Fall of Civilization cover
Fall of Civilization screenshot
Genre: Simulator, Strategy, Adventure

Fall of Civilization

Fall of Civilization - Screenshot - The World Map #1

Hey all, this is the Screenshot update showcasing The World Map #1, featuring World Generation.
The World Map won the polls collectively on Facebook and Twitter so I will be focusing on Unit Inventories next week unless I get some requests for something else before then.

While I would normally tease only one screenshot, there's simply too much to show in just one so I will show a few and the feature will update through the week in the other coming updates as usual.
This feature has been made with procedural generation and replayability in mind, so down the line the World Map can be unique to your playthrough and random.

This screenshot on a debug map shows the first implementation of world generation, currently splitting up the terrain into 4 types. (Grass, Forest, Mountain, Water) with maybe more on the way.

This screenshot on a debug map shows adding terrain props to the correct terrain type of the tile. Props used for the terrain may not be the finished assets and are subject to change. But this opens things up for me to be able to visually change how tiles look for variety and for sub-tiles such as: Poison Grass, Dead Trees, Frozen Mountains and Toxic Water. (for example)
At this stage I have a working version of random generation for the four types or I can set the regions by the percentage of the map I want them to control. e.g. (60% grass, 20% forest, 10% mountain, 10% water)

Above is an example of scaling and in-game examples of the terrain generation.
I am currently working on:

  • Including Buildings to World Generation (Cities, Towns) etc
  • Radiation
  • Terrain Costs - Is it harder for Units to walk through heavy woods or up mountains?


So what is the World Map?
The World Map is a new feature I will be introducing in the latest version of the game.
This is where: Faction bases are located and interacted with, Units interact with missions and pickups, etc. The map is comprised of different terrain types to offer the player a range of choice and challenge in how they move around and interact with the world.
So with this new system, most of gameplay takes place on the World except when your units are engaged in combat on a series of different locational maps.


As always I would love to hear from you and see what you think, what you like and what you don't.
So feel free to reply, post a discussion or reach me and other members of the community on the Discord.

Fall of Civilization - Video - Debug Building

Hey all, introducing the first video update which shows the Debug Building system from start to finish. As you may notice I have been making updates and changes to the game since the first update and not just with the Building system. (Abilities, UI, New Tiles) etc

The video shows the Unit using their Build ability, finding and selecting a suitable tile, rotating their structure. placing that new structure and then what happens when a Unit (enemy) interacts with it.

As previously discussed on the other updates, I have been debating the best way to interact with the building system, through its own UI or as separate abilities. In the video I have added an example of both.


https://youtu.be/nxo0BtRHj74


As always I would love to hear from you and see what you think, what you like and what you don't.
So feel free to reply, post a discussion or reach me and other members of the community on the Discord.

Fall of Civilization - Chat with the Dev!

Hey all, for the majority of the coming weekend I will be working on the game so I thought I would make myself available for any questions you may have or things you'd like to discuss.
Throughout the day I will be posting some exclusive content on the Discord general-media so join if you haven't already. (Invite below)

Feel free to leave comments, post discussions or message me on the Discord!

Discord Invite

Fall of Civilization - GIF - Debug Building

Hey all, introducing the first GIF update which showcases Debug Building (among other things).

Building upon what the previous update showed, this GIF shows the Unit using their Build ability, finding and selecting a suitable tile and placing that new structure.
(The next update, the video, will also show you what that structure can do once its been spawned!)

Right now the building sub-types (Traps, Structures, Items, Misc) appear as a separate UI choice after activating the ability but I am considering making each sub-type its own Ability so there is:

  • Traps
  • Cover
  • Items
  • Other?


The Build ability will be unlocked initially for Units with certain occupations (Builders) but can otherwise be unlocked for resources, reflecting time and effort a Unit has taken to learn that craft. When using the Build ability, the Unit has a choice of what they want to build. (This will be shown in the next update)



A ghost building appears when the player is choosing where to build their construct, highlighting in blue where its on a buildable tile and red where its not buildable, normally when the building is out of the units range or something is already on that tile.


As always I would love to hear from you and see what you think, what you like and what you don't.
So feel free to reply, post a discussion or reach me and other members of the community on the Discord.

Fall of Civilization - Screenshot - Debug Building

Hey all, introducing the first Screenshot update which showcases Debug Building (among other things).

Shown on one of my smaller debug maps, this screenshot shows the new ability system that will be added into the new version of Fall of Civilization, however the layout is subject to change.
Please note the Ability Icons are not finalised and may also change in development to look more uniform.

The Build ability will be unlocked initially for Units with certain occupations (Builders) but can otherwise be unlocked for resources, reflecting time and effort a Unit has taken to learn that craft. When using the Build ability, the Unit has a choice of what they want to build. (This will be shown in the next update)




As always I would love to hear from you and see what you think, what you like and what you don't.
So feel free to reply, post a discussion or reach me and other members of the community on the Discord.

Fall of Civilization - Feature Discussion - Unit Occupations

Hey all, so I'm starting the first of many scheduled updates to come to show the community I am back in a big way and committed. The first post - Feature Discussions - Unit Occupations.
The purpose of all these Feature Discussions is to open the floor to the community on Features currently in development and discussing what they like, what they don't and what they may want to change.

So I am currently removing the class system of (Survivor, Military, Civil, Builder) instead going for something more open ended, Occupations.
This would give each Unit a backstory and skills they could bring to your faction. But that doesn't limit Units down a certain path in the same way a Skill Tree would. Players are able to still use their Units in any capacity as needed, but a Builder would always be better than others at constructing structures like Farms and Watchtowers.

Units may have access to two skill trees; general and occupational.
General skills will help all units in their day to day life including but not limited to; travelling, foraging, dealing with radiation .
While the occupational skill tree would work as expected, improving the units previous skills such as improving building times or combat prowess.

Lastly the thing to discuss in terms of Occupation, traits. This something not 100% planned yet but as it was previously discussed by Steven (Iron Ming) and myself earlier on Discord so I thought I'd share that. Replacing the current trait system for units and making it more focused on that units occupation, instead of offering one random good OR bad trait it would give one good and bad trait.
For example:

  • A Soldier may have better accuracy but that also means they're more vulnerable to sneak attacks.
  • A Doctor may be able to heal more than one Unit a turn but for a lesser amount.


As always I would love to hear from you and see what you think, what you like and what you don't.
So feel free to reply, post a discussion or reach me and other members of the community on the Discord.

New Discord Server

Join the server to keep up to date with latest game news, important updates and get involved!

Join the Discord server via this link: https://discord.gg/R86U5t9
Everyone is welcome aslong as you follow the rules (mostly common sense)
Looking forward to talking with you all while development of this ramps up again!


Deleted previous announcement to change its type

From Early Access to Full Release - Exploring Options

Hey all.
Thank you for your continued support and patience throughout this development.

I can assure you while I have been quiet I have not given up.
A lot of my time has been taken over by my fulltime job but im ready to do whatever It takes to focus on this full now. To do that though I would need to make this my full time job and to do that I'd need financial backing for my living costs. So in the past few weeks I have been exploring my options and would like to open this up to my community for your thoughts.

Please check out the latest post in the Discussions hub so we can chat about Crowdfunding, your thoughts on it and if you think that's a good idea.

Thanks!

Playtesters needed for Update

In the coming weeks I will be seeking some playtesters to give feedback on the new and unreleased update of Fall of Civilization, your feedback could help shape the game out of Steam Early Access to a Full Release!
Playtesters will be added to the credits.

If your interested please send me a message.

Thanks!

Overhaul and Clean

To all the fans of Fall of Civilization.

The game has been on Early Access now for about 2 years, a fair amount of time even for solo dev.
Yet the developement has no end in sight as far as i can see.
So I have made a decision that I believe will help in the long term and the best for customers.
I am going to hide the purchase option of the game for some time while I remake some systems from scratch, resulting in something less packed with features and more polished.

I debated removing the game from steam during this time but decided against it as I can still keep everyone up to date and get feedback from the community but there will be no game updates for a while until I feel its ready.

People who already own the game will still be able to download and play, aswell as get any updates when I start to put them out again.
I will start throwing out more updates in the next 1-2 months to gain some feedback moving forward.
Expected/hopeful full release for the Christmas sales this year.

If anyone has questions or things they want to discuss, feel free to email me directly or post up on the discussions and I will try to keep an eye out for it.

Thanks!