Terraformers' first DLC is coming soon, on January 25th! In New Frontiers, explore new celestial bodies in the solar system and face new challenges.
Features:
⢠Explore new celestial bodies. ⢠Establish outposts in 8 different locations across the solar system, send resources and technologies back to Mars. ⢠Identify system-wide resource shortages, export them for extra benefit. ⢠8 new events. ⢠3 new leaders. ⢠5 new space projects, new city building, regional building and technology. ⢠New and longer scenario. ⢠New music track.
Fixed a bug related to picking cards in another "ui state"
Improved the placement of some popup in the space cities
Fixed a bug when placing a "dock" where the pathing algorithm would produce wrong results
Large performance improvements in the map generation
Performance improvements in the Marsyclopedia
General performance improvements (a bit everywhere)
Improved logs
Fixed a bug where the martian event could happen twice
Fixed some issues with the reward popup after a victory
Fixed some overflow issues with the gameplay messages (middle of screen)
Improved some steam/gog/epic initialization steps
Improvements to some UI visuals (icons and moon roads)
Fixed a bug which happened after using the import lifeform skill
Fixed a bug with switching cities after relocating a city
Fixed a bug with leader skills in the Marsyclopedia
Fixed a map generation bug wit some special resources
Improved sorting of building actions
Fixed a bug with Urban Planning
Fixed a bug where sandstorms lasted a turn too long
Fixed a bug where the mohole project displayed a strange icon
Fixed an issue where the planet's visual would not load to their actual state straight away and slowly move towards the correct appearance
Lots of other UI improvements and polish
đ AUTUMN SALE
Terraformers is participating in the Autumn Sale starting today, along with the entire Goblinz Publishing catalog. Save 35% on Terraformers and up to 80% on the other titles!
Small patch fixing an issue with the weekly challenge of this week.
We're part of Simfest! đ
Hello everyone,
We have some exciting news to! Terraformers is part of Simfest, a great Steam festival that celebrates everything related to simulation games.
During Simfest, you'll have the chance to discover the latest and most exciting simulation titles. It will take place from today until July 24, 2023 at 10am PDT. Embark on a stellar journey with Terraformers and other great simulation games!
Simfest is a Steam festival co-hosted by Auroch Digital and Stray Fawn Studio. This year's event, Simfest 2023, is the second edition after the success of Simfest: Hobby Edition in 2022.
Visit Terraformers, Diluvian Winds and many other incredible simulation games at Simfest 2023, we can't wait to see you there!
Fixed the special event lifeform from being proposed through normal means
Repaired sandstorms (they will normally appear on the planet and not on the moons anymore)
Fixed an error in the steam save system which could potentially erase a save if steam had trouble connecting
Fixed a bug where the âlifeform dyingâ would cover the whole screen
Fixed a bug where a small resource icon would always be visible next to the mouse
Fixed a bug when calculating distance path which could also potentially cause a crash (happened often when removing an âexpansion hubâ)
Fixed a map generation bug where it would be possible to get a location with a single connection.
Fixed a map generation bug where it would be possible to get connections which cross each others
Fixed the âtrade boostâ leader specialization
Fixed a bug preventing steam achievements on linux
Fixed a bug with the supply station not always recalculating its bonus correctly
Some other small polish
Auto convert exports to space exports when importing resources to space projects
Show moon cities when clicking their items on the top right, overview popup or space project list while being constructed
Gamepad
Added gamepad bindings for prev/next city (right trigger + left/right direction), and changed next turn / revert shortcuts to use the left trigger (easier on the hands)
Added relocating, destroying and repairing planet locations
Added controls for the dikes item
Added controls for the city informations at the top
Lots of other improvements
V1.1.16 - 13.06.2023
Bugs & improvements:
Fixed a bug where the âclose cityâ reminder would be shown all the time during the tutorial.
Fixed a small error message which could appear for no reason.
Fixed a bug where a card would very slowly slide down to the player hand when picking multiple cards quickly.
Fixed a bug where it was not possible to place special buildings like the âslumâ with the gamepad.
Fixed the line spacing in the breakdown panels.
Fixed a bug where the new achievement would be unlocked if another achievement was already earned (and vice versa).
Improved some gamepad vs keyboard detection.
Added shortcuts to go from one city to the next.
Fixed a bug where it was not possible to build a city mine with the gamepad.
Fixed unique space projects being proposed multiple times.
Fixed a bug where the game proposes enough cards in lengthy games.
A few other small improvements and fixes.
Balance changes:
Slightly increased the proposal frequency of robots and planet-expansion projects.
đŽ Gamepad and small screen support, new events and more!
Dear Terraformers,
As we already annouced in our latest devlog, our first free update is here and features gamepad and small screen support, 4 new events, balancing, quality of life improvements and bug fixes.
â ď¸ We've been working hard on gamepad and small screen support, but are aware there's more work to be done in order to polish them. Therefore, we need your feedback to improve them as much as possible. To do so, please join our Discord server.
We hope you will enjoy this update! đ
READ FULL PATCH NOTES:
[expand type="showmore"]In this patch weâve added quite some bugfixes, quality of life improvements and some balancing updates. The most notable balance change is that bacteria spreaders and plant spreaders have become a little bit more expensive. Weâve done this based on your feedback and our own tests, where we noticed that rushing for bacteria plant spreaders was a considerably stronger strategy than alternatives. With this change, all other strategies (going for industry/resources/space/technologies..) becomes more viable, which should lead to more interesting decisions and more varied games where different strategies can be pursued viably.
Weâve also lowered the amount of expansions received from the âUrban Planningâ technology from 2 to 1 (and reduced its science cost from 25 to 15), but lowered the cost of 2 other technologies. Hereby we think that technologies will be better balanced and that there will be less of an âobvious choiceâ in this regard, allowing for more diverse strategies.
As these changes make the game a little more difficult, especially for those making use of these strategies, weâve lowered the overall expectation rise frequency by a tiny bit to accommodate and not make the game harder overall. Please let us know what you think!
New stuff:
Gamepad support Beta
Small screen support Beta
Added a âcard counterâ to clearly display the current maximum number of cards which can be kept.
Added âprevious/next cityâ buttons so you donât have to leave the city view to switch between cities.
Added 4 new events (2 new projects are linked to these events).
Added 1 new hidden achievement (linked to a new event).
Improvements:
Split the population and robots information in the overview popup.
Allowed buildings that increase the maximum number of buildings to be constructed in a city which is currently at the maximum number of buildings.
Added warnings for when the player will perform an action that will lose them the game.
Added warnings icons next to the ocean parameter to indicate that buildings or lifeforms will be destroyed when raising the ocean.
Increased maximum victory points which can be set in custom mode to 2000.
Improved how the cards are spread out in the hand and made the hovered card fall over the others for better visibility.
Improved the lifeform selection detection area.
Made the event popup collapse or expand from the bottom right for better clarity.
Scenario difficulty icon is now displayed while playing above the victory conditions bar.
Terraforming projects will not be proposed when a parameter is at maximum.
Added an explanation tooltip to the card draw popup.
Guaranteed certain low-probability events to be proposed after reaching certain mastery levels if the player did not encounter that event yet.
Improved the settings menu.
Lots and lots of small improvements and performance optimisation all around.
Bugs:
Fixed how the mastery level is counted (not-existing entries of scenarios were counted previously).
Going temporarily below zero support will be correctly counted now.
When losing a lifeform and thereby a prestige level, you now lose the amount of support that youâve gotten from prestige from that lifeform before.
Fixed multiple bugs and an exploit related to the Expansion Hub.
Fixed a bug where sometimes there were not enough projects proposed.
Fixed a bug where the weekly challenge streak was not properly calculated.
Fixed a bug with the cooperative academy producing too much science.
Fixed a bug with sandstorms appearing on the moons sometimes.
Fixed a glitch when switching overview panels.
Fixed a bug when the âalmost wonâ music did not trigger.
Fixed a bug where the technology timer would be set to infinite.
Fixed a bug with how population buildings were checked before replacing or destroying them.
Balance changes:
BUILDINGS:
Reduced cost of Brine Electrolyser from 12 to 10 titanium.
Increased cost of Spaceport from 10 power and 15 tritium to 11 power and 15 tritium.
Reduced cost of Domed Park from 10 nitrates and 20 silicates to 8 nitrates and 20 silicates.
Increased support income from Self-driving taxis from 15 to 16.
Reduced cost of Marslink from 10 science and 10 silicates to 9 science and 10 silicates.
Reduced cost of Minerâs Cottage from 7 power and 30 food to 6 power and 30 food.
Reduced cost of School from 4 science and 10 silicates to 3 science and 10 silicates.
Reduced cost of Viewpoint Tower from 4 titanium to 3 titanium.
Reduced cost of Spa from 8 water to 7 water.
Reduced cost of Regolith Burner from 14 titanium to 13 titanium.
Increased power production of Water Barrage from 3 to 5. Increased cost from 27 titanium to 40 titanium.
Reduced cost of Scuba Diving School from 8 science and 8 power to 7 science and 7 power.
Increased base support produced by Beach resort from 10 to 15. Increased costs from 20 food, 10 nitrates and 10 silicates to 20 food, 15 nitrates and 15 silicates.
Changed shipwright output from 3 support income to 1 comfort of living.
Reduced cost of Outdoor Duck Farm from 17 to 16 water.
Increased output of Outdoor Cattle Ranch from 3 to 4 food. Increased water cost from 36 to 45.
Increased Outdoor Wheat Farm food output from 4 to 5. Increased nitrates cost from 33 to 42.
Reduced cost of Bee Colony from 22 to 21 water.
Removed temperature-0 requirement for the Sheep Farm.
Increased cost of Martian Festival Grounds from 40 to 45 water. Increased support output from 15 to 20.
Increased support output from Mountain Huts from 15 to 16.
Increased cost of Household Robot Dispatch Center from 5 science and 8 power to 6 science and 8 power.
Increased cost of Urban Planning Office from 10 to 12 science. Increased support output from 4 to 5.
Reduced proposal frequency of Luxury Workshop, Local Culture Center, Beach Club and Space Hotels in the mid-late game. Increased the proposal frequency of other support buildings, most notably the Entertainment Center.
MOONS:
Deimos now has an extra titanium deposit.
Phobos now has an extra water deposit.
LIFEFORMS:
Increased the cost of Bacteria spreaders from 20 to 25 science.
Increased the cost of Plant spreaders from 25 to 30 science.
Reduced spread duration of Cyanophyta, Methanogenium, Deinococcus, Artificial Bacteria and Dark bacteria by 1 turn.
Increased local support of Tundra Forest from 4 to 5.
Increased local support of Alpine Pine Forest from 4 to 5.
Increased local support of Mediterranean Shrubs from 4 to 5.
Increased local support of Temperate Forest from 6 to 8.
Increased local support of Boreal Rainforest from 6 to 8.
Increased local support of Temperate Rainforest from 6 to 8.
Reduced local support of Arctic Hares from 4 to 3.
Reduced prestige of Penguins from 12 to 10.
Reduced prestige of Atlantic Herring from 12 to 11.
Reduced prestige of Deer from 12 to 10.
Reduced local support of Birds of Paradise from 15 to 14.
TECHNOLOGIES:
Lowered expansions gained from Urban Planning from 2 to 1. Lowered its science cost from 25 to 15.
Reduced cost of Automated Scientific Archive from 15 to 10 science.
Reduced cost of Megastructures Design from 20 to 15 science.
LEADERS:
Reduced Mishaâs specialization bacteria spreader discount from 40 to 33%.
Reduced Aisheâs specialization bacteria spreader discount from 50 to 40%.
Reduced Floraâs specialization plant spreader discount from 60 to 50%.
Reduced support required for LĂŠnaâs specialization from 800 to 700.
Jan van Dijkâs Power Breathing Center now also provides 2 support to adjacent populations.
Beatrixâs Pierre Barbier building now produces 2 support per turn per Radiation Treatment Center instead of 1. But it doesnât produce a flat 1 support per turn anymore.
Buff related to a secret eventâŚ
Buff related to a secret eventâŚ
Anastasiaâs independence now only gives 1 negative support per trade instead of 2.
Lifeform prestige increase from Mustafaâs Genetic modification skill changed from 25% to 50%. Amount of times that it can be done is reduced from 2 to 1.
Any feedback or suggestion? Join our Discord server. We look forward to seeing you there!
-Asteroid Lab & Goblinz Publishing
April / May devlog
Hello everyone! The release frenzy dust is settling down and we are very happy to see all the crazy strategies you are fomenting. The development of Terraformers continues and so do our devlogs! Today weâll go over whatâs up for the future of Terraformers.
DLCs
First of all, we are excited to announce that we will develop DLCs for Terraformers. After lots of brainstorming we have settled down on 3 DLCs and we are starting development on those. Though the design has progressed well, it is still quite early and subject to change. But donât worry, once things settle down more clearly and we have things to show we will do a devlog to give details about each of them.
The schedule for the DLC is still approximate and will depend on the progress we make as we develop them. We hope to release the first one this year and the second one next year. We will release a free update in-between each DLC as well.
One of the new events which may happen in your game. What could it be about?
Free updates
Yes, free updates! In between DLC we intend to release updates which will provide a mix of new content, quality of life improvements, general polishing and other features. The first such update will come in June and is what we have been working on since release.
More events were requested by the community and we have heard you! The new update will feature 4 new events and we hope youâll find them exciting to discover. We donât want to spoil the excitement so I wonât divulge too much here. Some will provide challenges or new projects when they appear and one in particular could make you ponder a switch of strategy in your game.
One major feature of the update will be the experimental gamepad and small screen support. As you may know we are working on a Switch port and full Steamdeck support. This will be the first iteration of the work we have been doing for it in the past months. We aim to have full controller support as well as a new UI layout better adapted for small screens. This will all be available on any version of the game, so if you have a small PC screen or would like to have bigger fonts, youâll be able to test it easily.
Finally the update will feature many quality of life improvements as well as exploit- and bug fixes. For example we have added the ânext cityâ buttons to cycle through them more easily as it was highly requested. We have also added warnings in case an action would cause the player to lose the game. We will provide a full list of the bug fixes and changes with the release of the patch.
Terraformersâ music
Canât get enough of the Terraformers music? Maybe youâd like to listen to it while working or studying? Our composers Anton and Daniel have uploaded the Terraformers OST to Spotify, so you can listen to it now even while youâre not in the game!
Thanks for following us and good luck on the Red Planet! Asteroid Lab team
TERRAFORMERS is included in the NEW & TRENDING MANAGEMENT BUNDLE
Dear players,
Greetings! Our game "TERRAFORMERS" is now included in the NEW & TRENDING MANAGEMENT BUNDLE.
Click the link below to purchase the bundle and enjoy an extra 10% discount!
For a lower price than usual, you can get six carefully selected independent strategy games all at once! If you love one of them, why not try the others as well?