We’re very proud to announce that Myriads: Renaissance is part of Steam Next Fest!
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.
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.
If you’re curious give it a try! And don’t forget to wishlist!
And if you really enjoy our demo, we are currently running a kickstarter campaign, please consider backing us!
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.
Please help us out by spreading the word! It means a lot!
Our Kickstarter campaign is coming September 14th!
We finally have a launch date for our Kickstarter! The Campaign will officially go live on Wednesday, September 14th.
If you are interested, please make sure to pre-register for our Kickstarter. It will greatly help the project and let you know when the campaign goes live.
We are ready to release a new version of the Myriads: Renaissance demo! This version focuses on the mid-game content and especially on the implementation of the waves of enemies. This new mechanic increases the overall difficulty of the game.
Waves: *Update threat and heat mechanic *Add waves of enemy ship aiming at the capital island every 2 threat *Add strongholds *Add Chain archipelago *Print corsairs and waves path on the map
GUI: *Reposition selection menu and end turn to make the UI slimer *Move Population and Production List panels *Remove List Of Archipelagos panel *Add Era2 technologies
Capital Island: *Add Goods production: add foundry and factory buildings on CI
WorldMap: *Update Worldmap to show points of interest *Add Defence Colony *Add Science Academy ruins *Add Military Academy ruins *Add Trading Colony *Add Village building *Corsairs now deal damage to buildings *Adds a way to heal colonies and buildings using the hospital
Armies: *Change way to dock/undock ships to the capital island *Change attack, upkeep and production cost of all troops *Simplify army regiments recruitment menu *Simplify army exchange menu
Other: *Add introduction cut-scene to the game
Note that previous save files will be lost.
Now that the mid-game is mostly ready, we'll focus on implementing the end-game and the balancing of the game. More particularly we're now working on the difficulty of the game and the playing time.
In the meantime, you can follow us on twitter for more frequent news: @MyriadsRGame. We oftenly tweet about the progress we make in development.
Any feedback is welcome, don’t hesitate to leave a comment on our steam community hub https://steamcommunity.com/app/1737220/discussions/.
And if you liked the demo, please wishlist our game on steam!
Development update: what’s next?
If you are interested in what will come next, here is our updated roadmap for Myriads: Renaissance. We won’t go into detail but we will still try to explain what each item refers to.
Architecture (100%): all the game architecture is done, and the save and load system is working fine.
User interface (100%): everything is ready, we might add some element related with the new enemy and such but we consider this part done.
Sound design (100%): as we already mentioned in a previous post we added music to the game using a procedurally generated music asset developed by marma music (check out his work at https://www.marmamusic.com/) and completed the sound design (mostly using the sound assets of cafofo: https://cafofomusic.com).
Capital Island building (100%): we might tweak some parameters (production cost, etc…) but we also consider this part done.
Resources (75%): there are currently 4 resources in Myriads (production, food, gold, research points). Another one will be added later: the goods. It will be a mid-game resource which will aim at replacing the gold mine with a more effective way of producing gold by trading. It will come with a bunch of new capital island buildings and a new colony (trading post).
Worldmap (100%): the world map is done. We will add more colonies and buildings related to the mid-game and end-game but the foundation is ready and (we hope) sturdy.
Colonies (50%): we will add two more types of colonies: the trading post (as explained above) and the defense colony. The defense colony is strategically very important as it will allow the player to recruit troops outside of his capital island. We might add some other roles to it but we are not sure of that yet.
Research tree (50%): the research tree will be divided into at least 3 eras. For now only the first era and a large part of the second are done, the first one being the only one available in the demo.
Threat (50%): the base mechanic of the threat is implemented. As time passes the threat increases (some player actions also increase the threat). For now, each time it reaches 100, the threat level will increase and the Chain’s corsairs and lairs get more powerful. In the future, every n levels (n to be determined) a big wave of enemies will aim at the player’s capital island. Each wave will be very powerful and will have to be dealt with a strategic combination of “suicide armies” and defense towers.
New enemy (0%): the end-game mechanic. After n waves (n to be determined), “Chain”, the corsair’s capital island will pop on the map. The waves will be continuous from this point. The game will end when the player destroys “Chain”.
Tutorial (75%): only the parts of the tutorial related with mechanics which are not implemented yet, such as the waves or the defense colony, are missing.
Two weeks ago we released a new version of the demo which introduced a new step by step tutorial and improved a lot the tempo of the early game. With this version we consider that the foundation of the game is solid and that the early game is now done. Hence we started the development of the mid-game (the waves and the goods/trading), but it’s too early to announce when it will be ready and available (and how…).
In the meantime, you can still follow us on twitter for more frequent news: @MyriadsRGame. We oftenly tweet about the progress we make in development.
Any feedback is welcome, don’t hesitate to leave a comment on our steam community hub https://steamcommunity.com/app/1737220/discussions/.
And if you liked the demo, please wishlist our game!
Development update: v0.7.1 Tutorial update.
We are finally ready to release a new version of the Myriads: Renaissance demo! This version focuses on the onboarding and, in general, on the way to teach the game mechanics to the player.
New tutorial:
After we released our demo in September, we received a lot of feedback saying that it’s hard to understand the game mechanics including the shard addition or the colonisation. Hence, in the last months we worked hard remaking the tutorial from scratch. As we have already announced we decided to add a new quest system to help the player going through the game. However while adding the new quests, we realized that we needed to guide the player more, at least during the first few turns. We took the Civ6 tutorial as a reference and we made a step by step tutorial (build a farm, end your first turn, change the game view, …). As an example, here is a short video focusing on the fight which will take place during the second turn.
We really hope that this brand new tutorial will help the players understand what Myriads: Renaissance is about: the lack of space on the capital island and the various ways to deal with it (adding shards or the exploitation colonies for instance).
However, for this update, we did not only work on the tutorial. Here is a list of all the important changes we’ve made to the game, from new GUI features to the way we deal with the raiders and the game over.
Other major changes:
*The player will now get 2 citizens at start instead of one. As suggested by some of your feedback, this will help the player settle faster, especially in the event that he does not build a farm early enough.
*Ships now have 3 movement points instead of 2 making lighthouses more effective, even when the player built only one.
*The starting capital island size has been decreased from 15 tiles to 12 tiles (3 wetlands, 3 forests and 7 mountains). The starting maximum island size remains 15. In addition, we’ve added a “Add shard” quest which, on acceptance, gives a free Tug and starts a short tutorial (if enabled). That way the player is able to (and feel the need to) extend his capital island much earlier in the game.
*Towers now deal 60 damage to enemies’ health and cost 50 gold per turn.
*Raids no longer increase the threat (ie. the level of the enemies) but instead deal damage to the colony they are raiding. When the colony life reaches 0, the colony is destroyed and the player loses control over the full archipelago. In the case of the capital island, if its life reaches 0, the player will face a game over. As a consequence, even if the player ends up being heavily raided, it does not mean the enemy will get stronger and stronger, effectively reaching a game over without the game telling it so (as we observed during some playthrough). Instead, the colony will be simply destroyed, which is a simple step back telling the player “it was too soon, try again when you are more prepared”.
*We now print the path the corsairs will use to raid the colonies. It will help the player decide where to place his defense towers.
*Going under 0 Gold no longer causes a game over. Instead random regiments are disbanded until the Gold balance is restored. If no regiment can be found, random galleons are destroyed. If no galleon can be found, random towers are destroyed.
New features for the understanding of game mechanics:
*New GUI elements to help the player manage his capital island's population showing occupied and available house spots.
*New GUI elements to help the player understand why he can't add a shard to his capital island.
*Tooltip explaining why the player can't place a building on a tile. This was one of your requests.
*Most buttons now have a tooltip to explain what the button is about.
And also:
*Production cost tweaking. *Reverse camera rotation option *Help button for most game panels opening a dedicated help panel. *New help panels *The camera now focuses on interesting events during the enemy’s turn *New world-map background. Circles were added around the wind rose to help the player get his bearing on the map. *New controls, another of your requests. Controls are now based on the Total War games. Left click to select, Left click on an empty space to close the current window/selection, Right click when an army is selected to move/attack/exchange troops. Construction mode on Capital island remains the same and is based on city-builders: Right click to build, Left click to unselect the building/exit the construction mode.
Note that previous save files will be lost.
We really hope that all the changes we’ve made will help the players to better understand what our game is about. Now that the tutorial update is finally pushed, we will start working again on the mid and late game. We’ve actually prepared another news article explaining more in detail where we are and what we plan for the future. We will post it in a few days.
In the meantime, you can still follow us on twitter for more frequent news: @MyriadsRGame. We oftenly tweet about the progress we make in development.
Any feedback is welcome, don’t hesitate to leave a comment on our steam community hub https://steamcommunity.com/app/1737220/discussions/.
And if you liked the demo, please wishlist our game!
Development update: working on a new quest system.
We are currently working on a new quest system for Myriads: Renaissance. The quests will be divided into 2 categories: main and tutorial related.
The main quests will mostly be related to the enemy’s waves and the endgame. They won’t be available in the demo as it only covers the early game in which these quests are not relevant.
The tutorial related quests will help the player going through the game, especially helping him to settle and understand the game mechanics. Indeed some people pointed out that, in the current demo, it feels like the tutorial pages pop out oftenly at the wrong time, either too early or too late with respect to the time the player actually needs them. Adding such kinds of quests, we make sure the player’s mind is focused on the point we are explaining when the tutorial pops out.
As our game is divided into 2 parts, the city-builder and the worldmap, and these 2 parts are supposed to be played in parallel, the tutorial quests will be divided in the same way. There will never be 2 quests of the same type available at the same time to avoid the player’s mind to lose focus. Hence, at any time, there will always be, at best, 3 quests ongoing for the player: main, city-builder related and worldmap related.
That’s all for this development update! We will probably post on twitter new screenshots during the development of this new feature. If you are interested follow us on twitter: @MyriadsRGame.
If you did not try it yet, we published a DEMO on steam. It covers the early game and is limited to 80 turns which represent about 2 hours of gameplay.
Any feedback is welcome, don’t hesitate to leave a comment on our steam community hub https://steamcommunity.com/app/1737220/discussions/
And if you liked the demo, please wishlist our game!