Once again, we gather here after two months to present our latest Devlog. We are excited to inform you that our game is constantly progressing, and we can't wait to reveal more details soon!
In the meantime, we'd like to introduce you to the diversity of flora that awaits you in the game. We now have 17 plants for you to discover on the surface. These plants will play a crucial role in your journey as you strive to develop and build your city in the face of extreme and challenging weather conditions.
By interacting with these plants, you'll have the opportunity to harvest valuable resources, assisting you in the construction and growth of your city. While we won't disclose the specific properties of these plants just yet, we can give you a glimpse of their appearance and growth stages.
By analyzing them, you'll be able to identify different properties of the plants that will be beneficial for your colony. To do this, you'll need a Field Laboratory.
This building will allow you to analyze plants on the surface in order to understand them and avoid overexploitation, ensuring their preservation on your land.
Assign people to the laboratory, you will be able to stack up to 5 research tasks which they will conduct in the order of entry.
These research tasks will provide valuable information about the needs of the researched plant, such as its water requirements or whether it should be avoided, the type of resources it produces (e.g., water or food), and other benefits it can bring to your soil if you plant it in your colony!
Choose a plant on the surface and learn to understand it, so you can properly grow your seeds and thrive with their help in your colony. Add your knowledge to the Book of Knowledge.
You'll also receive information about the risks of harvesting, as your characters could get injured which research can reduce this risk of. (Additionally, you'll learn more about their appearances: smooth, porous, spiky, and so on.)
Each plant is unique and serves a useful purpose for your colony. We hope you'll enjoy enriching your Book of Knowledge with your research!
Thank you for supporting us in our project. Every day, our game progresses, and we couldn't do it without your support. See you soon for the next Devlog!
It's been a while since our latest devlog, but we've certainly made some good progress in Synergy, as you may have seen on social media! Obviously, we can't wait to show you more.
In the meantime, we'd like to introduce you to the different roles your citizens will play in-game in this small devlog. However, keep in mind citizens will not have predefined roles. It will be up to you to assign them tasks in the various buildings, and their outfits will change accordingly.
As you may already know, in Synergy, you'll need to explore, build, and develop your city amidst extreme weather conditions. However, be careful not to leave your citizens unhappy if you want to thrive. Without further ado, let the introductions begin!
Expeditions require around 5 citizens, but this number can be increased by having multiple exploration buildings. Explorers venture to destinations they have glimpsed from afar, not knowing exactly what they will find. Once there, they regularly face choices that lead them to gather resources, knowledge, or even new plants to reintroduce to the map. Additionally, citizens can explore new areas, opening up the possibility of discovering new destinations.
The explorers wear large hats that provide a continuous nutritional supply during expeditions and protect them from heavy sun rays.
The agronomists are the citizens who work in most of the buildings related to plants and water. They can be found in the gatherers' hut, the arborists' workshop, the self-sustaining garden, the nursery (for reintroducing plants), as well as the pier and the water treatment basin.
They need this diving suit-like bubble to protect themselves from the toxic emissions that can occur when handling certain crops.
Sages have a deep understanding of life in general. They contribute to the community through their wisdom, but they are not self-righteous or socially superior beings. They primarily work in cultural and social buildings, as well as in schools and a few other care-oriented buildings.
They embody the idea of serenity and an open mind towards the environment, and therefore they do not wear hats.
Scientists dedicate their lives to understanding the world and the technologies that surround them. They mainly work in the field laboratory (analyzing plants and terrain), the research center (technological research), or the weather station (weather forecasting).
Their outfit is made of waterproof material and has a shape-changing feature that allows them to interact with dangerous substances.
Craftsmen engage in precision craftsmanship, such as woodworking or the arts. You can find them in places like the weavers' workshop, the carpentry shop, and other art-related buildings.
They use a monocle equipped with a precision lens to perform tasks that require fine accuracy.
Hammerworkers are also craftsmen, but they specialize in construction and heavy-duty work that requires extensive protection. They are the citizens who construct buildings, work in the blacksmith's workshop, the foundry, and the excavated cave.
For their work, they are equipped with gloves, fireproof suits, and welding masks.
And here we have the chefs! These citizens work in a few rare but essential buildings related to food, such as the Kitchen for food preparation and the Canteen where citizens come to dine.
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And that's it for today! We hope you enjoyed this small devlog, which provides more insight into the tasks you'll be able to assign to citizens in the game.
See you in a few weeks for another devlog, and until then, thank you all so much for the really nice feedback here on Steam, but also on social media!
Hello everyone, Leikir Studio on air! Today we wanted to share our recent progress towards Synergy development, with a detailed focus on buildings. Synergy is a city-builder, so it just made sense to talk about this major part of the game. As always, we didn’t miss the opportunity to talk a bit more about the environment as well!
1. It's all about the plan
Forge workshop and Foundry Here, you can see the forge workshop and the foundry. The forge workshop is used to create tools whereas the foundry can be used to make new construction materials.
We are currently working on a system where buildings can buff each other by strategically placing them close enough. Both buildings you see here are used to test this specific mechanic.
Pontoon Let us introduce the Pontoon! A very useful structure to pump toxic water from lakes and ponds. For now, it serves two purposes: extracting a large quantity of toxic water that will be stored, or pumping less water while being able to begin its purification at the same time. This process will then offer proper drinkable water for all citizens.
Wise Hall With the Wise Hall (and also later the Research Lab), we’re settling the upcoming Research and Dogma Trees features. These are key buildings since the player will be able to choose their path and open new possibilities whether it is through the Wise Hall (Dogmas) or the Research Lab (Technologies).
Arranged Cave Latest building to join the party: The Arranged Cave! In order to create this new member of our collection, we needed a relevant environment prop where the building will specifically land. Once the player has found a cave in the rocky biome, they can begin the construction of the Arranged Cave. Perfect to gather specific resources.
Infirmary Survival is a core feature of Synergy, so we recently developed a health system mechanic: citizens can suffer from many different ailments such as malnutrition, dehydration, injuries…etc. In response, the Infirmary has been created to take care of everyone.
2. Environment & biome system
Synergy is filled with many biome types, each with their own characteristics. When we decided to bring more life to the environment with new props, we planned every biomes with the following process:
Each tile on the map has specific soil properties: heat, humidity rate, organic matter rate and finally minerals rate. Depending on the biome, you will find more or less resources of each type.
What we call, for now, the “Rocky biome” is a windy biome covered with immense rock formations. There, the ground offers key minerals for specific plant growth.
The Mossy biome is obviously a land where plants and moss reign, but don’t get fooled by its appealing look as the toxicity level will rise! Right under the moss carpet lies precious organic matter for your crops.
In the most common biome of the game, the arid one, the heat is almost unbearable. But the sand always hides some secrets yet to be discovered…
Lakes’ toxic water doesn't necessarily prevent plants from growing around, some even love the humid atmosphere they offer.
And it's a wrap! It was a lot of visuals update for us as well, but we thought it was necessary to clearly show where we are in Synergy's development. It's still very early but we hope we can deliver more about other features before the end of the year.
Thanks a lot, have a good one! Leikir Studio team
Support us: https://twitter.com/synergy_thegame Wishlist the game on Steam!
Devlog #1
Hello everyone!
Summer has been productive since Synergy announcement, and it fueled the idea of making our very first devlog to share our work during the past few months.
On air today: plant growth, first gathering mechanic and some nice concept art from our artist team. Enjoy your time!
1. Grow, little seed!
In Synergy, nature and wilderness will have a prominent presence, full of colors and diversity. It was then important to us to offer a great variety of plant types, each with a 3-step growth status, which also serve as visual feedback for User eXperience purposes.
There is an existing “unhealthy” visual feedback for plants too, but today we’d rather show you some blooming ones! We already have dozens of plant types, so excited to show you more of them in our next devlog!
2. Gathering mechanic in progress
Providing resources to your civilization is one of the first priority to survive. We are currently working on the harvesting mechanic as you can see.
Please note there is currently practically no animation yet and we were mostly testing orders for villagers to accomplish.
3. Building research and concept art
Last but not least, something we are very proud about is sharing our process towards our world construction. Architecture can give a better immersive feeling if handed well, and this is why we put heart into iterating as much as possible before going for something definitive (as you can see above!)
Final concept art into in-game integration, hard work pays off! It's satisfying to create all the plant and building designs here to enrich Synergy’s world and gameplay whilst bringing depth to its untamed lands. Feel free to give us your feedback, it’s always greatly appreciated!
And then you bump into the moment where adding more buildings is shaping your city and so on..!
We hope you liked your time reading our very first devlog, we can not wait to show you more of it and we have a lot of material to do so!
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