Floodland cover
Floodland screenshot
Genre: Strategy

Floodland

Societies of Tomorrow: Floodland X Frostpunk

Floodland is 20% off, but when bundled with Frostpunk you'll receive a further 15%!



We at Vile Monarch we are huge fans of Frostpunk, as many of you have already noticed, the inspirations are strong. Vile Monarchs founders, Kacper & Grzegorz, are old 11 Bit members, and while they didn’t work directly on Frostpunk, and both development teams still maintain friendly relations. We’ve been cheering on each other's games and exchanging know-how.

We won't hide that Frostpunk was one of the biggest influences on Floodland. We were looking for a post-apocalyptic setting that's defined by a single, standing-out trait. While Frostpunk is cold, the world of Floodland is warm, wet and closer to a future reality. We also went for a more open and and sand-box like game experience in exchange for Frostpunk's more tightly directed scenario.

The result of all this is two games that we think complement each other greatly and a fan of the city builder genre should check out both of them and make the most of this sale bundle.

This special deal is in celebration of Steam's City-builder week and so will last until Jan 30th 18:00 GMT

DevBlog 15: Relics Of The Old

“Greetings survivor”

This flooded world is so vivid and unreal,
Was it always so, or it is just a flawed memory
Remember, guitars float.
Trombones, not so much


Welcome to Floodland, “Soak in the sights and sounds”

If there is one thing we've heard overwhelmingly in the feedback since releasing Floodland, it is how much players enjoy the visuals and music of our game. We are very proud of this and the “feels” of Floodland are truly one of the game's highlights. This is why we are excited today to be releasing the Digital Artbook and Soundtrack for you to own.

Here's the track list:

Literally, the 1st thing people asked for after release, and now you can own the files and sing along with the survivors.

You'll also find it on Spotify here: https://open.spotify.com/album/4RKLtAO6yxx2N4MjDpfqPa



You can now download our extensive artbook full of concept art and background lore and stories for Floodland and its clans. There is no better way to immerse yourself in our world in all its washed out grime and glimmer of hope.



You can get the Soundtrack and Artbook together in our Relics of the Old bundle and enjoy Floodland for 20% left until January 5th.
If you want to hear more from the Devs about Floodlands music and art, check out this video:



As always we continue to digest your feedback and work to improve the game. Today we updated the game with the latest fixes which include:

  • Optimization of paths taken by citizen and improved management of their journeys
  • Optimization of stored pathways
  • Optimization of how citizens choose their activities and how they walk to make those activities happen, for example citizen belonging to a clan that does not like some activities will avoid its building
  • Time manager optimization improves the allocation of in game time
  • Improved grouping for citizens activities, making them perform faster.
  • Optimization of terrain around areas where the elevation of the ground changes
  • Fixed an image processing operation used to create the illusion of color depth in images with a limited color palette
  • Light VFX flickering no longer occurs when enabling Water Reflections Quality and FX Quality in video settings
  • Exploration flags optimization
  • Fixed and issue whereby memory leaks were created after a save games load upon initialization of the birds work


This all relates to build number 1.0.21378


Using the tech of the before-times, we’d love to build a community with you outside of the game too. You can follow us and join your fellow survivors here:
Twitter
Facebook
Discord
Instagram

We wish you the most enjoyable of holiday seasons with the game. Enjoy the extensive artbook, immersive in the sounds of the soundtrack and take advantage of our sale. We'll see you in the new year for more improvements and fixes, until then,
Happy gaming.
- Your Floodland Team

20% Sale On Floodland

“Greetings survivor”

Welcome to Floodland,
Seeing as it is the holiday season we are offering Floodland for 20% less. This also include the recently released Artbook and Soundtrack. With all we have done since last months release, now is an excellent time to lead the survivors of Floodland into, hopefully, a better tomorrow.

https://store.steampowered.com/bundle/29313/Floodland_Relics_of_the_Old/

Here's the track list:

Literally, the 1st thing people asked for after release, and now you can own the files and sing along with the survivors.



You can now download our extensive artbook full of concept art and background lore and stories for Floodland and its clans. There is no better way to immerse yourself in our world in all its washed out grime and glimmer of hope.

If you want to hear more from the Devs about Floodlands music and art, check out this video:



As always we continue to digest your feedback and work to improve the game. we have also released our 4th hotfix with the latest fixes which include:

  • Optimization of paths taken by citizen and improved management of their journeys
  • Optimization of stored pathways
  • Optimization of how citizens choose their activities and how they walk to make those activities happen, for example citizen belonging to a clan that does not like some activities will avoid its building
  • Time manager optimization improves the allocation of in game time
  • Improved grouping for citizens activities, making them perform faster.
  • Optimization of terrain around areas where the elevation of the ground changes
  • Fixed an image processing operation used to create the illusion of color depth in images with a limited color palette
  • Light VFX flickering no longer occurs when enabling Water Reflections Quality and FX Quality in video settings
  • Exploration flags optimization
  • Fixed and issue whereby memory leaks were created after a save games load upon initialization of the birds work


This all relates to build number 1.0.xxxxx


Using the tech of the before-times, we’d love to build a community with you outside of the game too. You can follow us and join your fellow survivors here:
Twitter
Facebook
Discord
Instagram

We wish you the most enjoyable of holiday seasons with the game. Enjoy the extensive artbook, immersive in the sounds of the soundtrack and take advantage of our sale. We'll see you in the new year for more improvements and fixes, until then,
Happy gaming.
- Your Floodland Team

DevBlog 14: Update 1.1

“Greetings survivor”

We’ve banded together for survival,
Around the campfire we have shared,
Stories told and the leaders have listened,
Now we implement a better tomorrow.


Welcome to Floodland, “Here’s more!”

It’s been a delight since we released mid-November watching plays surviving and even flourishing in our world of Floodland. Along with our hotfixes, which were mainly aimed at fixing performance and stability issues, we have been working hard on more fixes as well as some new features, such as:

Spot the difference!
We take it as a good sign that many have asked for greater replayability features and this starts with, well, the starter Island.



While its geography is largely the same to keep it identifiable, you’ll find a greater variety in the location and abundance of resources and its features with each play-through. For example look closely and you’ll find the radio and water tower are different.


We also heard from intrepid survivors that the need to create a 2nd storage and the importance of adapting buildings wasn’t clear to them. Therefore, to aid in this “tutorialization” we now made the ruined building on the 1st island more easily identifiable as reclaimable and on the new 2nd starter map it is adaptable into a 2nd storage.


Working towards greater optimization continues and we’ve made the following improvements:

  • The depth of field - Objects closer to the camera appear in focus, and objects farther are less detailed, and now games work faster on computers with lower specs.
  • Volumetric - Optimization of volume rendering which creates a 2D projection from a 3D data set.
  • Optimized some building models.
  • Memory heavy and non-interactive sections of the map edge have been removed to lower the strain on memory usage.



  • Flags are now hidden behind the buildings/map elements
  • Rafts now move close to each other, not through each other
  • Small storage was visibly offset - now fixed
  • Now the Grain Mill and Advanced Grain Mill building models don’t have electricity pillars upon being built if they’re not electrified.



  • Water balance now includes water use by farms.
  • Sorting Station: Electrified Rubble Mode and Electrified Scrap Mode names are now referring to the correct resources.
  • Fixed issue: Electrified Scrap Mode unexpectedly no longer adds an additional Unskilled workpost in the Sorting Station building.
  • Risky Food balance display now includes that which is consumed by kitchens.
  • Clicked Pathfinder Camp shows a range similar to that shown with a Storage.
  • Differentiation between active and inactive Storage range - if there are no workers in the Storage the range is shown in a different way than when workers are in the Storage.
  • The long road between home and workplace has been fixed concerning Storage Workers living in tents near a Storage building.
  • Balanced Work Schedule law effect is now included in Max Satisfaction value in the Bonfire and Canteen recreational buildings.
  • District view fixes - the “murders” are now properly called “injuries”.
  • After being developed, certain upgrades now change the number of work posts for their respective buildings in Technology Development and Building Panel.
  • Fixed the rare occurrence of the "infinity" icon that was presented for Rubble on the scavenge area panel (this issue occurred at a specific spot near Radio Tower on the starting island).
  • The battery was unnecessarily shown in the Radio Tower as a resource in the building tasklist.
  • The Study, Research Facility and Research Institute now are showing experience produced in the Technology Development screen.
  • Buildings' production modes now unlock consistently.
  • Fish School Spotting is now shown as a building, not a trait.
  • Fixed the yellow dot showing the possible new building to be researched in Technology Development.
  • Night Shift’s effect is now added to the balance in the resource bar at the top of the screen.
  • The yellow dot in Technology Development shows the category with possible new buildings to research.
  • The Pathway on Shallow Water in Technology Development now shows their costs.
  • The amount of fish was sometimes wrongly shown when three schools of fish were taken into account.
  • New notification with information for the player showing that the Night Shift law needs to be used manually.
  • The tooltip for the “Academy“ word now clearly shows the tooltip of Academy, not Self Learning.
  • Prepare for a looming fish crisis - the crisis’s objective now has a proper tooltip.
  • The Meat Prohibition law's description now mentions that it affects Pool Shellfish Farm and Adapted Fisherman’s Hut buildings.
  • The Industrial Baking trait’s description is consistent with its effect.
  • Meat Prohibition Trait is now present in the Farm type buildings after establishing the respective law.
  • Fixed an inconsistency with “The Law” saying it should only take 15% more time for people to get better, but Medical Tent says 18%.
  • The “Centralized Health Services” law now consistently affects the number of patients in Hospitals and Clinics.
  • The Autopsy law now mentions that it affects the Clinic building.
  • Clan Satisfaction in buildings is more clearly shown.
  • Information now clearly shows on the building panel the excess limit of resources or too small amount of resources.
  • Oakhill Survivors’ Perk Ascetic is now included in the food balance.
  • “Academic Debate” mode of the Study building (and its upgrades) is now called “Scholars’ Debate” so it’s not confused with “Academy” mode.



  • Electrifying production is now more effective than the standard mode in Farmstead, Steelworks, Blacksmith, Lumber.
  • Small Farm is now more effective (with all work posts manned) after upgrading to Farm, as originally intended.
  • The adaptable Herbalist House is less effective now, as it was overpowered in comparison to the similar buildings.
  • Rubble and Scrap deposits now contain more resources.
  • The chance of contracting the disease in some of the buildings searched has increased.
  • The ruins on the starting island now contain more relics, so it's less likely to get stuck with Research early in the game.
  • Reduced effects of some of the crises, so they're less likely to break the whole economy.
  • Changes in thefts: The theft values are now more reasonable, with a low crime rate they are low and with a high one they are high and coincide with the percentages displayed in the U.I.
  • Clans now have less Recreation activities that they disapprove of, so it's a bit easier to set up Recreation for many clans.
  • Mushroom Regulation and Fish Farm Regulation laws are now consistently improving Mushroom Cluster and Fish School production.



  • Some texts (Laws’, tooltips’ or buildings’ descriptions) are now clarified.
  • Better resources management of Pathfinder Camp due to the ability to now hold the mouse button to accelerates speed of adding and subtracting resources (+/-) as well as an added option to throw all resources.
  • mouse button hold accelerates speed of adding and subtracting resources (+/-)
  • Option added to throw all resources.
  • An issue with the Electrified modes of certain buildings unexpectedly affecting the number of work posts has now been fixed.
  • Deep water buildings don’t have a deconstruction option now. It was mistakenly present and the button didn’t work.
  • Fixed the green seal being displayed improperly after establishing the law and suspending it in quick succession.
  • U.I. fixes concerning long words in different languages, overlapping or corrupted icons, color corrections etc.
  • The "i" icon after objectives shown in the left part of the screen won't appear in a separate line.
  • Missing Keys error fixes - the “Missing Key” texts do not appear in the middle of other information.
  • The player is able to interact with save slots in the Save Game menu when saving the game.
  • Translation and localization completion - small amounts of texts were still in English and are now translated.
  • Leaders’ comments are fixed. Some comments were displayed at the wrong moment, were connected to the wrong leader or law, repeated too many times.
  • We’ve also added some new comments.



  • Events are now better balanced and generally polished.
  • Some events no longer pop up consecutively.
  • Events that were meant to generate Unrest now do.
  • Changed in the time of occurrence of certain events.
  • Quests fixed - some weren’t finished even though conditions have been met.
  • Songs with words are now playing till the end, not finishing in the middle.
  • Music mood now changes straight after the crisis finishes.
  • The campfire ambient sound is added when the campfire is present in the Encampments Model.
  • More songs are played during end game credits.
  • Ambient music and sounds now repeat less frequently.
  • "Live Long and Prosper" achievement now unlocks upon meeting the criteria.
  • “The Friends Will Be Friends” achievement unlocks consistently with its description.
  • The button setting up priority for derelicts is now disabled by design.
  • Fixed issues with keybindings.
  • The Forager with electrified mode now gathers herbs with relevant mode
  • Pathfinder Companies law fixes.
  • True full-screen mode added.


This all relates to build number 1.0.21270


Using the tech of the before-times, we’d love to build a community with you outside of the game too. You can follow us and join your fellow survivors here:
Twitter
Facebook
Discord
Instagram

Now it’s all down paper, that really is a lot of fixes. We do hope you notice an improvement in your game experience and please continue to let us know in your Steam Reviews. We continue to work on your feedback, but stay tuned for next week because we have fun and much requested additions to offer you.
- Your Floodland Team

Floodland - Hotfix 03

Greetings survivors,

The team is working flat out and this is made much easier by the help from the community an your feedback. We have a larger update planned for late next week but for now we have our 4th hot fix ready:

Performance/stability improvements,

  • Texture optimizations, to put less load and strain on the graphics card
  • Game logic optimization, including calculating recreation and displayed resource balance, this also puts less load on the CPU and memory
  • Construction/deconstruction optimization
  • Shaders optimization
  • Tweaks for the level of detail settings of objects


Fixed issues

  • Important Relations fix! “Contact in Recreation Buildings” could have been much too low than intended (or even negative) due to an error. With the new fix you’ll notice that the more Recreation buildings you have and the more your people mingle there, the better for Relations.
  • An objective to place a Storage near a Turbine could never be completed in some cases
  • The objective to gather enough Influence could have shown a wrong value, so the objective wasn’t completed when the player expected.
  • Transfers through the pier could be blocked in several situations (e.g. deconstruction during transfer)
  • Some laws could have granted excessive resources (e.g. Protect the Family)
  • A Pathfinder Camp could have been blocked when someone starved during expedition
  • Issues with loading the list of save files
  • VFX for gathered resources could persist too long
  • Cluttered screen could lead to severe visual corruption
  • We’ve handled more instances of the game saving corrupted files that couldn’t be loaded later.
  • This fix made it less likely that new saves will have this error but won’t unstuck all of the old ones. If this happens, please reach out to us and we should be able to help (see the info below)


Tweaks and additions

  • Excess resources can now be removed from Stock
  • The Radio Tower now requires story progression to be unlocked, so it’s less likely for someone to be blocked due to unusual order of technology development
  • It is now possible to disable the FX in Video Settings
  • Exclusive Fullscreen option has been temporarily removed due to issues with it (we plan to bring it back soon, after more tests)


This relates to build number: 1.0.21120

In response to your feedback, next weeks update will likely include:

  • More variety on the game start, increasing replayability
  • Balance tweaks
  • Sound fx changes (yes, the bell sound as well)
  • Dozens of small clarity-related tweaks (more/better text information in various places)
  • Fixed missing and untranslated keys
  • Other small fixes and tweaks


Remember we also have a "low performance/stability guide" for you:
  • We'll be constantly optimizing the game in the following updates of which this is the 2nd.
  • The risk of corrupted saves should be far lower now. Plus autosaves were too frequent in earlier builds. We suggest saving frequently and make backups of the saves from time to time
  • In fairness, please don't expect miracles - if you have a low-end machine, play at lower resolution and reduce visual effects. Please check the suggested specs below.
  • Our "Painterly" art style doesn't automatically mean it's "cheaper" performance-wise. There's plenty of detail, lighting and effects that will keep the GPU busy.
  • The game's complexity also naturally means that the more buildings/people you have, the more power it demands, which is especially visible on fast forward (more calculations in a time frame).


We would also like to remind players of the spec requirements:
MINIMUM (1920x1080, Video Settings 'HIGH'):
Requires a 64-bit processor and operating system
OS: Windows 10 x64
Processor: Intel(R) Core(TM)
i5-4460 or AMD equivalent
Memory: 8 GB RAM
Graphics: GeForce GTX 1060 or AMD equivalent, 6 GB VRAM
DirectX: Version 11
Storage: 30 GB available space

RECOMMENDED (1920x1080, Video Settings 'HIGH'):
Requires a 64-bit processor and operating system
OS: Windows 10 x64
Processor: Intel(R) Core(TM)
i7 8700k or AMD equivalent
Memory: 16 GB RAM
Graphics: GeForce RTX 2060 or AMD equivalent, 6 GB VRAM
DirectX: Version 11
Storage: 30 GB available space


There are multiple ways to contact us for support regarding game issues.
Here they are listed in order of how successful we are at quickly resolving your issue:
  • Create a ticket using our Discord bot here
    Join our server here
    and click “open a ticket” from the left hand menu

  • Email the Developers directly at: support@vilemonarch.com

  • Our Publishers Support page here


Important: Please be ready to provide the following files to help speed up a solution.

Output logs can be found at: %AppData%\..\LocalLow\Vile Monarch\Floodland

Save game files from before and after the bug occurred are found in Documents\Floodland


Here are some known issues you may still encounter which we are already working on a fix for:

  • Important! On some system configurations the game can freeze/crash. While we’re working on a permanent fix, it’s advised to keep plenty of free storage space (see the SYSTEM REQUIREMENTS) for the system to cache data more efficiently. Also, try lowering down graphics settings if this happens to you.
  • In rare cases autosave can not work. Try turning it off and on again in the settings.
  • Framerate still isn’t ideal, it’ll be improved in the coming patches
  • Turning off shadows in the Settings may make them unable to turn on again, despite clicking the option in the menu. Clicking different shadow options back and forth should fix the problem.
  • Pathfinder Camp occasionally does not allow the expedition to come back home. This issue is extremely rare but unfortunately can make the game unplayable after that (loading an earlier save state is advised)
  • Very few bits of text were not translated
  • Visual issue - fishing boats may sail on the land in some specific cases
  • In rare scenarios, survivors may choose a shelter that is too far from their workplace. This will result in the in-game 'long way from home' warning messages
  • Specific antivirus/firewall software may occasionally block access to save data files
  • In rare cases, when expeditors in Pathfinder Camp die, they might not properly leave the remains
  • Ferries traveling between Districts can occasionally go through buildings (visual issue)
  • Not all achievements work as expected



Our social community of survivors is growing nicely, so join us here for all things Floodland.
Twitter
Facebook
Discord
Instagram

Happy surviving.
- Your Floodland Team

Floodland - Hotfix 02

Greetings survivors,

Thank you to everyone who is baring with us as we tackle these performance and stability issues. The team is working flat out and this is made much easier by the help from the community. We now have our 3rd hot fix ready:
Performance-related changes

  • Small optimization tweaks, more coming soon:
  • “Exclusive Full Screen” mode can now be toggled
  • Additional graphics options for fine-tuning settings to a given machine (in practice, the game can now work on lower system specifications than in previous versions)


Fixed issues

  • In some cases, upgrading a Storage could result in locking the ability to add workers, which might made the game unplayable
  • Expeditions/Pathfinder Camps could have got stuck, which might made the game unplayable
  • We’ve handled instances of the game saving corrupted files that couldn’t be loaded later.
  • This fix makes it less likely that new saves will have this error but won’t unstuck all of the old ones. If this happens, please reach out to us and we should be able to help (see the info below)
  • In some cases, connecting rooftops made it unable to build on them.
  • In rare cases, the number of Clans in the community could have exceeded the limit (which is 5)


This relates to build number: 1.0.20970

Remember we also have a "low performance/stability guide" for you:
  • We'll be constantly optimizing the game in the following updates of which this is the 2nd.
  • The risk of corrupted saves should be far lower now. Plus autosaves were too frequent in earlier builds. We suggest saving frequently and make backups of the saves from time to time
  • In fairness, please don't expect miracles - if you have a low-end machine, play at lower resolution and reduce visual effects. Please check the suggested specs below.
  • Our "Painterly" art style doesn't automatically mean it's "cheaper" performance-wise. There's plenty of detail, lighting and effects that will keep the GPU busy.
  • The game's complexity also naturally means that the more buildings/people you have, the more power it demands, which is especially visible on fast forward (more calculations in a time frame).


We would also like to remind players of the spec requirements:
MINIMUM (1920x1080, Video Settings 'HIGH'):
Requires a 64-bit processor and operating system
OS: Windows 10 x64
Processor: Intel(R) Core(TM)
i5-4460 or AMD equivalent
Memory: 8 GB RAM
Graphics: GeForce GTX 1060 or AMD equivalent, 6 GB VRAM
DirectX: Version 11
Storage: 30 GB available space

RECOMMENDED (1920x1080, Video Settings 'HIGH'):
Requires a 64-bit processor and operating system
OS: Windows 10 x64
Processor: Intel(R) Core(TM)
i7 8700k or AMD equivalent
Memory: 16 GB RAM
Graphics: GeForce RTX 2060 or AMD equivalent, 6 GB VRAM
DirectX: Version 11
Storage: 30 GB available space


There are multiple ways to contact us for support regarding game issues.
Here they are listed in order of how successful we are at quickly resolving your issue:
  • Create a ticket using our Discord bot here
    Join our server here
    and click “open a ticket” from the left hand menu

  • Email the Developers directly at: support@vilemonarch.com

  • Our Publishers Support page here


Important: Please be ready to provide the following files to help speed up a solution.

Output logs can be found at: %AppData%\..\LocalLow\Vile Monarch\Floodland

Save game files from before and after the bug occurred are found in Documents\Floodland


Here are some known issues you may still encounter which we are already working on a fix for:

Floodland - Hotfix 01

Greetings survivors,
Again, a huge thank you for all those giving us feedback now the game is out in the wild.
Our 1st Hotfix improved performance issues, but we can do better. Therefore, we've released another hotfix that includes the following:

Performance and stability improvements, including:

  • Smoother gameplay during the late-game and fast forward
  • Level of Detail refinements
  • Responsiveness tweaks in Technology Development and Law Committee views
  • Reduced memory usage (which fixes some of the crashes)
  • Shorter save game time

Fixed issues

  • Mouse scroll doesn’t work for zoom-in/zoom-out after the game is started with skip prologue and tutorial turned on
  • During story events, when the cursor hovers on choices for the first time, it tends to show wrong suggestions
  • Large UI.. scaling issues
  • Electronic chips could be produced far beyond the storage capacity limit, resulting in a potential progression blocker
  • Having saved games from the demo on the drive occasionally crashed the full version of the game
  • Autosaves could have been more frequent than the set number
  • People were taking paths that were too long to get ot the Canteens, sometimes resulting in disturbed productivity

Tweaks/additions

  • Bad Relations now affect Unrest less harshly
  • System profiler which sets up settings based on player’s computer specs.
  • Weather effects now have different quality levels, which affects performance.


This relates to build number: 1.0.20915

Remember we also have a "low performance/stability guide" for you:
  • We'll be constantly optimizing the game in the following updates of which this is the 2nd.
  • The risk of corrupted saves should be far lower now. Plus autosaves were too frequent in earlier builds. We suggest saving frequently and make backups of the saves from time to time
  • In fairness, please don't expect miracles - if you have a low-end machine, play at lower resolution and reduce visual effects. Please check the suggested specs below.
  • Our "Painterly" art style doesn't automatically mean it's "cheaper" performance-wise. There's plenty of detail, lighting and effects that will keep the GPU busy.
  • The game's complexity also naturally means that the more buildings/people you have, the more power it demands, which is especially visible on fast forward (more calculations in a time frame).


We would also like to remind players of the spec requirements:
MINIMUM (1920x1080, Video Settings 'HIGH'):
Requires a 64-bit processor and operating system
OS: Windows 10 x64
Processor: Intel(R) Core(TM)
i5-4460 or AMD equivalent
Memory: 8 GB RAM
Graphics: GeForce GTX 1060 or AMD equivalent, 6 GB VRAM
DirectX: Version 11
Storage: 6 GB available space

RECOMMENDED (1920x1080, Video Settings 'HIGH'):
Requires a 64-bit processor and operating system
OS: Windows 10 x64
Processor: Intel(R) Core(TM)
i7 8700k or AMD equivalent
Memory: 16 GB RAM
Graphics: GeForce RTX 2060 or AMD equivalent, 6 GB VRAM
DirectX: Version 11
Storage: 6 GB available space


There are multiple ways to contact us for support regarding game issues.
Here they are listed in order of how successful we are at quickly resolving your issue:
  • Create a ticket using our Discord bot here
    Join our server here
    and click “open a ticket” from the left hand menu

  • Email the Developers directly at: support@vilemonarch.com

  • Our Publishers Support page here


Important: Please be ready to provide the following files to help speed up a solution.

Output logs can be found at: %AppData%\..\LocalLow\Vile Monarch\Floodland

Save game files from before and after the bug occurred are found in Documents\Floodland


Here are some known issues you may still encounter which we are already working on a fix for:

  • Framerate still isn’t ideal, it’ll be improved in the coming patches
  • In some cases, upgrading a Storage can result in locking the ability to add workers, which may make the game unplayable - it’s advised to load a save state from before it.
  • Contact in Recreation Buildings may be miscalculated in some cases, resulting in negative Relations numbers.
  • Turning off shadows in the Settings may make them unable to turn on again, despite clicking the option in the menu. Clicking different shadow options back and forth should fix the problem.
  • “Protect The Family” law can sometimes take too much resources and return even more when suspended.
  • In rare cases, the number of Clans can exceed the limit (which is 5)
  • Pathfinder Camp occasionally does not allow the expedition to come back home. This issue is extremely rare but unfortunately can make the game unplayable after that (loading an earlier save state is advised)
  • Very few bits of text were not translated
  • Visual issue - fishing boats may sail on the land in some specific cases
  • In rare scenarios, survivors may choose a shelter that is too far from their workplace. This will result in the in-game 'long way from home' warning messages
  • Specific antivirus/firewall software may occasionally block access to save data files
  • In rare cases, when expeditors in Pathfinder Camp die, they might not properly leave the remains
  • Ferries traveling between Districts can occasionally go through buildings (visual issue)
  • Not all achievements work as expected



Our social community of survivors is growing nicely, so join us here for all things Floodland.
Twitter
Facebook
Discord
Instagram

Happy surviving.
- Your Floodland Team

Dev's Play Floodland

Floodland - Hotfix 00

Greetings survivors,
Firstly, we want to say thank you for the amazing response we've had since releasing our game yesturday.
However, we must acknowleadge that, despite being a great game, some have experienced performance issues and game crashes, Therefore we have a "low performance guide" for you:

  • We'll be constantly optimizing the game in the following updates of which this is the 1st.
  • In fairness, please don't expect miracles - if you have a low-end machine, play at lower resolution and reduce visual effects. Please check the suggested specs below.
  • Our "Painterly" art style doesn't automatically mean it's "cheaper" performance-wise. There's plenty of detail, lighting and effects that will keep the GPU busy.
  • The game's complexity also naturally means that the more buildings/people you have, the more power it demands, which is especially visible on fast forward (more calculations in a time frame).

To start remedying all this we have now released a hotfix with more to come in the coming weeks.
This relates to build number: 1.0.20823

We plan a larger hotfix on Friday to continue addressing these issues. So stay tuned.

We would also like to remind players of the spec requirments:
MINIMUM (1920x1080, Video Settings 'HIGH'):
Requires a 64-bit processor and operating system
OS: Windows 10 x64
Processor: Intel(R) Core(TM)
i5-4460 or AMD equivalent
Memory: 8 GB RAM
Graphics: GeForce GTX 1060 or AMD equivalent, 6 GB VRAM
DirectX: Version 11
Storage: 6 GB available space

RECOMMENDED (1920x1080, Video Settings 'HIGH'):
Requires a 64-bit processor and operating system
OS: Windows 10 x64
Processor: Intel(R) Core(TM)
i7 8700k or AMD equivalent
Memory: 16 GB RAM
Graphics: GeForce RTX 2060 or AMD equivalent, 6 GB VRAM
DirectX: Version 11
Storage: 6 GB available space


There are multiple ways to contact us for support regarding game issues.
Here they are listed in order of how successful we are at quickly resolving your issue:
  • Create a ticket using our Discord bot here
    Join our server here
    and click “open a ticket” from the left hand menu

  • Email the Developers directly at: support@vilemonarch.com

  • Our Publishers Support page here


Important: Please be ready to provide the following files to help speed up a solution.

Output logs can be found at: %AppData%\..\LocalLow\Vile Monarch\Floodland

Save game files from before and after the bug occurred are found in Documents\Floodland


Here are some known issues you may still encounter which we are already working on a fix for:

  • Pathfinder Camp occasionally does not allow the expedition to come back home. This issue is extremely rare
  • Very few bits of text were not translated
  • Visual issue - fishing boats may sail on the land in some specific cases
  • In rare scenarios, survivors may choose a shelter that is too far from their workplace. This will result in the in-game 'long way from home' warning messages
  • Specific antivirus/firewall software may occasionally block access to save data files
  • On specific seeds some objects, especially trees have position changed in reference to the water surface
  • The saving options may not work when the scavenger camp is partially on the water and partially on land
  • A person may appear in the district in which he/she doesn't belong
  • In rare cases, when expeditors in pathfinder camp die, the new building is not established when travelers are on board
  • Lack of colliders in some objects on pathfinders or ferries way
  • Not all achievements work as expected
  • Rarely one of the assets is shown as a small black cube in the fog
  • Contact in Recreation Buildings may be miscalculated in some cases, resulting in negative Relations numbers.
  • People may take too long paths to Canteens, sometimes resulting in their disturbed productivity (when they can’t make it to work on time)
  • In case of some changes between the versions, the warning concerning saves appears: “Save version mismatch detected! This save comes from another version of the game and may differ e.g. in game balance, but continuing the playthrough is possible”. The saves will work in such a situation



Our social community of survivors is growing nicely, so join us here for all things Floodland.
Twitter
Facebook
Discord
Instagram

Happy surviving.
- Your Floodland Team

DevBlog 13 Floodland Has Arisen!

“Greetings survivor”

So you think you’re ready?
It’ll be tough, but there is hope.
O.K then, let’s dive in



Welcome to Floodland, “It’s time”

We’re hugely proud and excited to be releasing our baby, our dystopian city/society builder game set in the post-catastrophic world of Floodland that we envisaged so many years ago. Firstly, a huge thank you to all our beta-testers and those who gave feedback during last month's Demo which encouraged and inspired us, you helped shape the game for the better.

To get you started, the eternal survivor, Colonel Damneders has kindly put together this guide for you.

Stay tuned as “Part 2 - Mid game” and “Part 3 - Late game” will be released in the coming days.

The Templin Institute which oversees all alternative worlds has set the scene for you. Immerse yourself.


However, while we’re hyped to be releasing Floodland to you all, the good work continues. We will be grateful for your Steam reviews for we’ll be keenly assessing these and implementing your feedback into future updates.

Once a game is released into the wild, inevitably there are bugs. We've tested a lot with thanks to pout Discord members and determined none are game breaking. But to be safe it's always good to make hard saves just before key moments to avoid disappointment. Here are some known issues you may encounter which we are already working on a fix for:

  • Pathfinder Camp occasionally does not allow the expedition to come back home. This issue is extremely rare
  • Very few bits of text were not translated
  • Visual issue - fishing boats may sail on the land in some specific cases
  • In rare scenarios, survivors may choose a shelter that is too far from their workplace. This will result in the in-game 'long way from home' warning messages
  • Specific antivirus/firewall software may occasionally block access to save data files
  • On specific seeds some objects, especially trees have position changed in reference to the water surface
  • The saving options may not work when the scavenger camp is partially on the water and partially on land
  • A person may appear in the district in which he/she doesn't belong
  • In rare cases, when expeditors in pathfinder camp die, the new building is not established when travelers are on board
  • Lack of colliders in some objects on pathfinders or ferries way
  • Not all achievements work as expected
  • Rarely one of the assets is shown as a small black cube in the fog
  • Contact in Recreation Buildings may be miscalculated in some cases, resulting in negative Relations numbers.
  • People may take too long paths to Canteens, sometimes resulting in their disturbed productivity (when they can’t make it to work on time)
  • In case of some changes between the versions, the warning concerning saves appears: “Save version mismatch detected! This save comes from another version of the game and may differ e.g. in game balance, but continuing the playthrough is possible”. The saves will work in such a situation


In case you are worried about performance issues here, are our system requirements:

MINIMUM (1920x1080, Video Settings 'HIGH'):
Requires a 64-bit processor and operating system
OS: Windows 10 x64
Processor: Intel(R) Core(TM)
i5-4460 or AMD equivalent
Memory: 8 GB RAM
Graphics: GeForce GTX 1060 or AMD equivalent, 6 GB VRAM
DirectX: Version 11
Storage: 6 GB available space

RECOMMENDED (1920x1080, Video Settings 'HIGH'):
Requires a 64-bit processor and operating system
OS: Windows 10 x64
Processor: Intel(R) Core(TM)
i7 8700k or AMD equivalent
Memory: 16 GB RAM
Graphics: GeForce RTX 2060 or AMD equivalent, 6 GB VRAM
DirectX: Version 11
Storage: 6 GB available space

Finally we'd like to thank everyone who supported us, espeically during last months Demo.


Using the tech of the before-times, you can follow us here for more:
Twitter
Facebook
Discord
Instagram

We can barely contain our excitement, but until next week,
Happy surviving.
- Your Floodland Team