Foundation cover
Foundation screenshot
Genre: Simulator, Strategy, Indie

Foundation

1.8 Fall Update is now live!

Greetings beloved builders,

We hope you’ve been enjoying the user interface update we pushed last June. We know you’re eager for even more Foundation content, which is why today should be of particular interest to you as we officially launch the 1.8 Fall Update to shake things up!

New Buildings For All!



One of the most widely requested features for Foundation is the addition of new buildings for your settlements. You’ll be glad to know that the team has been hard at work to introduce not one, but two fresh production buildings for the game: the candle workshop and the common wares workshop!


Candle Workshop


Common Wares Workshop

Sharp-eyed players will also notice “Citizen” promoted villagers now have a second “Goods” need under their status. In addition to common clothes, they will now require common wares to be 100% satisfied. Talk about being entitled!

Construction Step Bundles for Added Immersion



While looking at ways to improve Foundation, it became apparent that the construction process for buildings needed work. We’ve asked ourselves how we could create a more logical and immersive experience. Before 1.8, builders would try to complete their tasks and stop if resources were insufficient. Now, they have to gather the required materials to the construction site beforehand. Only then will they be able to start working.

To go into more details, materials will be brought following the bundles’ order, to complete them as fast as possible. If a bundle is missing a material that is not in inventory, then the transporter will start to bring the resources for the other bundles.


Building parts’ progression can be easily seen by hovering over the construction progress bar

Construction steps allow more flexibility for your city planning with the added benefit to be more in line with what you’d expect from working on buildings. You can start with the foundation of, say, a church, and come back to it later in order to complete work on the next step. This way, you’re never stuck in a rut!

The Ins and Outs of Stockpiling



One feature we recognized as in need of improved communication relates to stockpiling.

This feature allows you to prevent villagers from using resources by toggling the stockpiling function on or off in the resource panel. Or, alternatively, directly in the resource list of the Book. Very helpful when looking to complete delivery missions!

With 1.8, we have improved this communication with a warning when there are missing resources in a workplace due to stockpiling. Additionally, the stockpile icon now shows over resource icons in other panels and windows such as workplace inventories.


New stockpiling presentation within workplaces

Even more QOL changes



Each new update is a chance for us to optimize the overall gameplay experience and refresh our existing systems. The 1.8 update is no exception. Here’s a preview of what’s in store for you the next time you launch Foundation:


  • Added related resources in the villager needs tooltips
  • Added tooltips on information module checkboxes
  • New trader blocked notification
  • Added inventory for all workplaces in condensed view
  • Improved inventory issues feedback
  • Building panels remember collapsed groups of parts
  • Estates layout is now more compact
  • Confirm renaming with Enter key
  • And more!



The new Needs tooltip in all its glory!

Continued support towards the modding scene



Modding is close to our hearts. We enjoy how imaginative some of you are with Foundation. Get your creative juices flowing, because 1.8 introduces custom mandates for bailiffs! You heard that right: thanks to mods, bailiffs are no longer limited to gaining influence or inspecting mineral deposits. We can’t wait to see what you’ll end up with!

Previously, one of the only ways to contact modders was through the report tool—which proved to be a problem, as it’s not designed for this. Starting with 1.8, we fixed this by adding web links to all mods so it’s easier for you to connect with mod creators. The new link will open a browser where you can comment and get help directly from the mod creator.


Weblinks to Mod.io

We also added a dropdown filter for your mods. Rejoice!


Mods dropdown in Foundation 1.8

We are eagerly looking forward to hearing from the community about the 1.8 update for Foundation!

1.8 Changelog



add: Common Wares Workshop
add: Candle Workshop
add: Additional parts can be unlocked for these buildings
add: construction step bundles
add: new tooltips
add: new resource icons
add: workplaces condensed view now displays a combined inventory (condensed view)
add: “trader blocked” notification
add: confirm renaming with Enter
add: collapsed masterpiece parts groups are remembered through all building panels
add: construction bundles topic in the help menu
add: tooltips and localization for building parts “Locate” and “Destroy” buttons

update: community localizations

improve: stockpile communication
improve: storage issues feedback
improve: hyperlinks style
improve: buttons (red/disabled/small)
improve: compacted estates layout
improve: now communicates max instance of a part
improve: dynamically update when unlocking building parts

fix: wooden keep doors
fix: info module buttons

Modding

add: custom mandates for bailiffs
add: debugging tools
add: weblinks to mod.io
add: mods dropdown sorting
add: expose wax resource

improve: minimized text cutoff in mod buttons that were too short

Modding Wiki

Modding documentation and changes can be found over on the modding wiki.

- The Polymorph Games Team

Preview build: Alpha 1.8 is live!

A preview build of the upcoming 1.8 Fall update is now available via the Steam betas option tab (access instructions below).

Whilst we continue to work toward the core updates, the 1.8 Fall update comes as a bonus that also enables us to add in some smaller features in preparation for the bigger updates.

We look forward to hearing any feedback and please let us know if you find any issues. Feedback and bugs can be posted on the Steam forums or alternatively you can join us on our official Discord server.


Preview build highlights


Two new production buildings



The Candle Workshop and Common Wares Workshop



Construction steps and bundles



More logical construction steps for buildings, including the addition of resource bundles for each step.

QoL and UI



New tooltips, improved layouts and a number of QoL improvements such as improved stockpiling feedback.

Modding



An enhanced mod browser, including direct links to mod.io to allow for easier communication with modders.

Modders also get some new stuff, including a debugging tool. More info can be found on the modding wiki.

Preview Build Access Instructions



Note: Preview build saves will be compatible with the full release of the 1.8 Fall update. Most mods will requiring migration for the full 1.8 release. We recommend starting a fresh save or playing a vanilla for the preview build.

If you would like to take a look or help test out the preview build, you can gain access via the Steam betas tab in Foundation properties.
  • Right-click Foundation in your Steam library
  • Click on properties
  • Navigate to BETAS
  • Choose the ‘preview - Next Build Preview’ option

The game will automatically update but if it does not you may need to restart your Steam client.



- The Polymorph Games Team

Devlog #16

Greetings Lords and Ladies!

With the new UI out it’s a good time to take a look at what else we have been working on and where our focus is now headed.

Before we do though, we would like to mention our growing team here at Polymorph Games. As a relatively new indie studio we are always looking to expand the team and as such we have seen some new faces since the last Devlog.

We have recently been joined by a senior gameplay programmer that will help us as we move our focus to new and improved gameplay features. We also have been swelled in ranks by a new engine programmer as well as a gameplay programmer that is completing an internship with us.

Getting back to the team’s focus, the first thing of note is that in a revised change to our roadmap earlier this year, we are planning to bring you a game update in the Autumn/Fall whilst in the background we also work toward the bigger Core II update.

Let’s take a look at what the team has been working on...

Art



The art team have been hard at work overhauling the current buildings to create a more cohesive and detailed style throughout the game.

You can see an example below of the completed bakery revamp in all its splendor.


Before/after shot of the Bakery

You’ll see the majority of these as part of a larger update, most likely sometime next year, however we will be bringing 2 new buildings to the game much sooner, that have been designed from the ground up with the new and improved styling already implemented.

Currently the focus is on these two buildings which will see both a Candle Workshop as well as a Common Wares Workshop added to the game in the Fall Update. Check out some concept art of the Common Wares Workshop below.


Common wares workshop (concept art)

Gameplay



In the longer term the gameplay team is now focused on Core Update II which will see a complete overhaul of the Estate system and progression. The final design of the Estate system overhaul is now almost complete and work has begun on its implementation. The team are also working on balancing tools to make for easier balancing as we add more content to the game.

In the more immediate future however, the team has also been working on implementing a new feature for the Fall Update that will bring more immersion when building your village. This feature will see construction step bundles implemented to the game.

These bundles will create a more logical construction process, where materials will be required on construction sites in a relevant order. For example a building’s foundation/basement will be built first and require a specific portion of the overall building resources on site before construction begins. The next step might be walls that require the next bundle of resources.

Construction step bundles essentially break down the overall resource requirements into separate bundles that need to be delivered to construction sites prior to builders starting work on each construction step.



UI/UX



We are still working to further improve the UI with subsequent updates such as the recent UI/UX patch. We still have many more improvements to come.

To this end, the UI/UX team is working on a number of important small improvements and fixes that will come in the Fall Update. Alongside this the team is also working on UX design for the bigger core update, in support of the Estates overhaul, which will require a number of new screens and information panels.

Game Engine & Modding



As you can probably imagine the Engine team is busy working to support any processes that the whole team are working on, such as new Hurricane editor tools for feature integration.

Furthermore the team continues to collate and analyse any crash reports coming in and fixing any instability as quickly as possible. Our crash rate is at an all time low with the biggest crash issue now being graphics drivers. Note: if you are experiencing any crashing on startup please update your GPU drivers with (importantly) a clean install of the GPU drivers.

Modding is also one of the larger projects for the Engine team which has seen them continue to work on exposing more features, such as exposing the mandate system to create custom mandates. They have also been looking to support modders even further with work on Lua debugging support.

In addition to this we continue to work closely with the modding community to gather modding feedback and suggestions, as well as look at ways to improve our feedback gathering to better support the modding community.

We will bring you more news as soon as we have it and keep an eye on our social media channels for more teasers, as we get closer to the Fall Update release.

Alpha 1.7.11 UI/UX Patch is now live!

Good day Lords & Ladies!

We hope that everyone has been enjoying the new user interface (UI) which, as mentioned previously, was only the 1st phase of a continuing UI/UX development.

Today we have released patch 1.7.11 which brings some further quality of life (QoL) features to the recent 1.7 UI/UX update, as well as some overall user experience (UX) and accessibility improvements.

The patch will also squash a few medieval bugs as well as address some crash fixes, as we continue to improve on the already stable 1.7 update.

Here are a few highlights of what you will find in today’s patch...

New tracking counters



The recent new UI introduced clickable counters that would help track issues such as missing resources or workers.

Two new counters have now been added that will let you know, at-a-glance, how many buildings are under construction as well as a counter for paint zones issues. Clicking these counters will cycle through said buildings locations for easy tracking.



Manual input: trade quantities



Based on community feedback we know many of you will be happy to see this next feature added.

The trading resource quantities can now be edited manually via numerical text entry, directly into the resource table. The buttons are still there of course and don’t forget you can click and hold the buttons to increase or decrease the quantities in larger steps.



Tree and grass sway



Another great example of community feedback comes with this next change. Tree and grass sway animations have been normalized to run at x1 speed no matter the speed setting above pause. This should help those that suffer from motion/simulation sickness and even those that don’t.

For more severe cases we have also added the option to turn off the environmental animations entirely.



Main Menu improvements



When starting a new game, the map selector now shows a short description of the map, as well as a handy thumbnail image of the map itself. Modders are also able to add thumbnails and descriptions with their own maps, though current ones will need to be updated.

Layouts for both the loading menu and save menu have been improved, making it easier to find the save you wish to play. It’s now much easier to see information pertaining to a save file, whilst easily sorting the list via various sort options. Additionally, it is now possible to filter out autosaves and remove them from the viewable list.



And more...



Distance to workplace information returns with this patch. More specifically when assigning villagers to a workplace using the dropdown, you will now see the distance that workplace is from the villager’s home or village center if homeless. We all love an efficient village!



We are aware of some issues relating to zooming, specifically around elevated terrain, with this in mind we have made some improvements to the way that zooming is handled, making it more responsive. More work will be done on the camera in future updates but this should help to improve the control over high terrain areas.

Text contrast and shadows have been enhanced throughout the game, which brings a cleaner look but more importantly, increased readability for everyone. Further improvements are also planned as we continue to refine the new UI.

There are many more tweaks in the 1.7.11 patch, as well as a bunch of medieval bugs vanquished and a number of crashes addressed.

As always, we would like to say a big thank you for your continued support and invaluable feedback.

Changelog



add: Textfield functionality to resource trade quantity in the Book
add: Counter - missing paint zone
add: Counter - ongoing construction
add: Collapsible monument parts groups when editing (reintroduced)
add: Distance to workplace when assigning worker via dropdown
add: Full tooltips - estate unlockables
add: Military mission, panel sorting
add: New map selector integration (first iteration)
add: Map selector placeholder modded map description
add: Map selector placeholder modded map screenshot
add: Option to hide autosaves in load menu
add: Option to turn off tree and grass sway to prevent motion sickness
add: Stockpile tooltip in resource window
add: Toggleable FPS visibility in the General options
add: New golden buttons implementation

update: Improved text contrast and shadows
update: Tweak estate headers (Labor/Kingdom)
update: Multiple layout, labels and icon tweaks
update: Information Module notifications - visibility improved
update: Clear building search box when switching categories
update: Help menu - Streamline text wording
update: Improve load game layout and sorting
update: Improve promotion sorting order
update: Improve save game layout and sorting
update: Improve the workplace list sorting
update: Improve zooming on elevated terrain
update: Lock environmental animations at speed x1
update: Locked buildings provide info relative to their unlocking conditions
update: Tweak delivery quest steps
update: New event illustrations
update: Adjust dropdown and combobox positioning
update: Action Menu - UX/UI iteration
update: Port the tombstone window to the new UI style
update: Visitors follow interaction via quest module changed to locate
update: Tweaked training dummies description
update: Localizations

fix: Outside Territory notification when moving a tavern with a bridge
fix: Automated fountain musical parts should display a function
fix: Bailiff - The tooltip to locate the mineral's location is empty
fix: Missing resource counter is counting each building parts as individual structures
fix: Building status not always representative of current status
fix: Crane storage not showing resources
fix: Double "achievements disabled" notification when loading a game
fix: Estate conditions should never be red when the value is sufficient
fix: Forester status should be "No tree type selected" when no tree type is selected
fix: Immigration blocked notification missing
fix: Livestock spawning location not working
fix: Possible to have 'stuck' message that gives no information in logs
fix: Missing success probability when a military mission continues
fix: Reloading a save with an ongoing military mission can have various issues
fix: Hot reload destroying the minerals depots that have a structure
fix: Rounding issues for values throughout the game
fix: Scroll bar reset position when closing / reopening
fix: Stuck soldiers can remain stuck forever
fix: Reduce military mission rewards
fix: Days left of active military quests remain at 0 after the initial 20 days
fix: Cost to unlock the tavern wall
fix: Switch the default forester tree state to true
fix: Various UI presentation fixes and tweaks
fix: Villager status when soldier job is removed
fix: Soldiers can be selected whilst invisible at quest location
fix: Wrong granary description (stores "granary-type" food)
fix: First buildings unlocked were not showing as quest reward
fix: Resources list is misalignment
fix: Resource tab cannot be closed using the Esc key under certain circumstances
fix: Automated fountain musical parts should display a function
fix: Estates value text colors incorrectly changed
fix: Load game mod list exceeded defined space for warning window
fix: Infinite quests displaying days left in their tooltip
fix: Esc button should close system menu
fix: Esc key should cancel building placing and system menu sub window
fix: Villager Stuck Notification Log when destination object does not exist anymore
fix: Possible to promote villagers without having gold
fix: Environment map lighting
fix: History tab for saves 1.7.10 and before, now list all completed missions from day1
fix: Transporters bypassing stockpile
fix: Military panel visuals when a quest expires
fix: Missing building description tooltips for multiple monuments
fix: Building completed notification loses building name on reload
fix: Applied dynamic reserved width to military lists

fix: Crash caused by mod game rule
fix: Crash on very early building part destruction
fix: Crash when a building part is deleted with active inventory
fix: Crash when accepting a military mission
fix: Crash when attempting to deposit resources in a non-existing crane deposit
fix: Crash when load selected and savegame list is empty
fix: Crash when performing force finish on parts of the bridge

Modding

add: Ability to customize core prefabs
add: Modded maps preview customization
add: Expose additional classes and core content

update: Mod logging improvements
update: Modding documentation fixes and improvements

fix: Existing savegame mod reordering fixes
fix: Mod custom behavior tree node fails
fix: Other modding-adjacent bug fixes
fix: Crash on modded bridge building part removal
fix: Crash when building monument mod with tree building part
fix: Crash caused by mod game rule

Modding wiki

Modding documentation and changes can be found over on the modding wiki.

- The Polymorph Games Team

1.7 New User Interface Update is now live!

Greetings Medieval City Planners,

Today is the day we know many of you, including ourselves, have been looking forward to: the release of the 1.7 New User Interface (UI) update!

As you will see, everything has changed. In the actions bar, you will find all the tools you need to build, zone and delve further into your village details (with the multi-pages Book feature!). You'll also enjoy a much more detailed informative module at the top, revamped building and villager panels, a new quest module and more streamlined notifications.





You will find a new Quest panel where you can pin quests and keep a track of available missions and an overhauled help menu that will give you some further pointers and information on the games' systems.





Saves now have a screenshot to help you identify your save at-a-glance, and the settings menu (and game) in general, is much more easy to use and navigate.



That’s not all of course! We have made further improvements to the engine during this time, that should see your fps improve as well as further bug fixes.

In summary, anything and everything is new and we hope you enjoy the new experience the UI will bring to the game!

Behind the scenes of last year development



This last year has been very busy for our small but passionate team. As many of you know, Foundation is made with its own game engine. This gives us the liberty we need to create the game as we envision it, but it also requires more time to develop some features as we also have to develop the tools we require beforehand.

Much of the team have been focused on the programming that was required to implement a whole new UI:

  • Creating a complete GUI Editor from scratch
  • Improve massively on our GUI engine
  • Improve our 2D rendering pipeline
  • Develop a completely new font rendering system to support font variety and scaling
  • Refactor the whole UI code base around the new UX
  • Implement all the new QoL that the new UX required

An overview of our engine custom GUI editor:


Other members of the team also worked with Dan, our UI/UX developer to create the multitude of custom art that can be seen throughout the new interface.

With the UI/UX phase one complete and the major groundwork set for later phases, we can now switch our main focus and push on with more gameplay and content additions still to come, in the upcoming Core updates!

1.7 Changelog



  • add: new HUD
  • add: new help menu
  • add: new actions bar
  • add: new Book feature
  • add: new sortable villager panel to Book
  • add: new sortable workplace panel to Book
  • add: new trade and resources panel to Book
  • add: new budget overview panel to Book
  • add: new estates panel to Book
  • add: new army manager panel to Book
  • add: new log panel to Book
  • add: new buildings panels
  • add: new building status indicators
  • add: new construction menu
  • add: search function to construction menu
  • add: category filters to construction menu
  • add: new Information panels
  • add: new issues counters
  • add: new monthly budget reports
  • add: new quest Module
  • add: new pinnable quests
  • add: new notifications system
  • add: new tooltips
  • add: new event pop-ups
  • add: new custom art - events
  • add: new custom art - information panels
  • add: new resource icons
  • add: new main menu
  • add: new load/save windows
  • add: new mods window
  • add: loading screen
  • add: new settings window
  • add: new achievements window
  • add: savegame - automated thumbnails + save meta info (villager count, playtime, etc)
  • add: new audio
  • add: more control remapping options

  • improve: building overview tab with worker assignation shortcut
  • improve: UI Scaling, including clean font scaling
  • improve: language switching

  • fix: tavern bridge placement
  • update: community localizations

Modding:



  • add: static sized arrays support
  • add: support for atlas cell image assets
  • expose: additional animations
  • fix: mod unload order
  • fix: custom type list property always using default value instead of assigned value

Preview build: Alpha 1.7.4.0618 hotfix is live

Hey everyone

We have pushed a new hotfix onto the preview branch. Just in time for the weekend!

Note: There is a known issue with promotions that we do not have a quick fix for but is avoidable.

Please do not save whilst the promotion opportunity is available. If you save while the promotion opportunity is on screen, promotions will not work or appear upon reload. If this happens you can go to a previous autosave or alternatively wait for it to reappear. This will take at least two full cycles (months) to clear.


The above issue should now be fixed in alpha 1.7.5.0618. The promotions bug may still show if you already had the issue but will clear after a couple of cycles and there should be no further problem after this.

Note: You may need to restart Steam to see the update

Changelog



1.7.4.0618

add: double click on a textfield selects all text
add: allow text selection even on fully-draggable window
add: support to assign workers on the general tab
add: options menu sliders drag
add: villager stuck notifications
add: stockpile descriptions notifications
add: display stockpile status on resource tooltip
add: quest pin tooltip
add: mouse instructions on quest module content
add: display stockpile status on resource tooltip

update: event illustrations
update: text colors desirability, fertility, church attendance, weapon picker and multiple paragraph styles
update: villager description in villager panel
update: achievements window
update: localization
update: various menu sizes adjustments

fix: crash when deleting a statue
fix: crash with lacking need notifications
fix: crash on some notifications
fix: crash when fetching dependencies of non-supported mods

fix: achievements progress
fix: conflict popup - only appears on first load after new controls are added
fix: influence cost image size
fix: savegames display when file name contains a dot
fix: quest tooltip used context for "opportunity" title
fix: melody composer window
fix: melody composer size
fix: help window flickering
fix: visual glitches on Illustrations
fix: help and territory overlap when a new town is started.
fix: quest tooltip pin behavior
fix: display part size on part view
fix: workplace full is taking into account the market
fix: various military mission bugs
fix: military soldiers stuck on village center
fix: soldiers won't go to dorm if building is not built
fix: soldier level
fix: achievements locked/unlocked icons
fix: workplace status when inventory changes
fix: warehouse slot information
fix: mandate mission always clickable
fix: missing description on visibility layer action button
fix: missing resource for construction notification
fix: visitor notification
fix: old notifications won't appear
fix: building capacity messaging
fix: military mission display on right mission panel
fix: villager Issue in Book missing high severity warning icon
fix: upkeep cost when building is paused
fix: multiple issues: bailiff’s detail window part list
fix: forester building: tree selector value on load
fix: trade bonus does not revert to purchasable state
fix: red color that wasn't readable in the logs
fix: effect module, opportunities and quests sorting
fix: loophole during onboarding playthrough

alpha 1.7.5.0618

fix: promotion opportunity notification

Preview build: Alpha 1.7.3.0614 hotfix is live

Hey everyone!

As you may have seen we have pushed a couple of hotfixes to the preview build since it became available, including a small hotfix today. If you haven't already looked at the preview build of the 1.7 new UI then you can find more information and access instructions in the recent announcement here.

Changelogs of both hotfixes can be found below with the most recent being 1.7.3.0614 earlier today.

1.7.2.0611

  • fix: access to deleted construction site component
  • fix: crash on load when mod version is different
  • fix: crash with notifications when exiting the game
  • fix: performance issue with construction site lacking resources
  • update community localizations

1.7.3.0614

  • fix: a frequent random crash due to input management
  • update community localizations

We are continuing to investigate any issues you may be finding with crashes being a priority.

Thanks for all the feedback and bug reports coming in, they are all extremely helpful!

Preview build: Alpha 1.7 is live!

Hey everyone, today we have exciting news!

A preview build of the upcoming 1.7 UI update is now available via the Steam betas option tab (access instructions below).

For the past months, we have been working hard on a complete rehaul of the UI. Phase I is almost complete and we are excited to bring you a preview build so that you can all take a first hands-on look at the new revamped Foundation interface.











We still have some outstanding improvements to make in Phase I, but now is the perfect time for us to gather your feedback. We would love to hear your thoughts and suggestions in the pinned preview feedback thread here, or alternatively join us on Discord where we have a dedicated channel for the 1.7 UI preview.

Vanilla (non-modded) save games from the current live build should, in most cases, be compatible with the preview build. However, as always with a preview build, we thoroughly recommend trying a fresh game to get the full benefit and experience from this update.

Many mods will require migrating to the new build and will not initially work, as such, modded saves will likely need to wait for mod updates and the full 1.7 UI release. We will be working closely with the modding community to help them get updated as quickly as possible during the preview stage.

Preview build saves will be compatible with the full release of the 1.7 UI update

Phase I is a huge foundation [Warning: pun overuse] for more improvements to come with subsequent phases looking to fine tune the art style, improving usability and UX as well as looking deeper into accessibility features and then final UI polish.

We hope you enjoy the new look UI and we look forward to hearing your feedback.

Access instructions



If you would like to take a look or help test out the preview build you can gain access via the Steam betas tab in Foundation properties.

  • Right-click Foundation in your Steam library
  • Click on properties
  • Navigate to BETAS
  • Choose the preview - Next Build Preview option

The game will automatically update but if it does not you may need to restart your Steam client.



Please note: The preview build is work in progress and is likely to contain some bugs. Any Bugs you might find can be reported here on the Steam forums or you can join us on Discord where we have both feedback and bug reporting channels.

Devlog #15

Hey everyone!

It’s been a little time since our last communication but this does not mean we have been resting on our laurels. We know you are all eagerly anticipating the new UI and the improvements that will come with it.

An update on the UI rehaul progress



The very first phase of the new UI implementation is nearing completion. With that said, we would like to share with you some of the work that has been involved with creating the new UI, and to let you know what has been going on in the background for the past few months.

Late last year, we teased you all with some sample images of our UI rehaul. These initial images were conceptual and only a taste of what to expect. Since that time, our UI/UX designer and a good chunk of the team have been busy implementing the full redesign in-engine.

If you have played the game and seen the old UI you will be well aware that although it was functional, it was lacking in many places, not particularly intuitive and also not very aesthetically pleasing. As such, the redesign has required major work. Every menu, icon, HUD element, feedback module… it’s a long list… needed to be updated, redesigned and in some instances built from scratch. Such is the cost of progress.

Once the new design foundation (pun intended) was laid out and agreed upon, work could begin on asset creation, whilst in the background, we ramped up work on the engine. What came out of this was a brand new Interface tool (imaginatively called the GUI editor). This tool effectively allows us to build, visualize and tweak the interface without programming (because yes, the old interface used to be generated purely by code). As we progress, we're constantly making the editor even more powerful, to allow for new features in the game for you, the players.

On top of this we have been making further updates to the engine to allow for enhanced UI visuals including better font rendering, to improve scaling, for the large differences in resolutions throughout the player base.

Much of the new interface is now in place and we are on the final run toward testing, feedback, tweaking and subsequent release. There are still a few elements that need to be worked on, some remnants from the old UI that need to be replaced and we will need to further tweak and improve on the work so far before release.

We know you are eager to see more teasers of what’s to come and of course we wish to oblige...











In other news



The UI has not been the only focus of recent development work. Some of the team have also been working in the background on more long-term goals such as overall art direction and preparation for future content updates.

Some of you may have noticed the changes to the market tents in a social media post some time ago, this was only the start of a broader improvement in the overall art direction. Further work has since been carried out on buildings such as the bakery and in time we will revamp and enhance the majority of the art and assets within the game.

The art team has also been working to design and create tools that will allow for a better way to render environmental aspects and transitions within the game, such as those between grass, sand and rocks. Similarly, they have been looking at ways in which to improve the look and variation of environmental factors such as vegetation, lighting and overall ambience.

These changes and improvements to the art style will not be part of the upcoming UI but you will be seeing more of them in the future.

We will update you all with an ETA for the release of the UI update in the coming weeks.

Alpha 1.6.28.0216 is now live

Hey everyone!

Small patch, Alpha 1.6.28.0216 is now live. This patch is in part a requirement in response to a new privacy policy on mod.io.

  • add: mod "report content" link
  • request user consent before logging to mod.io when rating a mod for the first time
  • fix: mod loading fail on reload when adding new attach node types
  • fix: avoid stuck tax collector or bailiff in a specific part of the lord manor