weeks will involve various personally-selected playtesters playing and helping iterate improvements to the in-development version of Creo. I hope that our testers will be able to help me tweak Creo's resource-management system to be more challenging yet fair. Additionally, we'll be testing game difficulty and possible quality-of-life improvements.

Once we wrap up this initial testing phase, I will be finally uploading the new version of Creo to Steam, which will anyone who owns Creo God Simulator to update their local version, and try it out! As we did before with Creo, I hope that all of you play the game please head over to our Discord server and make any suggestions you may have or report any bugs you may find. Here's a link to Creo's server:
Creo God Simulator's Discord Link

What's New in This Update?



This progress report includes various improvements and game additions that I've added over the last few weeks. One I'm excited to announce is the new main menu screen which will have user-generated game art as a background! I'm hoping that our players will be able to take some beautiful screenshots - or for those artistically-minded folks, create some beautiful art - that will then be displayed for everyone to see in-game.



Obviously, these images will be hand-picked by myself, and submissions will follow guidelines which can be found on the main-menu-artwork channel in our discord server.

Additionally, I added in two new events: a Crop Boon, which randomly increases the crop growth rates of your farms, and a CAT SWARM.

The Cat Swarm event spawns a hungry, angry, and terribly adorable herd of cats on the map, which will then proceed to visit your town and cause trouble! These cats will eat your food, and will also drain your gold amounts, seeing as how your villagers will want to care for and feed these lovable felines. You'll have to get creative on how you remove this swarm!



I've added various other improvements and changes to Creo, which will be listed below. I'm very excited for the next few weeks - I look forward to getting feedback from our testers, and I can't wait until I can get this new version of Creo out to all of you! Thank you all so much for your support and patience during this large update, I truly appreciate it.

- Esteban
Developer of Creo


Changes Made for this Update



Major Changes




  • Finally added CAT SWARM event (they eat food and age your villagers)
  • Added ability for main menu to show user-created images/screenshots
  • Added Crop Boon Positive Event (Increases Crop Growth)
  • Now preventing saving during disasters or other certain events
  • Made main plaza selectable and destroyable, causing a gameover


Minor Changes




  • Added ability to toggle ingame information icons
  • Increased conversion probability for all god powers
  • Updated main quest to 10x its rewards, while also requiring 300 target population to complete
  • Updated Main Menu to use user-created screenshots as background images
  • Improved building placement and destruction animation
  • Added villager ghosts upon death
  • Added villager screams upon death
  • Made roads destroyable by god powers
  • Made villagers destroyable by god powers


Bug Fixes




  • Fixed central Plaza spawning villagers if the population is zero
  • Removed certain techs that were not ready gamelogic-wise
  • Fixed lightning explosion not dissapearing after animation finishes
  • Fixed fire not being extinguished by rain
  • Fixed Build Fullscreen and Vsync not triggering
  • Fixed edge panning on windowed mode

The Creostrider Awakens - An Exciting Time to Live in Creo!

We're Getting There!



Hey there everyone! I wanted to take some time today to let you all know about the recent updates being made to Creo God Simulator. This last month has been an excellent month for Creo's development: I've been able to set aside significantly more time to work on the game, and I'm starting to see a nearing actual update day!

It's been a very exciting time working away at Creo's development goals - slowly checking them off, one by one. Most of the larger changes are completed, so now I'm beginning to move onto game balancing, testing, and polishing for the upcoming release.


The Altar Beam - Indicates when a god power has been used

Heavilly Improved Camera System



I've long felt that Creo's orthographic camera system moves in a slightly jarring and awkward manner. Though it's actually bothered me for a bit, I finally set aside time this month to work on it, and the result? A momentum-based camera system with smooth translation and zooming. As you can see, the new system allows for a much richer gaming experience, all without the jarring camera pans and awkward zooming levels.





Changed Trees, Improved UI, and a New Inspection Mode



After playing this new version of Creo for a bit in one of my testing sessions, I felt that something was rather off about the look of the game - I noticed that the lack of shadows within the game world really felt off. In light of this, Creo's shadow engine changed to use hard shadows, as seen below. However, after making the change, I realized that our current billboard trees were not playing nicely with the new hard shadows, and additionally, the game's performance was taking a small hit with all of the trees following the camera. The trees have now been changed to be low-poly trees - with tree sway and everything!



In addition to the tree and shadow changes, I also updated the display UI, and the in-game UI as well. I also made sure to add a new inspection mode which allows you to see how many resources trees, stones, and ore deposits hold. I'm planning on expanding this new feature in the future.



So What's Next?



Even though I've added all these exciting new changes to Creo, I worked on a myriad of various improvements, changes, and bug fixes that I'll list below. I feel that, as a developer, I'm finally beginning to get out of my odd Corona slump - I'm not sure if any of you have been experiencing that lately? With these changes, I'm finally beginning to make the time that Creo deserves, which makes me extremely happy.

So what's next? Well, in the next few weeks, I'm planning on doing a significant amount of playtesting and balancing - in other words, I'm going to be balancing the food consumption rates, birth rates, disaster occurrences, town growth rate, etc. All the subtle things that can make or break a gaming experience. I'll definitely keep you all informed with the tweaks I make, and I can't wait until you all can try the new version of Creo. I hope you all have been having an excellent and safe summer so far, here's to hoping we can get a playable version of Creo out soon.

Cheers,
Esteban
Developer of Creo

Changes Made for this Update



Major Changes




  • Added hard shadows
  • Added new inspection mode, which allows seeing resources remaining in trees, stone, and ore
  • Improved camera controls - added smooth camera panning and zooming


Minor Changes




  • Added UI to see villagers by age
  • Initial balancing of city birth rates
  • Added altar beam god power indicator
  • Added improved lightning strike effect
  • Added new repairing and fire extinguishing icons
  • Added game art loading screen
  • Updated locust swarm to use animated locusts
  • Improved building model change logic when placing buildings
  • Added new road placement UI
  • Upgraded Unity engine and game to 2020 version
  • Improved UI Design
  • Changed trees to 3D for better performance
  • Added tree sway
  • Added improved dynamic mouse cursors


Bug Fixes




  • Fixed buildings not being destroyed in-game build
  • Fixed loading menu multi-load bug
  • Added sound pitch variation to certain sound effects to alleviate audio overlap
  • Fixed main menu video not loading properly
  • Fixed resource objects (trees/stone/ore) not disappearing once their contained resources are emptied
  • Fixed audio settings not applying changes

A Fresh Look at Creo God Simulator



Creo God Simulator - A Growing Game



Hello there everyone! Here we have another extremely-overdue Creo God Simulator progress update! In this progress update, we will be discussing gameplay feature additions, UI changes, and a large rebranding.

To begin, I'll admit that the current pandemic situation really did a number on my ability to get work done. Here at Homebase, I was surprised by how difficult it was to balance my fulltime job, attend to my family, and work on Creo in the little free time I had. Over the last few months, my frustration with how slowly Creo was progressing was getting to me, and though I was making progress on new game systems and UI, I really let my communication with Creo's community slip.

However, in recent weeks, I've found significantly more time to work on Creo, and a good friend of mine has agreed to hop on the Creo team as a community/growth development manager (more on that in coming updates). With my additional time and my friend's help, I'm excited to say that Creo is entering a much more efficient period for its development and growth. So without further adieu, let's get to what I've been up to.



New and Improved Gameplay Features



So over the course of the last few months, I've made numerous improvements to various gameplay systems in Creo. Villager birth rates, for one, have gotten a major overhaul, and now scale based on how large your town is becoming. I've also been gradually balancing the gameplay out resource-wise: making sure wood gathering and food production rates are fair yet challenging.

Oh yeah, I also added a point-click road laying system.



Yes, you heard that right. For all you old-school Creo fans who remember the admittedly awful road laying system of yonder, you'll be pleasantly surprised with the intuitiveness of simply clicking where you want your road point to be, and a road magically connecting your points! (This system took weeks...)

Updated God Powers



In addition to updating lots of the current gameplay mechanics, I've also updated the god powers to work with the new map, and also made them look at a bit nicer, as is evidenced below:



With the changes to the game engine completed, I overhauled the god power system, which should make it much easier to add new god powers in the future. As it currently stands, we have the Meteor, Rain, and Lightning god powers.

Rebranding and UI Updated



And last but certainly not least, is our large UI/Rebranding project. This was the thing that actually took up most of my time over the last few months. I've been taking some time to learn a thing or two about better UI/UX design, so this lead to me remaking ALL of the UI in Creo. Here's an image of the main game screen with its new UI layout:



I wanted to go for a little bit more polished/modern look to Creo. In addition, I also added a new notifications/events textbox in the top left of the screen. This scrollable and expandable box will hold a log of all the important notifications that occur in your town and Creo at large.



I believe that these UI changes, though small, will add up to make a much more enjoyable gaming experience. In addition to these UI changes, I also had the game logo redone for something more minimal which really caught my eye.



In Conclusion



Yes, I know this progress update had a lot to process - holy gifs am I right? - but I found it necessary to catch you up to where Creo currently sits. Right now, I am balancing the resources management side of the game, but am getting VERY close to having a playable update ready for all of you. The next few weeks will see more regular posting and progress. I'm excited to share with you all the new features I'll be adding to the game in the coming months.

Thank you Creostriders!

- Esteban (Guy who made Creo)

Towns, Growth, and Miner Bois

Progress, Changes, and Corona



Hey there all you Creostriders, Esteban here. I wanted to update all of you on the redesign's progress for Creo's game engine. As most of you know, I decided to refactor and minimize the scope of Creo, in order to actually have an achievable and completable game, especially for my team, which consists of my cat, me, and loads of ramen noodles.

Work on the redesign has continued, though the recent events of COVID-19 have changed much of my life and work situation. I recently got a job at a large tech company in the US mountain west, and though that job is exciting, it eats up plenty of my bandwidth. I also am fortunate enough to work from home, but working on my salaried position in addition to Creo all from home can be draining at times.

With this in mind, I've definitely made some strides in the progress of Creo, as you can see in the posts below. Here's a brief list of the things that are being redone (or have been redone) currently:


  • Redid tons of homes, shops, and other workplaces
  • Streamlined my animation and building animations engine using some pretty amazing tools
  • Redid the camera to work better with an isometric city-building game
  • Making various plans on how to rework the villager belief systems, in addition to managing aging, death, and food consumption.


The Updates



Here are a few GIFS of the new designs and changes in place:

- Aerial shot of a smaller town (around 85 villagers)



- Close-up shot of some miner bois at work in the new mines:



- Shot of farmers, woodcutters, and shopkeepers doing their thing.




Honestly, I'm pretty happy with how alive the towns are feeling. I'm planning on also adding in some additional filler animations, like cats wandering around, dogs taking naps, and children playing.
Let me know what you all think! And please feel free to join our Discord to add your insights or suggestions.

Thanks Everyone!

- Esteban
Developer of Creo

Creo God Simulator - BIG CHANGES are in the works



Creo God Simulator—A New Beginning



Hey there everyone, Esteban here. I wanted to share with you all the exciting things that are in the works for Creo God Simulator. I've been very busy restructuring the entire game, with the hopes of making it a much more achievable and enjoyable gaming experience.

The Need for Change



Over the course of the last few months, with so many changes in my life regarding careers, fatherhood, business, and more, I began to worry that perhaps I could not logistically finish Creo in a reasonable amount of time. I started to realize that perhaps, my naivete as an indie game developer got the best of me, and I began work on a project much too large for just me.

A few weeks ago, after being deep in thought in the shower (as most often do), I had an epiphany—Creo needs to be scaled to a realistic end product, at least for now. Creo would get a new story, be scoped down a bit, and finally have set goals and completion states. Eureka! Once that realization hit, I began obsessively planning the changes needed to accomplish my new vision of Creo, and I'm very happy to say that the transition is well underway!

Dawn of the Creostrider



The Gods have spoken, and through sheer luck, you've been born as the Creostrider.
The Creostrider is well known in the world of Creo, and though there are several, the Gods sense that there is something special within you. As the ageless Creostrider, you are among the very few who can channel Willpower into useful abilities: meteors, lightning, fires, swarms, and many more.

Your village has chosen you to lead the people to a new golden age, one where there is peace, wealth, and where you have attained full godhood. This is done by building the Four Pillars of the Eternals, activating the Veilstone, and opening the Divide, bridging the mortal Creo realm with the eternal realm. This will prove your worth as a Creostrider, but most importantly, it will transform you into an all-powerful God!


Gameplay and New Changes



Along with the exciting new story and plot, Creo's game and rendering engine are changing. One major change is the fact that the game will now be in an orthographic camera mode, with primarily voxel graphics, in addition to various pixel art and other animated world objects. I feel that this new rendering mode is more along the lines of some of my favorite old school games, such as Caesar, Age of Empires, and Sim City, which is what I initially wanted to design.



In addition to the graphics changes, the core gameplay of Creo will focus more on city building, resource management, and finding creative solutions to procedurally-generated situations and problems. In order to help scope down the game so that I can realistically finish it, I've decided to remove individual settlers, with their own personalities and thoughts, rather, your entire population will be taken into account when generating Willpower, casting miracles, and managing your resources.



This change was also done to improve game performance, now that villagers are data objects rather than physical ones, your population size can be MUCH bigger. I'm talking several-thousand people cities. I'm hoping this larger size will create interesting challenges when it comes to resource management. There are too many changes to mention, but rest assured that much of the city building will remain similar to the older version of Creo.



What's Next?



Honestly, thank you for getting this far in the article—I recognize that it has been a lot to process, but I hope you all know that I love Creo. These new changes have reignited my passion for this game, and for finally completing it. I honestly could not have asked for a kinder community of Creoites, and I look forward to creating an exciting new world in the Creoverse.

There will be many more upgrades and changes to the game engine in the coming months, so stay tuned. Please enjoy the current playable version of Creo on Steam, though know that the new version will be much more streamlined and enjoyable.

Again, thank you so much for your support. Please feel free to join our Discord community by Clicking this Link, and reach out to me if you have any questions, suggestions, concerns, or would simply like to say hi.

I wish you all the best,

- Esteban
Creo's Most Ancient Creator

Creo Dev Update | Work Continues

Creo - A Solo-Developer's Passion Project



Hey there everyone. First off, I'd love to thank the community over on our Discord for following up with me regarding Creo's development. I wanted to give the rest of the Steam community an update on the current progress of Creo's development, and why there's been a large gap in development.

To start off, please know that Creo is indeed still in development—it has been on my mind every day for the last few months. I'd love to give you all a brief look into a bit of my personal life, to help explain a little as to why we had that lapse in development over the last few months.

A Candid Look



As many of you know, I'm the sole developer and creator of Creo, in addition to being an (in my opinion) involved 24-year-old Dad and loving husband. I began work on Creo about a year ago when I had a part-time job and was going to school. Since I had a ton of free time, work on Creo was feverish, and I was able to crank out 8 hours of development a day on it. But as time went on, I had to take on additional work in order to afford to live in my rather expensive state, and supporting a family too.

We decided that it would be best for me to attend a coding boot camp for web development since the completion time would be much faster than University, and there were well-paying jobs waiting for me to graduate. So my boot camp began in early June of 2019 and ended in late August. It was insane. Around 9 hours a day in an intensive program. Fortunately, I was able to successfully complete the course and land an interesting full-time position at a manufacturing company designing much of their software.

The Grind



Though my new job helps pay my family's bills and keep my interest, it has taken a large portion of my time, and after coding for 8-9 hours per day at work, it's hard to come home in the evening and code for another 3-5. However, one thing I can't stand is leaving things unfinished, and though it is hard for me, I try my best to get at least a few hours of Creo development in every day, in addition to other software projects I'm working on.

So there you have it.

My life, briefly summarized.

Is it an excuse for the lack of development? Perhaps.

But trust me, it's been driving me crazy.

Recent Progress



Now that we've gotten much of that out of the way, time to get to the juicy stuff—what I've been currently working on. Over the last few months, I've been thinking about new ways to make Creo interesting and replayable, and I realized that I haven't been focusing on what I really wanted to make in the first place:

A procedurally-created story driven by the settlers that worship you

What that means is that I want the settlers to naturally make decisions and act on their "own". So in light of that, I've began to "refactor", or rewrite, lots of the code for the setters, in addition to providing large performance improvements. Currently, this is what's been added to the version of Creo I'm working on:


  • Settlers have a much nicer looking model
  • Settlers now have unique hair, skin, shirt, and pant colors
  • Settlers now age, and their hair turns white with age
  • Settlers now have hunger, and once hunger is low enough, they eat, decreasing your food amount
  • Created a new name generating algorithm, which can currently create around 5000 unique names for settlers


In addition to these changes, I've also begun work on a new "decision/event" engine, which will allow settlers to interact with each other, and potentially trigger fights, friendships, memories, revolts, etc. It's in the early stages, but it's certainly coming along.

For whoever made it this far in this post, thank you. Really, I could not have gotten this far in the development of my passion-project without your support. Please, if you haven't yet, leave an honest review of the game on our Store page. I try my best to respond to questions you may have as well, so please, feel free to reach out to me here on Steam or on our Discord channel. Thank you!

- Esteban Hernandez
Developer/Creator of Creo

Version 3.0 Patch - Windmills and the like



Hey Everyone!



Here's a small patch I've been working on, which should fix a few bugs and issues from the recent 3.0 update. In addition, I believe we've got some very interesting news for Creo coming up, so stay tuned!

Some of the changes and fixes include:


  • Fixed windmills not placing correctly on the map surface
  • Added windmill influence area
  • Fixed build areas showing on a game load
  • Added tech-tree clicks and hover sounds


Please let me know if there are any additional issues with Creo, or if you have any suggestions. Thanks everyone, enjoy your week!

- Esteban

BIGGEST UPDATE YET | Version 0.3 - Procedural Maps, Fixes, and More!

It has finally arrived!



Hello everyone! Firstly, I'd like to thank all of you for your patience as I was working on this update. As you can see from the following images, I've changed Creo's map to be 3D and have heights! This "simple" change required me to rewrite at least 40% of my total code, not to mention fix each 3D model to work with sloped mountain and hillsides, but it's completed! It only took about 3-4 months, but who's counting right? Right?



Anywho, the new version 0.3 update brings a variety of bug fixes and gameplay improvements, not to mention a few game balances, like increasing the amount of wood stored in trees and increasing the willpower output of your believers.



The Future



A few people have asked me regarding Creo's future, and regarding what I've got planned. Creo's still got a long road ahead, and seeing how it's just me, I too have got plenty to do regarding Creo. For the near future, you can expect the following additions to the game:


  • New technologies to research and buildings to unlock
  • Additional balancing changes for gameplay and resource management
  • More randomized events, such as raider camp spawning
  • More god powers, such as Combust, Convert, and Swamp


Creo's development is still underway, and I am excited to keep working on it. Personal-life-wise, these last few months have been very busy for me, and I'm almost done with an intensive software-development boot camp, and my son Max is doing well too! These things eat up much of my time, but I try to work on Creo whenever I can, so I appreciate your patience!

Please let me know in Creo's Discord server of any suggestions you may have, or of any bugs that need a-fixin'! Thanks everyone, now please, hop in the game and get building and smiting!

- Esteban Hernandez
Developer/Designer of Creo




List of Changes and Bug Fixes



CURRENT PROGRESS FOR V.0.3 (8/12/19)

-------------CHANGES ADDED --------

-MAJOR CHANGES-

- Removed roads from the game, replaced with altar-build system
- Modified all buildings models to work with 3D terrain
- Added ability to save map seeds, and game transition scenes
- Created Procedurally Generated Map
- Modified environment generation to work with new maps
- Added in ability to have Creo in different languages
- Changed Population System: Now there is a population cap that is grown by homes, and then travelers randomly arrive at times
- No more random spawning next to the house when placed

-MINOR CHANGES-

- Changed average wood stored in trees from 600-700 to 1200-1400 wood
- Changed zoom scroll direction
- Increased believer willpower production by 20%
- Add solar lens flare
- Tweaked lighting and shadow settings to work with the quality option
- Added new pine trees
- Improved occlusion culling for trees
- Added forest ambient sounds
- Balanced audio levels
- Improved settler caravan spawn collision detection

---------------BUG FIXES ----------------

- Fixed lightning to work with 3D map
- Fixed depth of field effect
- Fixed a bug where Raiders continued looking for victims when no settlers remain
- Fixed bug where building placement is not possible after selecting the main altar
- Fixed pause menu pages not transitioning properly
- Fixed UI bug where info screen displayed on building demolish