Nikhil Murthy's Syphilisation cover
Nikhil Murthy's Syphilisation screenshot
Genre: Simulator, Strategy, Indie

Nikhil Murthy's Syphilisation

Update - 2022-08-27

This is just a bunch of small fixes. There's nothing that major here.

This current build progresses much slower than I like. I'm going to compress the tech tree and tweak up some parameters for the next build.

Update - 2022-08-13 - Player Stories and Preserve Updates

I replaced the placeholders for the Pahal / Kiran and Pahal / Anupam stories with full storylines similar to the existing Pahal / Radha one. There are further minor storylines to be embedded in the game around specific things that the group researches, but these form the skeleton of the relationships.

I also updated the way camps work. Now, you get bonuses for camps in the same contiguous zone as the city. Also, all of the bonuses your cities produce go to all of the camps in the zone.

I also started the game with a lot of camps already on the map. These camps start out raw and then transform into more specialized ones as they grow. The kind of camp they become depends on the actions you take while connected to the camp and on the tiles that they are on.

I've also put in a bunch of small fixes. The next sprint is going to be a full pass on the economy and tech trees to make both smoother. I'll also update the tutorial as part of this. If you have any feedback on any of these, this would be the best time for that, but I do always appreciate any feedback you might have on anything else as well.

Update - 2022-07-29 - Pollution

This update has a more fleshed out pollution system. I've done some stuff to bring together the pollution and insecurity systems. There are now pieces representing the idea of tech solving pollution, there's a global loss state for when your pollution levels get too high, major quests for when you take over more responsibility and some jealousy events for if you are too far ahead. I also did some work to smoothen out the eXploitation phase, but that still has a way to go. Also, there are a bunch of minor bugfixes and tweaks in here. Try it out and tell me what you think!

eXploitation Update

For this build:

  • Most build options now require eXploitation currencies to complete.
  • You can deliver the basic currencies through the new trucker units.
  • You can also set up factories to produce fabric from these basic currencies and use fabric for the more powerful actions and for larger camps.
  • You can now grow indigo and then ship that to factories to produce more fabric as well.
  • Devious units can now agitate in the late game and so start campaigns to give you control of camps.


You can read more of my thinking about this feature here - https://whynotgames.in/2022/07/17/exploit.html

Update - 2022-07-03

This is a pretty minor fix. There are a lot of small bugfixes and QoL improvements. The next update should focus on the late game.

Campaign and Fact Update

This patch mostly updated campaigns. Now, a campaign has camps that support it as well as ones that oppose it and clearing out either set will end the campaign. In addition, the effect of campaigns on your relationship with other players is now clearer. I also added a few new high-impact campaigns.

I made some minor fixes to the fact system that should make it easier to work with. I still have a lot of polish to add to both this and the campaign system, so expect some of that for the next update and please tell me if there's anything in particular that you want me to work on.

For the next major update, I plan to consolidate the eXploitation phase, which is normally turns 50-75. There are a lot of pieces in the game around exploitation but they haven't yet been massaged into a really coherent point and the next update should make all of that flow better.

Update 2022-05-22 - Facts

I've changed the way facts work. There is now a full timeline that fills up as you research more of them and you can combine the facts to make points that you can add to your report or answer questions with. This lets them get more space and changes the flow so that they can be better grasped. I'm going to polish this feature over the next few updates, but please tell me what you think of it now.

Update 2022-05-07 - Tutorial and Fixes

This is the final stability and tutorial patch for a while. The next few weeks are all going to be feature improvements. Hopefully the game is much easier to understand and play. Please tell me if you run into any issues or if there are any features that you want to see in the game.

Update - 2022-04-22

The tutorial is now in a state that I'm much happier with. Please take a look and see if you find it helpful.

In addition, the game is much more stable now. I also reworked the way that questions work so now it should be much easier to start getting points for the final report.

Favor and Tutorial Update

I've done more tutorial work. I would really appreciate any feedback on things that you don't understand or get stuck with in the early game.

I also changed the favor system to work citizen by citizen instead or preserve by preserve in order to make it less volatile. I feel like it has reduced the issue but I feel like there are still ways in which it is circumvented and so the favor is still very volatile. I'll figure out how to make that a little calmer for the next update.