🎮 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.
⚠️ 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! 🚀
READ FULL PATCH NOTES:
[expand type="showmore"]In this patch we’ve 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. We’ve 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.
We’ve also lowered the amount of expansions received from the “Urban Planning” 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 “obvious choice” 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, we’ve 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 “card counter” to clearly display the current maximum number of cards which can be kept.
Added “previous/next city” buttons so you don’t 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 you’ve 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 “almost won” 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 Miner’s 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 Misha’s specialization bacteria spreader discount from 40 to 33%.
Reduced Aishe’s specialization bacteria spreader discount from 50 to 40%.
Reduced Flora’s specialization plant spreader discount from 60 to 50%.
Jan van Dijk’s Power Breathing Center now also provides 2 support to adjacent populations.
Beatrix’s Pierre Barbier building now produces 2 support per turn per Radiation Treatment Center instead of 1. But it doesn’t produce a flat 1 support per turn anymore.
Buff related to a secret event…
Buff related to a secret event…
Anastasia’s independence now only gives 1 negative support per trade instead of 2.
Lifeform prestige increase from Mustafa’s 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 we’ll go over what’s 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 don’t 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 you’ll find them exciting to discover. We don’t want to spoil the excitement so I won’t 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, you’ll 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 “next city” 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.
Terraformers’ music
Can’t get enough of the Terraformers music? Maybe you’d 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 you’re 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?
Don't miss out on this great opportunity, especially if you're a fan of strategy games!
patch 1.0.70
Bug Fixes and improvements:
Fixed the button that opens the game manual on mac and linux
Fixed a some event issues in custom modes with mastery level 0 or under
Fixed a bug where it was not possible to discard a moon project
Fixed a bug where volcanoes would modify nearby ocean tiles to rich soil and then bug
Fixed a bug where Pierre Barbier building would not count its bonus correctly
Fixed a bug where the wrong support icon would be displayed on some card
Fixed a bug where a now deleted city would appear in the overview panel
Fixed a bug where the abandon starting option information was wrong
Fixed a bug where the city renaming achievement was not counting cities renamed directly when founding
Fixed a bug where the card decks would not refill in time where drawing large amounts of cards
Fixed a bug where an event could propose only space projects while all your slots were full, forcing you to delete one of your project
Small patch 1.0.66
Bug Fixes and improvements:
Fixed blurry text on the planet
Fixed lose stinger not triggering
Made gameplay message less obtrusive
Quality of life: when choosing a leader, the selection is no longer reset upon closing and reopening the leader selection screen
For long texts in the leader and event popups, a scrollbar appears instead of making the text smaller to fit the popup
Made the game manual accessible directly in-game
Fixed the Dikes and Ocean related achievements
Fixed a specialization exploit where you could discard the moon space project to get a bonus and add it back for free and infinitely
Fixed a bug with relocating city-mines which you could not discard and get stuck
Fixed a flew localisation related issues
Fixed a bug where you would get a constant reminder to do an explore action
Stopped the blinking the “place HQ/Found city” button until you have hired a leader
Fixed a bug where Pierre Barbier Building wasn’t counting it’s bonus correctly
Fixed a bug where the game would freeze when trying to load a corrupted save
Made that playing an explore action building from a far zoom would zoom in towards the planet like leader skill
Fixed a expectation event issue when setting environment to 0 in Custom mode
Fixed a bug where the wrong save would be loaded when playing on steam offline
Other small fixes and polish
Balance changes:
Lowered the difficulty of all scenarios a little bit. Except for the expectation level 15 in custom game, this one is still the same.
Lowered the end-game difficulty of lower difficulty scenarios a little.
Increased the amount of oceans you need to have nearby before ocean projects are proposed.
Increased Tsvetan’s specialization to give 20 support income instead of 15.
Increased volcano spawn rate slightly
March Devlog
Dear Terraformers! It’s been one week since the 1.0 release, and we would like to take this moment to thank everybody for playing the game and for taking the time to write feedback and reviews. Even though sometimes it’s difficult to read the negative ones, the vast majority of positive comments really warm our hearts. I sometimes have to remind myself that people are really enjoying something that we’ve made!
Live Orchestra recording
If you heard a difference between the Early Access music and the 1.0 music, you are not mistaken! Our partnering composers Anton and Daniel at Airship Studios also have recorded the game music with an actual orchestra! The small details we can hear from the different strings and other instruments really add depth and emotion to the soundtrack. We love it personally. If you wish to get the music as a standalone you can check their bandcamp page or purchase the supporter pack. They also made an amazing making-off video:
Terraformers music being re-recorded by the Stockholm Studio Orchestra
Manual
For those seeking more depth and wanting to understand the game mechanics and underlying systems better, we’ve written a manual! For new players, we still suggest learning the game by playing the tutorial, as there the information is presented when it is relevant. So it is really meant to learn exactly how certain mechanics work, and also a “look under the hood” in things like the project proposal system and the map generation. We will include the document in the gamefiles and add a button on the main menu to access it easily in a future update.
Achievements & Steam Cards
As has been requested, we’ve also added 62 Steam achievements to the game! They promote different play styles and getting them all will be a good challenge. We’ve also added Steam Trading cards for the collectors and completionists amongst you!
62 achievements have been added
Future plans
Terraformers has now officially released but that is not the end of the development of the game! We will continue to add content and improvements in upcoming free updates. And we are also starting work on future DLC. We’ll shine more light into what these updates and DLC will be about in future devlogs!
Thank you again for everything, and we (keep) see(ing) you on Mars!
Terraf Team
Small patch 1.0.62
Bug Fixes and improvements:
Fixed planet sometimes spinning around a whole turn when focusing on a planet location
More performance optimization
Added a tooltip for zooming the planet
Added that clicking “explore” will zoom towards the planet if in “moon” view
Fixed the placement of catastrophic event UI item at the top right
Fixed the weekly challenge which was broken today
Fixed the time of the last save on the load game popup
Display spaceport comfort of living bonus on map after placing
Fixed a bug where spaceport would contribute their bonus even if not owned
Fixed that the language setting was not properly saving after auto-picking a language
Balance changes:
Increased the amount of Mars points you receive after playing a game, so you’ll unlock content faster.
Catastrophic events now can’t appear early in the game in the lower mastery level scenarios. The apocalyptic meteor can’t occur in mastery level 1 anymore.
Slightly lowered the chance of a Marsquake.
Lowered the end-game difficulty of the lower mastery levels, so new players can take more turns to beat the earlier scenarios.
small patch 1.0.60
- fixed an issue where the custom mode would not trigger the start event on some specific settings - fixed an issue where digging aquifer could show a wrong resource
After much anticipation, the day has finally arrived...
TERRAFORMERS IS NOW OFFICIALLY OUT OF EARLY ACCESS!
We are thrilled about this release and incredibly grateful for your continuous support! Now is the time to enjoy all the exciting features that Terraformers has to offer, including the new content listed below!
Full patch notes:
[expand type="details"]New stuff:
Moon cities, they are discovered through an event and then you have to complete the space project to access them.
An indication of how big the chance of an expectation rise is added above your support.
Can undo all action in a turn if they did not “reveal” new information (like exploring or getting new projects proposed).
When exploring you can hover on another exploration mode and after a short time it will display the alternative cost it would take with that other action.
Localized map and city-name generation.
Mineable asteroids (through events).
Apocalyptic asteroid event.
Added achievements (62 of them).
Added Steam trading cards.
“New game” flow and multiple save slots.
Expectation forecasting feature (on the support UI widget).
New “weekly challenge” game mode.
Improved balance of luck and randomness.
Many new exploration skills for more variety.
36 new buildings / space projects / technologies, 5 new events, 2 new leaders.
Player named characters on the map.
Removed that cities that own a coastal location have +1 comfort of living.
Improved camera transition of cities.
Added building construction animation.
Fixed a bug with space projects triggering their progress too many times.
Added city slot highlights for valid construction slots.
Added a leader retirement counter.
Added Japanese and Korean translations.
Removed a “not enough resource” tooltip sometimes wrongly appearing when founding .a new city.
Tutorial flow polish and improvements.
New desktop game icon.
Made that a terraforming event will take place before the win/loss check to avoid unwanted loss.
The landmark sidebar will have a clearer indication of which options are available.
An icon will be displayed on the map when a landmark can be upgraded.
Added display of spaceport bonus on the map.
Added animation for some actions which were not clear they had taken place.
Added victory music when solving a crisis event.
Added multiple colors for the support change per turn to better indicate the risk associated.
Added a landmark highlight on the map when selected.
Added auto-selection of the language based on the language of the current system.
Removed the excessive warning popup on new games.
Lots of performance optimization.
Lots of small polish and improvements.
Fixed many small bugs.
Difficulty changes:
Lowered the difficulty in the first few scenarios.
Increased the expectations level of the Red Path scenario by 1 (so it is the same as in all other scenarios).
Increased the terraforming requirements of the Blue Path a little.
Content balance changes:
Projects:
Load Balancing station now produces 1 power per 3 mines owned by the city. It costs 9 silicates.
Changed cost of School from 4 science and 10 food to 4 science and 10 silicates.
Changed the “CO2 imports” skill from Henry from 4 heat and 4 atmosphere to 3 heat, 3 atmosphere and 5 support.
Reduced cost of Orbital Solar panels from 14 silicates and 10 tritium to 14 silicates and 9 tritium.
Increased cost of Aerogel Manufacturer from 5 silicates and 5 tritium to 7 silicates and 5 tritium.
Technologies:
Increased science requirement for 1 extra science income of Self-Learning AI from 4 to 5.
Changed support gain per sold project from Reverse-Engineering technology from 15 to 10. Decreased the science cost to develop the technology from 20 to 15.
Increased the cost of Urban Planning technology from 20 to 25 science.
Increased the cost of Lightweight Hull Structures from 15 to 20 science.
Increased cost of Open Science Database from 10 to 15 science.
Lifeforms:
Lowered prestige of Temperate rainforest from 13 to 12.
Lowered prestige of Boreal rainforest from 20 to 18.
Lowered prestige of Palm trees from 36 to 32.
Lowered prestige of Temperate rainforest from 36 to 32.
Leaders:
Changed specialization of Pekai, now it gives 2 support income per new city you found instead of 25 support stock.
Changed the skill of Dejah, now the space hotels project she creates costs 10 titanium and 0 food instead of 6 titanium and 3 food.
This Martian adventure has just begun... For more news about Terraformers, or if you just want to chat with our community or report bugs, join us on Discord!
Have fun! 🚀
-Asteroid Lab & Goblinz Publishing
January & February Devlog
Hello everyone! In exactly 1 week the moment is finally here: the 1.0 release! As we started this project 4 years ago, it almost feels surreal! With this devlog we want to inform you of the new things that will be in this update besides the multiple save slots and weekly challenge that were mentioned in the previous devlog.
Moon cities
With this final update, you will be able to found cities on the Martian moons! Over the course of the game, you might get an event that allows you to found a city on one of the 2 moons of Mars (Phobos or Deimos). If you choose to, you will get a special space project that requires 30 food and 10 water to complete. And once completed, you have a city on one of the moons. The Martian moons are very small (Phobos has a diameter of 22 kilometers and Deimos a diameter of 12 kilometers. That’s not much compared to our moon that has a diameter of 3,478 kilometers). Therefore they have less than 15 slots to construct buildings on (Phobos has 12, and Deimos only 9). However, they have other advantages:
Phobos has a slot that connects to 5 other slots, something not seen in other city layouts. It also has a great natural sight and an aquifer. Finally, once you have a city on Phobos, all your trade routes generate 1 additional support per turn due to the tourism potential.
Deimos has a titanium deposit and 4 anomalies that let science-producing buildings produce 1 extra science when constructed there. Also, once you have a city on Deimos, all your space projects will cost 15% less of each resource to complete. This is due to it being a great launch hub for other missions into space due to its neglectable gravity.
A city on Phobos.
Expectation rise forecasting
For many players the moment expectation rise events would occur felt random and abrupt. Therefore, we’ve included an indicator with 4 stages above your stored support. The more filled up the bar is, the higher the chance of an expectation rise in the next turn. The bar is divided into 4 stages:
Stage 1, green: no chance of an expectation rise.
Stage 2, yellow: small chance of an expectation rise.
Stage 3, orange: likely chance of an expectation rise.
Stage 4, red: high chance of an expectation rise.
Every turn, the bar fills up a little, indicating the increased chance of an expectation rise event. Also if a positive event happens, the bar will fill up depending on how strong the event was. And when a negative or damage event happens, the bar will be partly emptied depending on how bad the event was or how much damage you suffered. Hovering the bar gives you more information about what affected the chance of an expectation rise this turn.
Expectation forecasting bar.
New content
With this new update, we’re also adding 8 levels of content unlock. It includes 17 new buildings, 1 new space project, 3 new technologies and 3 new leaders.
Some of the new content.
There are also 2 new events: asteroids that can be mined as space projects, and a catastrophic event: will you be able to protect Mars from a planet-destroying meteor?
A mineable asteroid.
Other improvements
We’ve also worked on many visual- and quality of life improvements. Such as an improved planet visual, improved tutorial and tooltips to help new players, and some animations.
Improvements to the planet visual (old vs new).
How you can help us
The upcoming 1.0 release will be the most important one for us financially, as it will determine if our studio can be sustainable and if we can continue to develop more games. Therefore, if you think we deserve it, we would like to politely ask you to leave a positive review on Steam or GoG. As we are so close to release, a review now will have the biggest impact as it will affect our “recent score” once the game launches. We would be eternally grateful!
We would like to take this moment to thank all of you for your support during this Early Access adventure! Your feedback has helped us tremendously to improve the game in the areas that most needed it, and your stories have warmed our hearts to at least temperature level 3!