Portobugia cover
Portobugia screenshot
Genre: Strategy, Indie

Portobugia

Big update 4 : The Eternal Winter (v1.0) is coming soon!

Hi everyone,
I'm happy to announce the biggest update (again!?) for the game! It will be released in July (we will share the date later). We are sorry for the delay since our last update.
It's called The Eternal Winter, and it is currently the last planned major update of the game! This means that it will mark the end of the early access phase! A friendly reminder for the ones out there that didn't buy the game yet, the price will increase by 1$ (from 7$ to 8$).

Seasons and Siberia scenario



First, we added a new scenario called Siberia which you guessed it takes place in Siberia. Since it is a pretty isolated and cold place, ships are rarer than on the other scenarios. The temperature is very low (we will talk about it later), making it very difficult to survive!



To counter that, we added a special building called the Expedition camp. From which you can send an expedition to certains locations to try to get some resources from there.




Temperature and Morale



Along with the new scenario, we added two features we had in the roadmap for a long time. In order to properly do the Siberia scenario, we needed to add them. As mentioned earlier, the season system which was very simple was replaced by a temperature system. The resources consumed by the city will depend on the outside temperature, for example, if it is very cold there will be a lot of goods consumed.



Moreover, we added a lot of weather based events (15 new events), with some requiring specifics temperature (or a season) to happen. Also, just to add some cool visuals, we added rain and snow which will enhance the immersion of the game!



Alongside the temperature system, we added the city Morale. This is a value that is between 0 and 100. Around 0, people will strike and protest, putting the player in a difficult situation. Near 100, you will gain more people each month, you will sell your resource at a higher price and employees will be more efficient! The morale changes a bit every day. It is based on the recent events and current situation of your port/city. It will look at the temperature, the quantity of resources stored, the last date of delivery, if someone died... For example, if you recently lost a part of your population, you will probably lose a bit of morale every day until people forgot about it. They might forget quicker if you feed them well ;). Each scenario also have a small bonus/malus to adapt the difficulty to that said scenario.



New buildings and update to existing ones!



To complement the temperature system, we added a new building linked to that called the Boiler house! The Boiler house produces heat in winter which reduce goods consumption and by keeping your people warm you increase their morale! The building also have an upgrade which will increase the comfort of your employees, making them more efficient!



The second building we added is the Recycling center. It produces some scraps or antibug every few days. Moreover, it can specialize in producing one of the two resources to increase the output of that said resource.



Enough about the new buildings,let's talk about the updates we made to existing ones. First, we updated the Security post with a second upgrade called Propaganda that increases Morale.

Then we updated the Pier to improve the progression by adding an upgrade that will increase the size of the dock. By doing so, you will be able to unload bigger ships with more resources! Also, with the newly added Recycling center, we remove the upgrade allowing to produce antibug from the Pier and the one allowing to produce scraps from the Dockyard. You can still convert resources in these buildings like before.

We made a small change to the House, we added one more level for the Capacity upgrade, and we added new 3D models to improve visuals.

Finally, we changed a lot of things in the Headquarters, we added upgrades: Region mapping (will talk about later), Winter clothing, and we moved Clear area from the Sawmill to the HQ in order to improve game progression. But that's not all, we added Policies in the HQ. Policies are decisions you can take depending on your situation and can be reversed at will. You can apply only one policy for each category. There are 5 categories, with at least 3 possible policies for each category.



Progression rework



As mentioned earlier, to improve the feeling of progression of the game, we did some big changes. We added the Dock size upgrade in the Pier, so players will be able to gain more resources from ships with time goes on.

We moved Clear area upgrade from the Sawmill to the HQ, making it more accessible. Forestry tech which unlocks the Sawmill will now require the Clear Area upgrade.

When talking about the new upgrades of the HQ we mentioned Region mapping, this upgrade will allow sending horse/car to other cities (it was previously possible without an upgrade). But more importantly, it allows calling a Mobile Technology Center (the technology boat) with the horse/car in exchange for a lot of time and some money. It fixes a big issue in the game where you could be stuck because the boat was not coming.

To reflect all these changes, we updated the Tech tree to add new technologies about the new buildings and mechanics. We also have updated some technologies to add more effects to them.



The cool little details



Since it is the last update of the game, we wanted to improve every aspect of the game! So, we updated visuals for all maps by adding props, new houses. We also added some new life outside the port that can be interacted with: travelers, people moving around in town, musicians, wolf pack...



For a long time, we wanted to make choices of events with randomness more clear on whats happening/will happen. Before, you were only able to see your resources change if you looked at it. Now there is an animation that shows which option is selected, making it clearer and more satisfying. We took the time to add/improve tooltips to various part of the game in order to make things clearer. You can now hover resources in the UI and you will see information about them.

We had some complaints about the game being too fast, so we added a Slow Mode option before launching a scenario, which makes the game a bit slower.

New Content



As stated above, we wanted to improve every part of the game, and adding more content is important for replayability and immersion.
So we added:

  • Moths on ships that carry Goods
  • New ship models for the procedural generation
  • A bunch of new names, flags, numbers for ships
  • New musics
  • A few new achievements
  • New artifacts


Thank you for reading the patch notes for The Eternal Winter update and have a great day.

Small update (v0.8.10) : Bugs and changes

Hi everyone! The v0.8.10 patch is out.

- Crossed out (checkboxes) in inspection is now saved and will not change when you close and open the menu again
- Increase Crossed out probabilities
- Ship names and numbers now have categories like flags. It will show a name/number of the same category when it is wrong, making the report a bit more hard to fill
- Achievement for artifact collection are now updated when you collect the artifact and not when you open the Museum menu
- Fix save of "scientists have arrived" for Lighthouse

Thank you for your support!
Have a great day!

1 year anniversary and news!

Hi everyone,
Portobugia is 33% off during the Automn sales so if you want to try (or want to recommend to a friend!), this is the right time!

Portobugia was released in Early Access 1 year ago! It has been a long journey since, with 3 big updates! The game has changed quite a lot, the visuals are nowhere near what it was. Thank you, players, for supporting us (by buying or reporting bugs etc.) during this journey!

But every journey has an end and the next big update of the game will end the Early access, meaning that there will probably not be any big updates after that. The newt big update will probably smaller than the "Royal Missions". The goal of this last update will be to improve every part of the game: progression, content, features, UI, musics etc...

Thanks for reading and have a great day!

Small update (v0.8.9) : Small changes

Hi everyone! The v0.8.9 patch is out. It adds a small feature to prevent players from not paying their employees. Along with that we reworked menus of some building to add more information for the player.

- Improve dog collision
- Add a variant of the "Strikes" event that triggers after some day without paying your employees
- Add a warning in the HUD when you don't have a lot of money
- Strikes now lower efficiency by 33% and not 25%
- Add bonus value of employees in menu for Sawmill, Fishing dock and Oil well.
- Rework Pier and Dockyard to show bonus of employees for generating scraps and antibugs
- Storage is now affected by efficiency of employees
- Increase a bit knowledge in report between the 15 and 75 days

Thank you for your support!
Have a great day!

Small update (v0.8.7) : Bugs & balance

Hi everyone! The v0.8.7 patch is out.

- Move fog on Battleship scenario, so we can see battleship even with the camera rotated
- Move Cleaner on Battleship scenario bc sometimes it blocked the employee of the horse/car
- Increase knowledge frequency in report
- Small increase of spawn probabilities of artifacts and insects
- Small reduction of consumption of the city
- Small change to the starting resources of the Battleship scenario
- Create a local save (sync in steam cloud) of achievements to avoid problems with unlocking them. It tries to sync (between steam and the save) the achievements every time you launch the game


That's all for today,

Thank you for your support!
Have a great day!

Charity stream for Extralife

Hi everyone,
We are happy to participate in the @PanickedNess charity stream for Extralife. The stream will take place on the 4th of November. She will stream during morning (8-12 eastern) and afternoon (2pm est - 10 pm est).

She plans on playing Portobugia between 9:30 am-10 am Eastern and go until 12 pm (noon) est at the latest. Furthermore, she will giveaway Portobugia keys during the stream! Tune in to the stream for a chance to earn a free Portobugia key!

Link to the stream


Good luck to everyone!
Bye!

Small update (v0.8.6) : Bugs

Hi everyone! The v0.8.6 patch is out. It is a very small patch that aims to fix the 2 last major known issues in the v0.8.

Bugs
- Fix Tech ship spawning while all technologies have been unlocked
- Try to Fix Scenario achievements not unlocking sometimes

If you face any bugs or think that something needs balance, don't hesitate to tell us! We will be happy to take a look!

That's all for today,

Thank you for your support!
Have a great day!

Small update (v0.8.6) : Bugs & Balance

Hi everyone! The v0.8.6 patch is out. It is a very small patch that aims to fix the 2 last major known issues in the v0.8.

Bugs
- Fix Tech ship spawning while all technologies have been unlocked
- Try to Fix Scenario achievements not unlocking sometimes

If you face any bugs or think that something needs balance, don't hesitate to tell us! We will be happy to take a look!

That's all for today,

Thank you for your support!
Have a great day!

Small update (v0.8.5) : Bugs & Balance

Hi everyone! The v0.8.5 patch is out. The goal to fix a critical bug with achievements. I hope it will solve the problem!


Bugs


- Fix Car speed not depending on the distance it will do
- Each time you load a save, the cars are faster (and can transport more)
- Fix Achievements progression getting stuck
- Fix Storage rotation in battleship scenario
- Fix Oil value in HUD showing decimals
- Fix Date shown in winning screen
- Fix Cursor when aiming at bugs was not showing properly
- Fix Indicator for no employees shown when building is being constructed after loading a save
- Fix Can unlock wires without electricity
- Fix Pillars of Telegraph not showing after loading a save
- Fix Telegraph delivery widget showing after hiring an employee

Small changes


- Events can't spawn on the first, second and last day of a month
- Text of Disinfection technology to add the fact that it unlocks Antibug production upgrade

Balancing


- Lower starting Antibugs in most scenarios
- Increase a bit knowledge of a good report
- Tech ship is less frequent now
- First ships with knowledge give more knowledge
- Battleship scenario starts with a few knowledge
- Reduced Improved tools technology knowledge cost
- House upgrade cost increase from 15 to 20
- Medicine technology unlock the first level of Disinfection upgrade in Pier
- Killing bugs reduce infection % more than before
- Artifacts spawn a bit more often
- Fishing technologies cost a bit less knowledge
- Upgrades Sawmill and Fishing dock are a bit more efficient
- Base efficiency of Sawmill and Fishing dock reduced
- Oil is rarer as content of ships in Battleship scenario
- Second employee in Oil well is now useful
- Increased resources needed for the city pop changes (= you will need more resources to get more people)


Thank you for your support!
Have a great day!

Small update (v0.8.4) : Bugs & Save indicator

Hi everyone! The v0.8.4 patch is out. The goal to fix a critical bug. Saves are compatible.

- Fix Horse cart can't be selected in Tutorial
- Fix Texts
- Add an indicator for when the game is autosaving/saving
- Add a tooltip to tell the player that quitting save the game

Thank you for your support and the reporting!
Have a great day!