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20% off Sale Tomorrow & Snerdaperds review!
Hi all!
I hope that those of you who have the game are enjoying it. Please leave a review! It encourages me to continue making new and exciting games and gives me valuable feedback for what to include going forward.
It's been a quiet month. Release day was significantly less impactful than any other release as we were swamped by the new floods and got lost quite quickly. As a result, sales are extremely low, there's only a couple of new reviews, and there is very little press interest.
Big thanks to the curators who have sent your reviews.
But we do have another glowing review to show!
Find it to read it below.
PCGamer lists Spiritlands as one of their top 5 recommended games.
WOW! Many compliments from PCGamer who wrote:
'This is a gorgeous looking “4X resource and people management” game vaguely reminiscent of the old Settlers games. With a view to dominating the game map (which can be customised before playing), you’ll smite foes, gather resources and food, and hopefully automate these processes. In order to keep your people happy you’ll need to factor in (at the very least) water, power, happiness, food and shelter. Well worth a look, especially for a mere $7.'
Hope you are all enjoying the game! We have been hit very hard by low visibility. I will be releasing a patch update this week to clean up some iffy UI moments but nothing that is game-breaking.
Welcome to Spiritlands!
Release time is here! Are you as excited as I am?!
13 months since Spiritlands began as an imageless clicker, today it stands completed as a city-builder to be proud of. The game is now packed full of features from fire to disease to happiness, to power and water. The game turned it's back on clicker mechanics thanks to the feedback received early on.
This is my first ever strategy game and took thousands of hours of correcting, fixing, and fiddling with the design and programming to get it to where it is. It's ambitious, but it's fun, relaxing, and creative. Three of the best things in life.
I hope you all love it, and thank you so much for supporting the game if you have bought it or will. Working alone to make all of this is a mammoth task only I would throw myself into- but it is worth it!
Have lots of fun playing, destroying enemies, bundling resources and building your own lands!!!
Website updated! & More.
Tomorrow is release day! And there's a few high flying little bugs to catch to do with settings such as fullscreen being forced sometimes.
The website has been updated!
https://www.preyinteractive.com/spiritlands
Go and see!
There will be some awesome website developments coming once Spiritlands is out.
I released a game patch yesterday, fixing things such as some strategy tiles, some sound playing issues, etc. Nothing big to fix now.
Also I am working on a Mac release! It's just FAR more complex to sort out so I'm saving it for hopefully the very last update.
Thanks all!
Full Release- Store page updated!
Hello!
It has been a busy few weeks with little sleep and lots of Spiritlands related improvements.
There is now a forum section for map seeds:
http://steamcommunity.com/app/618270/discussions/3/
Included is an example post:
http://steamcommunity.com/app/618270/discussions/3/1698294337778486158/
The store page is also now done!
http://store.steampowered.com/app/618270/Spiritlands/
The final release date is:
THURSDAY 29th MARCH 2018.
Set your alarms wishlisters!
Patch Update.
Hello, I have made a few changes since DGA's video and from some bug reports.
There is at least another patch to go as I have found some serious issues including all tiles becoming ruins and initial settlement being moved without moving the town hall.
Changes made:
- Fire particles for buildings on fire are replaced by fire symbol.
- Volume issue checks and fixes.
- Fixed tiles not reverting properly when home is destroyed on it.
- Made an edit to how max farmers is counted.
- Resources Panel storage adjustment view now repositions after scaling.
- Stopped main menu tutorial button saying load game after accessing the settings menu.
- Stopped worker text disappearing after opening and closing the main settings menu.
- Reprogrammed explorers exploring ruins so it should be impossible to get stuck at the end.
So I will be back with a patch ~tomorrow. The game build is current unstable from testing, until I release the next few fixes.
Thanks for your patience!
Have a few screenshots:
Faith settlement in the mountains.
Large Port town.
Youtube Highlight: DGA plays Spiritlands!
Dad's Gaming Addiction has been playing Spiritlands since the early stages of the game's development. He has enough footage now he could make a documentary! But I love to watch him play.
He rightly pointed out that there will be bug fixes to come. I am working on one right now based on this video as a few bugs appeared. I've had trickiness with scaling some of the text, and with volume settings- but I will keep on sorting them out. A patch should be up in the next week.
FINAL Update- #14: Tutorial.
This is the final update for Spiritlands, and it introduces just a few bug fixes, and a tutorial.
Thank you for all the bug reports. If you have any issues do please keep them coming in and I will do what I can to address them like I have for the past few months.
The tutorial works like a booklet, with a page or two about every section of the game, from early stages to the later things to think about. There are 22 sections covered but there's no particular reason to read them all at once. You can read a page, act on it, and then progress if you like. There's a tutorial access button in-game above the Helper button (bottom left).
Each page is designed to be visual, colourful, and with simplified text.
You can use the side-panel to jump to specific sections.
So what now? Nothing I say! Or at least nothing that concerns all existing players. It's my duty to now update the store page that is way out of date, as well as marketing the game.
If you've been waiting to review the game and don't have a bug report then now is the absolute time to do so! Spiritlands has been stuck on a Mixed rating for a very long time now, and there is a tonne of content changed and all the negative reviews now don't apply to the game at all.
I really hope you all enjoy Spiritlands. I have put over a year's work into the game and thousands of hours. It's a massively ambitious project to undertake for a single independant developer, especially in this industry climate.
Thank you to our composer Brian Fairbanks, and to our Pixel Artist Len Stuart who made most of the tiles you see in the game. And thank you to every one of you for playing!
Update #13: Perfectionism
Hi leaders!
I am so happy and relieved to present the latest update to the game. The changes made since 12.5 include hundreds of bug fixes, rebalances, and small edits. Everything in this update is designed to make the game run smoother, and have no issues when you play it.
A couple of changes to list since the last patch notes are:
People eat more food, and homes use up more coal.
Markets now have traders all the time, but to unlock more market menu pages, you must upgrade your market building.
Colonies are a bit easier to get on your side (alongside lots of fixes).
Colonies no longer attack you like enemy camps do, they will unstoppably raid your food supplies for their people. This will increase the push to act against them.
The UI is a lot more responsive now. This goes for placing walls and paths, as well as changing on-screen information when jumping between settlements.
Perfomance improvements. I have included a message in the map editor that says the more you are zoomed in, the better the frame rate. This is because at least 50% of memory use is just having all the tiles on the screen.
This will feature as part of a captioned screenshot gallery on the new website when it is up.
We still have 1 update to go- the tutorial. Between now and the game's full release I will be actively continuing the test the game, and listening out for any bug reports.
The tutorial looks to be like animated flash cards with categories and sections. That way I can use them on the main menu and in-game too.