We’re very happy to announce that Myriads: Renaissance will be part of the Dreamhack Beyond Summer Indie Showcase from August 18th until August 27th.
Myriads: Renaissance is a turn-based strategy game with city-building and 4X mechanics. Set in a fantasy world made up of thousands of floating islands, you must grow your capital and expand your kingdom. Resist waves of powerful corsairs and construct defence towers to survive their incursions.
*Add an option to force the seed of the world map during faction creation. *Add a way to show the world map seed in the settings. Works only for new save files.
Bug fix: *Production overflow is now saved.
Minor update: v1.0.1 QOL and bug fix
Content addition:
*Settler ships and 1 galleon can now be stacked on the same world map hexagon. *Add an option to allow galleons to auto-attack at the end of an auto-move. Option is disabled by default.
Bug fix: *add a fifth movement point token on ships’ GUI.
Myriads: Renaissance is out!
6 years after starting the development of our first turn-based strategy game, Myriads: Renaissance, we’re very excited to announce that the game is now available for purchase! And with a 10% launch discount for a week!
As a small 2 person team, our goal isn’t to make the next big 4X game. Instead, we took a different approach and focused on delivering a shorter, more intense gameplay experience. Myriads: Renaissance is our personal contribution to the genre, and if you like the idea of a small but challenging 4X game with city-builder and tower defence mechanics then Myriads: Renaissance is the game for you!
And if you’re curious about the game but are not sure if you want to buy it or not, there is a demo! It offers 60 turns of gameplay which represents about 1 hour of gameplay. It also includes a step by step tutorial so that you won’t get lost trying to understand our game. Give it a try!
Development update: v1.0.0 last polish and Steam API.
We are ready to release a new and probably last version of the Myriads: Renaissance demo (apart from bug fixes)! This version focuses mostly on adding the Steam API to the game and fixing various bugs which have been reported to us. The Steam API is however disabled in the demo.
Major changes:
Steam (disabled in the demo): *add steam achievements *add steam cloud saving *save folders are no longer shared amongst different steam users on a same computer
Bug fixes: *make saving process more robust *fix fight bug leading to rare events of save corruption *prevent faulty fights from corrupting save *fix bug leading to armies not being able to exchange regiments when both are full *fix GUI rescale for very wide resolutions *fix a rare occurrence of misplacement of the Tech button during the unlock first tech tutorial *fix bug leading to not being able to recruit the settler ship during the tutorial when the shipyard has been destroyed *skip Add shard tutorial if the player has already extended his capital island *fix bug leading to a rare event of freeze of the screen at the end of a fight if the army lost all its troops due to gold shortage *update gold shortage automatic disband *make the game more robust with respect to freezes *cancelling a building now refreshes the production queue display *update various texts and outdated pictures in the help panels *fix crane mesh update bug when destroying warehouses and storehouses *when there are not enough citizens, the automatic destruction of buildings now selects one randomly. Farms and warehouses are excluded
If you missed the info, we’ve also announced that the game will release on Steam on 1st June. We’re on time, everything we wanted to implement is implemented and we still have some time to do some debug. Hence if you find a bug or have any feedback, feel free to leave a comment on our steam community hub https://steamcommunity.com/app/1737220/discussions/. We read and reply to everything.
And don’t forget to wishlist the game, so you’ll be notified when we release the game!
In the meantime, you can follow us on twitter for more frequent news: @MyriadsRGame. We oftenly tweet about the progress we make in development.
We’d like to remind you that Myriads: Renaissance will release on Steam in 2 weeks for a price of $19.99 / 14,50 €!
We’re in time for the release and we just started to send preview keys of the game. If you're a content creator or a journalist, watch your inbox! And if you didn’t receive anything, stay tuned, we’ll soon send a call for content creators on twitter: @MyriadsRGame.
If you’re curious about the game and can’t wait for it to release there is a demo! It offers 60 turns of gameplay which represents about 1 hour of gameplay. It also includes a step by step tutorial so that you won’t get lost trying to understand our game. Give it a try!
Don’t forget to wishlist the game, so you’ll be notified when we release the game!
Development update: v0.8.0 High scores and Modes update.
We are ready to release a new version of the Myriads: Renaissance demo! This version focuses on adding high scores and additional game modes. Unfortunately these 2 features won’t be unlocked in the demo as they require the player to beat the game first.
However, we’ve implemented many features/twiks which were suggested to us during the GRound playtest. Let’s have a look of what we’ve added to the game:
Major changes:
High scores and Modes:
*add a score panel on victory *add high scores panel to main menu *add Sailor mode which unlock after the player defeats Catena for the first time. In this mode, the player can’t build towers but all upkeeps are divided by 2. *add Builder mode which also unlock after the player defeats Catena for the first time. In this mode, the player can only own a single galleon but towers’ cost is divided by 3.
GUI:
*update the design of the ship path print *add a button to clean all non important events *remove a shield symbol duplicate and add 2 more symbols *rename difficulty to Normal/Hard/Very Hard *add a tooltip explaining why a technology can't be unlocked *add notification for inactive ships on the Ships panel button *add all remaining quests
Tutorial:
*can now open the game menu at the beginning of the tutorial *can now quit the game at the beginning of the tutorial *add arrows to various tutorial pages to point out what the tutorial is talking about *make various tutorial sentences more understandable *reorganise and simplify the research help panel *add a tower help panel
Capital Island:
*add pop animation for shards surrounding the capital island *add Palace which “produces” a small amount of score every turn *add Business school, Engineering school and Agricultural college
WorldMap:
*change normal raider's mesh so that's it's different from the one's which are part of a wave *add manors which “produces” a small amount of score every turn *towers now boost any ship engage in a battle on a adjacent hexagon *gunpowder depots now boost any ship engage in a battle in the archipelago *add the possibility to deploy mines on any owned strait. Mines deal damage to any ship ending its movement on the strait and are then destroyed. *add a 3rd lair popping wave and delay the apparition of Catena's main island only after all these lairs are destroyed
Bug fixes:
*fix various GUI misalignment *fix various typos *fix various minor tutorial bugs *fix ordering of towers animation which sometimes leads to animation being not in sync with army movement
Note that previous save files will be lost.
If you missed the info, we’ve also announced that the game will release on Steam on 1st June. We’re on time, everything we wanted to implement is implemented and the next time the demo updates, it should be an update to version 1.0.0. This update won’t add anything to the demo as what’s missing now to the game is only Steam related, i.e. cloud saving and achievements.
If you find a bug or have any feedback, feel free to leave a comment on our steam community hub https://steamcommunity.com/app/1737220/discussions/. We read and reply to everything.
Don’t forget to wishlist the game, so you’ll be notified when we release the game!
In the meantime, you can follow us on twitter for more frequent news: @MyriadsRGame. We oftenly tweet about the progress we make in development.
We’re excited to announce that Myriads: Renaissance will launch on Steam on 1st June!
Myriads: Renaissance is a turn-based strategy game with city-building and 4X mechanics. Set in a fantasy world made up of thousands of floating islands, you must grow your capital and expand your kingdom. Resist waves of powerful corsairs and construct defence towers to survive their incursions.
What is Myriads? A lite city-builder where you grow your capital and manage its resources. A lite 4X including survival and tower defence mechanics. An easy-to-learn but hard-to-master game with multiple game modes for additional challenges.
A run takes 5-6h to complete…
…but don’t expect to win on your first try! Play again!
What will you do in Myriads? ⚒️ Build: Extend your capital island by chaining shards of various biomes and manage its resources. 🗺️ Explore: Travel into a procedurally generated archipelago of floating islands. 👑 Rule: Establish and manage new colonies. Export resources to your Capital Island and trade goods for gold. 🛡️ Survive: Resist waves of powerful corsairs. Construct defence towers to survive their incursions. ⚔️ Conquer: Send out your galleons to destroy corsair strongholds and conquer new territories. ⚛️ Research: Unlock new technologies by exploring the world and gathering ancient secrets.
As a small 2 person team, our goal isn’t to make the next big 4X game. Instead, we took a different approach and focused. Myriads: Renaissance is our personal contribution to the genre, and if you like the idea of a small but challenging 4X game with city-builder and tower defence mechanics then Myriads: Renaissance is the game for you!
If you’re curious about the game there is a demo! It offers 60 turns of gameplay which represents about 1 hour of gameplay. It also includes a step by step tutorial so that you won’t get lost trying to understand our game. Give it a try!
Please don’t forget to wishlist the game, so you’ll be notified when we release the game! In the meantime, you can follow us on twitter for more frequent news: @MyriadsRGame. We oftenly tweet about the progress we make in development.
Between December 29th and January 25th, Myriads was on G.Round for a month-long playtest with a 120 turns extended demo. Thanks to the G.Round staff, the playtest was a success and we got more than 140 reviews from people across the world. This is much more than we expected given the genre of our game.
In general the players enjoyed playing the game and praised how unique the gameplay is. Many found the game mechanics to be well introduced. Many of them also found the game difficult on the first playthrough but easier on the second. We designed Myriads to be an “easy to learn-hard to master” kind of game, and it seems like we succeeded.
If you’re interested in reading the reviews, most of them are public and available here: https://gameround.co/detail/327/review/reviews.
Many players also suggested things we could change to make Myriads even better. Most of them are already implemented and tested in our working build. Here is a non exhaustive list: *adding a tooltip explaining why a technology can’t be unlocked *update normal raider’s mesh so that it’s different from the one’s which are part of a wave *add a button to clean all non important events *add help panel, rewrite some *add a tutorial page explaining the ships movement *fix various minor GUI/Tutorial bugs.
Amongst the things suggested to us that we’ll add to the game soon: *towers will boost the attack of all ships engaged in a battle around it *in general we’ll add an attack bonus system which will depend on the island (biome, if there is a lighthouse or not, …) *the tug will be able to build something on any island which will hinder any ship passing on it. This feature will work very well in combination with the towers.
As Myriads is our first game, we also decided to use this playtest as a “stress-test”, in order to see how stable the game is on a larger scale. Very few players actually experienced bugs and that comforted us that we’ll be ready to release the game in the coming months.
Finally we’d like to thank the G.Round staff and all the players who tested the game and provided such great feedback to us!
If you did not try the demo yet and are interested in, you can download it on steam.
Any feedback is welcome, feel free to leave a comment on our steam community hub https://steamcommunity.com/app/1737220/discussions/.
If you enjoyed playing the game, please do not forget to wishlist the game, so you’ll be notified when we release the game!
In the meantime, you can follow us on twitter for more frequent news: @MyriadsRGame. We oftenly tweet about the progress we make in development.