Small bugfix, Winter Sale and Old Version Branches
Hello Fermi Community,
Before the holidays we pushed a small bugfix that removes a nasty blocker, which occurred when the crew of a spaceship went extinct by a population crisis. We also enabled the possibility to play old versions of the game. We will push a update of the new flare system in January, but if you want to go back to the 0.69 Eros update with the old flare system during the holidays this is possible now. Also if you are curious about older versions knock yourself out.
More info on this on this forum post : https://steamcommunity.com/app/1543150/discussions/0/4032475099154649220/
Also there Winter Sale started and Fermi and the OST is 20% off.
Here are the Patch notes for todays fix
Small Patch - Version 0.70.Y.7
Spaceships that get destroyed by a population crisis event did display a broken dummy statistic screen that could not be removed. This issue is fixed now.
Colonies that turn into full civilizations do not copy the government name from the original home of the spaceship anymore.
The Mouseover Popup for the Flares is placed on a more convenient position.
Happy Holydays
Your Anomaly Games Team
Ganymede Patch - 0.70.X - Balancing Fix for the new Flare System
Dear Fermi Paradox Community,
We added a lot of new features in last weeks Ganymede update and needed to adjust the balancing a bit and fixed some issues with the robot uprising events.
Early Access Build - 0.70.X.1 ( Ganymede Patch )
New Synthetic Species Event "Priority Framework : System X"
New Synthetic Species Event "System Development Analysis"
Bugfix - A successful "hacking attack" against a robot uprising that led to a drastic fall of tech levels used to destroy the bio civilization and let the robots win. This is fixed now.
Bugfix - The resource and population values of an incoming biological spaceship fighting with a robot civilization were set wrong, which caused strange results.
Bugfix - If a defending robot society fled from a biological spaceship attack, both parties were sometimes destroyed leaving only an empty planet.
Bugfix - The name of defending robots during an incoming biological spaceships attack was wrong and displayed something like "Master" instead of the proper robot name.
Bugfix - Some species-specific names for arms, brains, babies, etc were overwritten with more generic names of their type.
Bugfix - In the description text of second chance species sometimes a "__" was displayed instead of an empty space.
Bugfix - In the "Thieving Monkeys" event. ELEMENT_PREFIX Monkey should now be displayed as "Sand Monkeys" etc
Bugfix - Water Cats and Ocean Crawlers both have now the "Aquatic Species" status
Bugfix - If after a robot uprising the robots leave the planet or are destroyed (and they do not create a Tomb World in the process) it is possible to trigger a Second Chance Evolution event. But this event always produced Monkeys as the Balanced Species even if the creator Species was Unbalanced or Ambiguous. They will now spawn Cats / Crawlers.
Bugfix - "Justice" our industrial punk music score was not triggered by the "Battle of the Bands" event
Bugfix - When using the keyboard and quickly pressing tab to leave the Character Screen after an event the Character Screen was sometimes visible in the Galaxy Screen again which was really annoying.
Bugfix - When using the keyboard and quickly pressing tab during an event it could happen that the small description window popped up behind the event text. That should not happen anymore.
Bugfix - The "Robot Rivalry" event was never correctly triggered.
Bugfix - When selecting a flare sometimes the subtitle says something like "Earth is the home of the Human Governments." was removed for 5 seconds. This is fixed now.
Bugfix - Blizzards should not happen in space regions anymore.
Bugfix - Fish species are not building naval frigates anymore
Bugfix - Loading an old savegame from the Eros Update can produce dummy flare texts for stone age societies like "ai creates research" or "fear of technology". This should be fixed now.
Bugfix - When loading the save game at the end of the game the "Good Ending" and "Bad Ending" status was not saved and the player got the "Grey Ending" score.
Bugfix - The "Interstellar Data" event does not point towards the wrong star systems anymore.
UI Rework - Increased the spawning speed of flares.
UI Rework - The "Flare Panel" in the "How To Play Menu" now shows the new flare system.
UI Rework - The Mouse Over Popup of the flares will be shown much faster
UI Rework - No new Flares are spawned anymore when the game is already over
UI Rework - The text that displays on empty planets changes the type of the planet correctly if the planet is turned into a Tomb World or anything else.
Balancing - Positive Flares will only spawn Population Boost if one of these conditions apply
If the society is under 1000 population If the population status is "Population Decline" and the growth rate is under 20%, If the population status is "Sparse Population" and the growth rate is under 15%, If the population status is "Balanced Population" and the growth rate is under 10%, If the population status is "Dense Population" or higher and the growth rate is negative.
In all other cases a Consumption Decrease boost is spawned
Balancing - When Harm Potential is really low a Positive Flare will not spawn a Harm Reduction Boost but will spawn a Consumption Decrease Boost instead.
Balancing - When the Research progress is under 10% a Negative Flare will not spawn a Research Malus but will spawn a Population Decrease Boost instead.
Balancing - Events that give Maximum Harm Potential increase the Harm Potential by 8% now instead of 3%
Balancing - Events that give Default Harm Potential increase the Harm Potential by 2% now instead of 1%
Balancing - Harm Increase Flares increase the Harm Potential by 0.05% now instead of 0.02%
Balancing - Synthesis Costs of Robot Evolution Events are higher, so it is harder to turn off (set to Idle Behavior) the robot civilization in the beginning.
Balancing - Synthesis Costs of Robot Resettle Events are higher, so it is harder to leave blooming nature behind when extracting everything from a planet.
Balancing - Spaceships avoid now to move back to the planet they came from, even if it would be a very short or optimal route.
Balancing - Robot Spaceship tended to pack not much resources, which led to weird situations where a newly founded colony instantly moves on to the next planet.
Balancing - Synthetic Civilizations with the Expanding Behavior do not send Spaceships out anymore if they have less than 1000 Robots.
This update has been cooking for a while, and we are happy to present you with a ton of new features. The Ganymede update, fittingly named after the biggest moon in our solar system, will introduce a completely new type of species — synthetic civilizations. They will emerge and can potentially rebel against their biological creators. This will introduce a new challenge in the late game — since with more advanced technology, the chances of a machine revolution will also increase.
We made two major changes to the gameplay of The Fermi Paradox.
First we streamlined our Flare system so that players can choose between 3-4 types of flares for every star system; since we noticed that searching through all planets in the galaxy to choose the optimal flares was not very interesting. Flares can also now be picked up with the keyboard and the controller, and we added a system to automatically pick up all the flares of a specific type in a row. Additionally, we added a lot of flare texts that detail more thoroughly the status and development of the current society.
The second big change is that we removed the random chance in the final technology event that usually ends the game. It was just way too frustrating when a 90% Utopia society got unlucky and triggered a negative ending. Now a fixed threshold is needed to reach a positive ending. Since the contrast between utopian paradise and dystopian hell is quite extreme, we also introduced a neutral, more ambiguous ending for the societies that are stuck somewhere between dystopia and utopia.
We added a lot of new variables and flare texts which can be combined in many ways. Some of these combinations may be a bit strange. If you encounter something out of place, feel free to post a screenshot here in the forums or on our Discord.
Here are the complete patch notes with all new features, bug fixes and balancing changes.
Early Access Build - 0.70.V.2 ( Ganymede Update )
7 new Synthetic Species
These new synthetic species can be build by any organic species if their technology is high enough. One model is always the primary type of a synthetic species. Specific events can change the robot model of the current civilization.
Synthetic Species "Humanoid Model" - the default synthetic species of humanoid lifeforms or from generic events
Synthetic Species "Toy Robot Model" - the default synthetic species of quadruped lifeforms or from Cyber Age events
Synthetic Species "Drone Model" - the default synthetic species of jellyfish-like lifeforms or from Solar Age events
Synthetic Species "Replicant Model" - the default synthetic species of anthropomorphic lifeforms of from Lightspeed Age events
Synthetic Species "Spider Swarm Model" - the default synthetic species of insect lifeforms of from Singularity Age events
Synthetic Species "Sphere Model" - the default synthetic species of aquatic lifeforms and from FTL Age events
Synthetic Species "Battlemech Model" - the default synthetic species of large lifeforms and from negative events
New Music Track "Robotic Society"
New Music Track "The End"
New Background Art "Synthetic Civilization”
New Background Art "Broken Parts”
New Background Art "Machine Revolution”
New Background Art "Maximized Galaxy”
New Background Art "Wormhole Jungle”
New Background Art "Uncertainty Principle”
New Background Art "The Road to Paradise”
New Sol System Event "The Ganymede Incident"
New Sol System Event "Prisoners of Ganymede"
New Ending "Galactic Syntheticity"
New Machine Uprising Event "AI Takeover"
New Machine Uprising Event "Rapid Replication"
New Machine Uprising Event "Ethics Malfunction"
New Machine Uprising Event "Unknowable AI"
New Machine Uprising Event "Rise of the Robots"
New Machine Uprising Event "AI Dependence"
New Machine Uprising Event "Robot Replication"
New Machine Uprising Event "The Hate Protocol"
New Machine Uprising Event "Glitch in the Colony"
New Machine Uprising Event "Rage of the Machines"
New Machine Tech Level "Autonomous Age"
New Machine Tech Level "Biosynthetic Age"
New Machine Tech Level "Acceleration Age"
New Machine Tech Level "Quantum Age"
New Machine Tech Level "Convergent Age"
New Machine Dependence Event "Luddite Rebellion"
New Machine Dependence Event "Defense Systems: Offline"
New Rapid Replication Event "Robot Trespassing"
New Rapid Replication Event "Robot Overpopulation"
New Unethical Machines Event "Robot Pacification"
New Unethical Machines Event "Psychotic Feedback Loop"
New Weird Machines Event "Computer Replacement"
New Weird Machines Event "Legacy Military Computers"
New Repressed Machines Event "Robot Militias"
New Repressed Machines Event "Robot Distress Call"
New Synthetic Species Event "Synthetic Dawn"
New Synthetic Species Event "Interstellar Machines"
New Synthetic Species Event "Pattern Shift"
New Synthetic Species Event "They Are Us"
New Synthetic Species Event "Distant Machines"
New Synthetic Species Event "System: Assimilated"
New Synthetic Species Event "Interstellar Data"
New Synthetic Species Event "Resources Depleted"
New Synthetic Species Event "Manufacturing Crisis"
New Synthetic Species Event "Signs of Life"
New Synthetic Species Event "Expansion Vector"
New Synthetic Species Event "Processing Noise"
New Synthetic Species Event "Galactic Electromagnetic Pulse"
New Synthetic Species Event "Corrupted Data"
New Synthetic Species Event "Myths of the Machines"
New Synthetic Species Event "The Torture Paradigm"
New Synthetic Species Event "Complete Reboot"
New Synthetic Species Event "The Emergent Network"
New Synthetic Species Event "Combat Specialization"
New Synthetic Species Event "Irreplaceable Components"
New Stone Age Event "Ritual Dance Battles"
New Stone Age Event "Thieving Monkeys!"
New Bronze Age Event "The Rider's Plague"
New Bronze Age Event "Bacchanalia"
New Iron Age Event "Itinerant Monks"
New Iron Age Event "The Free Cities"
New Nautical Age Event "Desertion Into Exile"
New Nautical Age Event "Timber Worms"
New Industrial Age Event "Strike for Peace"
New Industrial Age Event "The Winter Truce" event by WREN_PL
New Industrial Age Event "Occult Warfare"
New Nuclear Age Event "Killer Satellites"
New Nuclear Age Event "The United Nations" event by Fivealive007
New Nuclear Age Event "The Military Industrial Complex"
New Nuclear Age Event "Anti-Establishment Culture"
New Cyber Age Event "The Battlehound Program"
New Cyber Age Event "RoboPuppy; Inc."
New Cyber Age Event "HypnoPets"
New Solar Age Event "Autonomous Constructors"
New Solar Age Event "Automated Freelance Peacekeepers"
New Solar Age Event "Machine Learning Drift"
New Solar Age Event "Robotic Parenting"
New Lightspeed Age Event "Runaway Replicants"
New Lightspeed Age Event "Humanoid Organ Banks"
New Lightspeed Age Event "Xenogenetic Modeling"
New Lightspeed Age Event "Portable Plasma Blasters"
New Singularity Age Event "The War Swarm"
New Singularity Age Event "Techno-Pests"
New Singularity Age Event "A.I. Building Plans"
New FTL Age Event "Collectors of the Depths"
New FTL Age Event "Eyes of the Beholders"
New Population Crisis Event "The Lost Engineers"
New Resource Crisis Event "Automated Resource Distribution"
New Resource Crisis Event "Technological Collapse"
New Resource Crisis Event "Better a good AI than a bad Leader!"
New Resource Crisis Event "The Ones Left Behind"
New Resource Crisis Event "The Machine Lords"
New Resource Crisis Event "Energy Triage"
New Resource Crisis Event "Robot Rivalry"
New Contact Event "Robotic Assault"
New Contact Event "The Day the Robots Came …"
New Contact Event "Xeno Ambush"
New Contact Event "CONTACT_0000"
New Contact Event "Planet of the Machines"
New Contact Event "Synthetic Siblings"
New Contact Event "Digital Diplomacy"
New Contact Event "Xeno Termination Initiated"
New Contact Event "Synthetic Visitors"
New Fallen Society Event "The Robot Hunts"
New Fallen Society Event "Ancient Technology"
New Fallen Society Event "Blame the Robots"
New Alien Ruins Event "The Machines of the Xenos"
New Final Technology Event "Coordinating the Project"
New Final Technology Event "Project Construction"
New Colony Event "Burying the Hatchet"
New Colony Event "No Time to Fight"
New Colony Event "WMD Mining"
New Colony Event "The Spider Colony"
New Colony Event "Colonial Orbs"
New Starship Event "Retraining the Crew"
New Starship Event "Swords to Plowshares"
New Starship Event "WMD Target Practice"
New Default Event "Government Unification"
New Default Event "Anti-War Artwork"
New Default Event "The Philosopher Army"
New Status Effects for Robot Uprising Requirements.
5 new Status Effects are introduced. They can be added and removed by events with the focus on robotic or AI technology.
Machine Dependence - Added when a society gives too much control to machines
Machine Self Replication - Added when machines can build other machines very fast
Unethical Machines - Added when a society builds cruel and immoral machines
Weird Machines - Added when the technological foundation of a society is very buggy
Machine Repression - Added when sentient artificial beings are actively oppressed.
Machine Uprising Gameplay
Each of the Status Effects above can lead to a machine uprising event. Machine Revolts are available from the Cyber Age but happen not very often. The frequency rises in the Solar Age and is even higher when a society reaches the Singularity age.
During a robot uprising machines fight against their creators. To defeat the machines the biological civilization needs to have either a high Harm Potential or a lot of population numbers; ideally both.
Each robot uprising status brings a different machine opponent
Machine Dependence - High Harm Potential
Machine Self Replication - Higher Robot Population
Unethical Machines - Higher Casualties and Very High Dystopia
Weird Machines - Random Values
Machine Repression - Lower Harm but also starts with 0% Utopia
Passive Species Gameplay
Our synthetic civilizations fall into a different category then the biological civilizations. They are what we call a passive species; since machines operate on a very different timescale than organics. They fulfill more the role of NPCs and since many of them start with high dystopia they are often antagonistic.
A passive species does not trigger random development events and they can be in three states.
Idle - They ignore everything until someone actually lands on their planet.
Observing - They stay put in their system but will react to signals that reach their planet
Expanding - Periodically this civilizations build starships to send to other planets. These starships do not count towards the limit of the biological starships.
Synthetic Species Gameplay
Robots behave a bit differently as a species. They only consume resources when they are building more robots. They are far more flexible and are able to mobilize their entire civilization on starships if they run out of resources or they want to examine the source of a signal. Robots ( if they are not in Idle behavior ) can immediately send starships back to the sender.
The morales of Robots are completely binary. If they have any utopia they are peaceful and help other civilizations out; if they have any dystopia they always attack other biological lifeforms they encounter.
Robots can merge their civilization with other robots even from a different model.
If only Robots are left in the galaxy the Galactic Syntheticity ending is triggered. Here the ethics of the most advanced or most populous robots decide over the fate of the galaxy.
Final Technology Rework
The random chance roll in the final technology event that ends the game was removed. Instead there is a fixed threshold that a society has to reach: usually high Utopia and low Harm to reach the Positive Ending.
We also added a more neutral and gray outcome called the Ambivalent Ending; this is triggered when the requirements for the Positive Ending are not met but Dystopia or Harm are not very high.
For the Ansible Network the Ambivalent Ending is called "Asynchronous Uncertainty" For the Wormhole Grid the Ambivalent Ending is called "The Wormhole Jungle"
Mouseover Popups and clearer text description explain what will be the result if you choose an option in the final technology event.
Flare System Rework
The categories of flares are now changed. Every civilization spawns now positive, neutral and negative flares.
Positive Flares choose one of these random effects Increase Research Increase Ethics Increase Population Decrease Harm Potential Decrease Resource Consumption
Neutral Flares generate 1 Synthesis
Negative Flares generate 2 Synthesis and choose one of these random effects Decrease Research Decrease Ethics Decrease Population Increase Harm Potential Increase Resource Consumption
IIn the Galaxy Overview Screen the flares are not spawned next to stars anymore but in the lower half of the screen. The flares always correspond to the current active starsystem (the active star system has an underline under its name and is automatically switched when hovering with the mouse over it).
Empty Planet Rework
On empty planets different categories of flares are now displayed. Empty planets now show evolution, neutral and resource flares.
Evolution Flares increase the chance of an evolution event and slightly increase the initial population number. Evolution flares are not spawned in a star system that can not evolve sapient life.
Neutral Flares generate 1 Synthesis
Resource Flares increase the overall resource pool of a star system. This increases the amount of resources a civilization is rewarded on each tech level or when a colony is built here.
Passive Flares
Passive civilizations, like the robot species, show activity, neutral and development flares.
Activity Flares increase the chance of a Reconfiguration event for this civilization
Neutral Flares generate 1 Synthesis
Development Flares increase the chance of a Development event for this civilization
Flare Text Iteration
Old flare texts are reworked and new variations of the texts are added.
Around 120 new text categories are added to the flare system that are triggered by various conditions like low population, low research, final technology available, etc.
After reaching a new Tech Level no free Synthesis flares are generated anymore. Instead the feedback text window opens immediately with an updated text.
Some very drastic events (like a Nuclear Holocaust) change the status of a planet into a Tomb World. Solar age starships (or lower) will find it hard to build a colony there; also the Second Chance Evolution event can not happen on Tomb Worlds.
The "Eden" music track is only played now when you reach a positive ending otherwise the "The End" is played.
New Texts - More variety for terms of scientists, weapons, artists, robots and media through the ages. ( A big thanks to Carey Neal Dunn and LoneGoat for brainstorming a lot of ideas in our Discord )
New Texts - For each Planet unique terms for planet specific variables like oceans, storms, plants and animals were added.
New Texts - For each Species unique terms for species specific variables like hands, tentacles or nerve knots are added.
New Texts - New Terms for Leaders, Governments, Settlements etc for all Hedonistic Society events were added
New Texts - Most "Build Colony" events and "Build Spaceship" events have unique terms that are used as a description for a society when a colony gains independence so you will not see so many "Traveler" and "Settler" civilizations anymore.
New Texts - If a society merges via a "Same Species Contact" event their prefix and main name gets mixed. If "Meta-Humans" and "Cyber Travellers" meet they could merge into "Cyber Humans" or "Meta Travellers"
Balancing - We did a "Consistency Pass" on most events to finetune the conditions when they are triggered, considering the state of the society. For example utopian societies can not trigger the "Prison Expedition" starship event anymore while a civilization low on resources can not build the "Great Siege Engines" etc,
Balancing - In the calculation of Contact Events the Talk and Observe Options increase their Score now by +2 instead by +1 if societies/ships have lower harm potential than the society they are interacting with. Also the -1 Score for higher harm is counted only by a difference of 30 harm points.
Balancing - Positive Population flares give a much smaller boost then Negative Population flares but Positive Resource flares give a much bigger boost then Negative Resource flares.
Interface Rework - Flares can now be collected with pressing the keyboard keys ( Y, X , C, V ) or with a game controller.
Interface Rework - Flares can now be collected automatically until the next event starts by holding shift with the keyboard or the right controller trigger.
Interface Rework - The Mouse Over Text from the planet names now shows the evolution chance and the resource pool multiplier.
Interface Rework - Each Flare type has now its unique Mouse Over Text.
Interface Rework - To clean up the menus the little history text under the civilization statistics was removed and is shown in the same feedback window as the Flares.
Interface Rework - The Statistic Window shows now a more descriptive text than just 50% Utopia or 77% Dystopia
Interface Rework - Up to 5 overlapping Flare Texts Windows are now shown if flares are collected in a row.
Interface Rework - The Flare Text Windows are now hidden when switching to another system
Interface Rework - All flares pop up a little bit faster and their animations are a bit smoother.
Interface Rework - Planets are not placed in the lower middle part of the galaxy map anymore to make room for the Flares.
Interface Rework - Mouseover Text on the right side of planets is moved to a different spot if the planet is too far on the right side of the screen.
Tutorial - The new Flare system is explained in the tutorial
Tutorial - The marker that highlights which button to press is more detailed now
Tutorial - New Tutorial Popups added explaining the Robot Species.
Tutorial - New Tutorial Popups added explaining the Final Technology, which is triggered when reaching Singularity Age.
Bugfix - Advanced Starships from very economic societies are not sent out with too few resources anymore so that they do not experience a Scarcity Crisis immediately after they start their journey.
Bugfix - The "Sirens of Planet X" event is not triggered anymore for ocean colonies of species with a desert planet or lava planet origin.
Bugfix - The "Longest Night" event is not triggered anymore in the Sol System
Bugfix - The middle and lower option of the "Natural Desertification", "Atmospheric Ignition" and "Three Degrees" events turns the planet now into a desert planet.
Bugfix - The middle and lower option of the "The Great Deluge" and "Blitz Heatwave" events turns the planet now into a water planet.
Bugfix - The middle and lower option of the "The Geocomputer" event turns the planet now into a lava planet.
Bugfix - Ancient technology ships will not trigger the colony events "Magmatic Bases", "Oasis Colony" or "Floating Base" any more.
Bugfix - The events "The Xeno Tragedy", "Where are the Xenos?", "The Quest for the Xenos", "The Impurity of Planet X" are disabled for Colonies created via Interstellar Invasion; to stop invading species to wonder who might have destroyed the civilization from the alien ruins.
Bugfix - The Colony Paradigm Shift events "The Wild Colony", "The Circles of Hellfire", "Xenobiological Incursion", "Xeno Adaption" and "Xeno Cults" did not change the name of the Society after transforming the colony into a full civilization. This is fixed now.
Bugfix - The "Public Shame" event is not triggered anymore for Hedonistic Societies.
Bugfix - The "Mysterious Infertility" event is only triggered for mammalian Species and can create a Hedonistic Society status.
Bugfix - After a savegame was loaded the counter how often a specific event played was reset; which can lead to duplicate events to be triggered in short succession. This issue is fixed now; but only works with new savegames from this version.
Bugfix - A texture of one type of futuristic Dolphin without the VR glasses was not loaded correctly
Bugfix - A texture of one type of futuristic Quasis without the helmet was not loaded correctly
Bugfix - The variables of a newly built spaceship were also transferred to the system that built it. That resulted in a situation where a "Fanatic Crew" or similar was also inhabiting every spaceship that was built by the same civilization.
Bugfix - The events "Photovoltaic Power", "Green Politics", "Freedom to Maintain", "Garbage Eaters", "Moon Concrete", "Photon Sails", "Marine Energy Network", "Robotic Replacement" , "Pararobotic Relationships" and "The Laws of Robotics" were never triggered; now they are regularly available.
Bugfix - Sometimes extremely large amounts of resources were displayed with a negative value. They are now displayed as "Unlimited Resources"
Bugfix - When loading a save game the "Second Species Evolved" Tutorial popups will not be triggered again when a new species evolves.
Bugfix - In rare occasions a colony specific event was triggered on a spaceship; leading to a crash when the spaceship tries to send their own signals or build their own spaceships. This is fixed now.
Bugfix - The Wormhole Jump Fleet from the FTL Final Technology endings sometimes, when moving instantly after attacking their target system, moved to the same system.
Bugfix - Resources on Spaceships and Colonies were not shown correctly
Save Game Compatibility Issues with older Savegames - When loading a save game from an older version some flare texts and the first displayed event might sometimes show text like "VEHICLE_UNIT" instead of the correct name for a military unit or similar. Also sometimes a flare will not display any text.
Our first update of 2023 is out. We did some work on our internal systems and took some time to add some long requested convenience features. Now the game can be played with mouse and controllers and we added a new status system to add or remove special conditions to a civilization depending on choices made in the game.
For starters we played around with the "Hedonistic Society" status which marks that the culture of a civilization became focused on pleasure and passion. For this reason we also added a new event type the "Disarmament Event" that lowers the harm potential of a civilization. With the rework of the alien contact event from the Jupiter update and the upcoming "Robot Uprisings" the harm potential value will have more significance than in earlier versions.
Also we optimized the size of the game so it will not take away 10 GB on your hard drives anymore.
Early Access Build - 0.69.K.6 ( Eros Update )
Background Art : New “The Dancers of Sirius" picture
Background Art : New “The Fallen Colony" picture
Background Art : New “Global Protests" picture
Background Art : New "Voyage of the Titans" picture
Background Art : New “Abandoned Highway" picture
New Sol System Event "The Pleasures of Eros"
New Sol System Event "Showdown at Eros"
New Stone Age Event "Geoglyphs"
New Stone Age Event "Complex Burial Rites"
New Stone Age Event "Nomadic Agriculture"
New Stone Age Event "Sacred Prey"
New Stone Age Event "Trap Labyrinths"
New Stone Age Event "Dead Rivers"
New Bronze Age Event "Axiology"
New Bronze Age Event "The Great Dams"
New Bronze Age Event "The Golden Leader"
New Digital Age Event "Photovoltaic Power"
New Digital Age Event "Green Politics"
New Cyber Age Event "Freedom to Maintain"
New Cyber Age Event "Garbage Eaters"
New Cyber Age Event "Moon Concrete"
New Solar Age Event "Photon Sails"
New Solar Age Event "Marine Energy Network"
New Solar Age Event "Robotic Replacement"
New Solar Age Event "Pararobotic Relationships"
New Solar Age Event "The Laws of Robotics"
New Garden Planet Event "The Pleasure Planet"
New Colony Event "The Wild Colony"
New Follow Up Event - Hedonistic Society Status "Expel the Deviants"
New Follow Up Event - Hedonistic Society Status "The Philosophy of Pleasure"
New Follow Up Event - Hedonistic Society Status "Signaling Interest"
New Follow Up Event - Hedonistic Society Status "The End of Deviancy"
New Follow Up Event - Hedonistic Society Status "Pleasure Optimization"
New Follow Up Event - Hedonistic Society Status "Indecent Aliens"
New Follow Up Event - Hedonistic Society Status "The Last Embrace"
New Disarmament Event "Make Love Not War"
New Disarmament Event "Star-Crossed Lovers"
New Disarmament Event "Hedonist Governments"
Reworked Contact Event "Culture Clash"
Reworked Contact Event "Perilous Transformations"
Reworked Tech Level Event "The FTL Age"
New Event Type : Disarmament
The opposite of the Power event - the options reduce the Harm Potential instead of increasing it. For now we added just a few of these events but in future updates there will be more.
New Feature : Status Effects
In Addition to changing values like research or resources an event can apply or remove a status from a civilization. This enables us to create more specific followup events; block events that do not make sense for a civilization with this status or even create longer event chains.
The status can be seen in an info window when hovering with the mouse over the name of the civilization and as a symbol in the choice windows that would remove or add the status.
As a test run we added the "Hedonistic Society" status that is granted in events like "Goddess of Love" , "Sexual Revolution" , "Pleasure Bots" , "Space Swingers" … etc
We added 7 follow up events that only get triggered for civilizations with this status and will add more different statuses in future updates.
Interface : Keyboard and Controller Input is now recognized by the game. Mouse Over text windows next to the buttons show which hotkey is assigned to which function.
Note : The collection of flares can not be done with keyboard or controller, since we plan to rework the flare system in the next update. Also the main menu still has to be navigated with the mouse.
Optimization : We reduced the disk space the game needs to 1.9 GB
Text : New Terms for Leaders, Governments, Settlements etc for all Stone Age to Industrial Age Paradigm Shift events.
Text : Scientific Building Names for Ancient Civilizations were added
Bugfix - Captured Spaceships are not counted internally as colonies anymore and can not trigger colony specific events like Send Signal that would crash when applied on a star ship.
Bugfix - Technology Age gain of of the Interspecies Integration event is shown correctly now
Bugfix - Rings of Planet in the Rigel System is now shown correctly
Bugfix - The Status "Desert Planet Origin" and "Herbivore" was not correctly applied to the Prun species but now it is fixed
Bugfix - The "Answer Signal" event sometimes sent a signal to the wrong civilization. Now it will always send it back to the original sender.
Bugfix - Mouseover Text for Retreat and Small Crew Conflict Contact followup events now shows the correct amount of research gain.
This is our biggest update so far as we added more depth and detail to the Contact events, which always meant to be the climaxes of the game. We removed the randomness and made the outcome of the the different choices completely depended on the ethic values, harm potential, technology level, population and resources of the two alien parties involved. Also past contacts have a significant role, so it becomes more important to send out radio signals before embarking to an interstellar journey
The game rules deciding the outcome of a contact event or the result of an interspecies conflict are a bit more complex and can be looked up in detail in a new window that is shown when hovering with the mouse over the choice options.
In future updates the mouse over feature will be added to other events and the extreme randomness will be also reworked in critical events like the Final Technology or the Resource Crisis.
We are very happy with the contact gameplay now, but will also expand it in the future with more events that handle the contact with species with simple technology, returning of visitors, reencountering a former war opponent or follow-up events that happen after invasions or cohabitation events.
Last but not least a big thanks again to our patient community providing us with constant feedback and encouragement. Also for coming up with great ideas for events and quotes.
Changelog of Version 0.68.M.8 - Jupiter UPDATE ( contains spoilers )
Background Art : New “Free Colonists" picture
Background Art : New “Critical Hull Breach" picture
Background Art : New “Infiltration in Progress" picture
Background Art : New “Productive Coexistence" picture
Background Art : New “Alien Occupation" picture
Background Art : New “Interspecies Warfare" picture
Background Art : New “Planet Killer" picture
Background Art : New “Iron Age” picture
Background Art : New “Abandoned Colonial Base” picture
Background Art : New “Decaying Spaceship” picture
Background Art : New “Long Range Scan” picture
Background Art : New “A day at the Harbor” picture
Background Art : New “Senicide” picture
Background Art : New "Perimeter Observation" picture
Background Art : New "The War and The Plague" picture
Background Art : New "Colonial Uprising" picture
Background Art : New "Sol System" picture
Background Art : Rework "The Tank Battalion" picture
New Contact Event "The First Light" - quote by Shadowlancer
New Contact Event "Colonized Homelands"
New Contact Event "The Lost Homeworld"
New Contact Event "Surprise Attack"
New Contact Event "Repel the Invaders"
New Contact Event "Temporary Guests"
New Contact Event "Remote Adaption"
New Contact Event "Suicide Run"
New Contact Event "Leave only Ruins Behind!"
New Contact Event "Space Battle"
New Contact Event "Dramatic Exit"
New Contact Event "Stranded Aliens"
New Contact Event "Course Correction"
New Contact Event "Alien Occupation"
New Contact Event "Captured Aliens"
New Contact Event "Interspecies Conflict"
New Contact Event "On the Run …"
New Contact Event "Overrun by Aliens"
New Contact Event "Colonial Deception"
New Contact Event "Protect the Colony!"
New Contact Event "Colonial Integration"
New Contact Event "Admiration from afar"
New Contact Event "Mutual Destruction"
New Contact Event "Destroy Planet X!"
New Contact Event "The Struggle over System X"
New Contact Event "Clumsy Disappearance"
New Contact Event "Shipwrecked on Planet X"
New Contact Event "Diversion towards Planet X"
New Contact Event "Occupied Colony"
New Contact Event "Prisoners of the Colony"
New Contact Event "The Struggle over Planet X"
New Contact Event "Escaping Planet X"
New Contact Event "The Aliens are Everywhere!"
New Contact Event "Battleground Planet X"
New Contact Event "Fratricidal War"
New Contact Event "One Last Look"
Reworked Contact Event "Alien Contact"
Reworked Contact Event "Planet X is occupied by Aliens!"
Reworked Contact Event "Full Onslaught"
Reworked Contact Event "By any means necessary"
Reworked Contact Event "Initiation of Talks"
Reworked Contact Event "Exchange of Ideas"
Reworked Contact Event "Alien Invasion"
Reworked Contact Event "The Conquest of Planet X"
Reworked Contact Event "The Wormhole Invasion"
Reworked Contact Event "Wormhole Refugees"
Reworked Contact Event "Interstellar War"
Reworked Contact Event "Swift Attack"
Reworked Contact Event "Safe Observation"
Reworked Contact Event "Secret Visitors"
New Cohabitation Event "Perilous Transformations"
New Cohabitation Event "Culture Clash"
New Cohabitation Event "The Alien next Door"
New Cohabitation Event "Shared Colonies"
New Cohabitation Event "Tense Cohabitation"
New Cohabitation Event "Mutual Struggle"
New Infiltration Event "Aliens Among Us"
New Infiltration Event "No Witnesses"
New Infiltration Event "A Breath of Fresh Air"
New Infiltration Event "The Hand of the Gods"
New Primordial World Event "The Giant Blister"
New Primordial World Event "Onto the Molten Sea"
New Primordial World Event "The Burning Legion"
New Primordial World Event "Pyroductal Warfare"
New Primordial World Event "Attack of the Fire Moles"
New Primordial World Event "Voices from the Flaming Pits"
New Colony Event "Xenobiological Incursion" - event idea by Someone Random
New Colony Event "The Ancient Shipyard" - event idea by Bray Gallienne
New Colony Event "The Jungle Colony"
New Colony Event "Magmatic Bases"
New Colony Event "Metal Rain"
New Colony Event "The Circles of Hellfire"
New Fallen Society Event "The Music of the Gods"
New Fallen Society Event "Wasteland Punks"
New Sightless Species Event "First Sight" event idea by 42Timezone
New Bronze Age Event "The Game of the Gods" - quote by cat in a cardboard box
New Nautical Age Event "The Leviathan" - event idea by Urmuux
New Nuclear Age Event "Cultural Cross-Pollination" - quote by InanimateIJK
New Nuclear Event "Mass Stigmatization of Wildlife" event idea by Brendan Eric Feay
New Nuclear Age Event "Mazes and Monsters" event idea by Carey Neal Dunn
New Lightspeed Age Event "The Basilisk's Curse" - event idea by Brendan Eric Feay
New Singularity Age Event "Explosion of Friendly Intelligence" - event idea by Rakeela Detanis
New FTL Age Event "Radiation Belt Harvesting" event idea by Carey Neal Dunn
New FTL Age Event "Cheap Terraforming"
New Futuristic Era Event "The Spacefaring Guild" - event idea by Urmuux
Feature : "Alien Contact Rework"
The options during a contact event are now "Talk", "Observe" and "Retreat" The follow up results of the options are not depending on a modified random roll but on the current ethic values, harm potential, resource scarcity and former contacts of both societies.
The "Talk" option can lead to following follow-up event types : "Full Onslaught", "Surprise Attack", "Repulsion", "Brief Talks" and "Coexistence"
The "Observe" option can lead to following follow-up event types : "Total Annihilation", "Full Invasion", "Interstellar War", "Observation" , "Adaption"
The "Retreat" option can lead to following follow-up events : "Suicide Attack", "Scorched System" , "Spacebattle" , "Stranded" , "Hasty Retreat" and "Course Correction"
A new detailed window that is activated via mouse over explaining which options leads to which choice
Feature "Interspecies Conflict Rework"
A conflict between species can lead to more diverse results like the plundering of resources, tactical advantages or follow up events like "Occupation" or "Imprisonment"
A new detailed window is activated via mouse over. It explains the result of a conflict between two species in combination with harm levels, technological advancements and ethical values.
Feature "Cohabitation Events"
Multiple species can temporarily reside on the same system as a result of a positive or neutral Contact Event resulting in Trading, Interspecies Tensions, Infiltration, Technological Uplifting or Environmental Engineering. In future updates it will be possible for highly technologically advanced species to merge into one singular Transspecies.
Feature "Intraspecies Contact Rework"
The gameplay when a spaceship encounters a planet with the same species is changed.
The "Merge" option merges population, technology and resources and the faction with higher ethics becomes the dominant one.
The "Division" option merges population, technology and resources and the faction with lower ethics becomes the dominant one.
The "Intraspecies War" option leads to a war between both factions.
Feature : Signals and Direct Contact can have a positive or negative impact. The society remembers the last interaction, and it has an impact on the next contact event with the same species. A past interspecies war will also be remembered forever.
Feature : After a great disaster that leads to a massive population drop or the loss of many tech levels, a civilization, starship or colony is marked as "Fallen" and a lot of basic events are not triggered anymore. The "Fallen" status is removed when a new tech level is reached.
User Interface - Mouse Over Window for Event Choices - either a small, a large or, in case of conflict events, a complex window is displayed after hovering over the options with the mouse for a short time. This information shows which changes will be applied when an option is chosen.
This feature is work in progress. As of this update only the contact events have a mouse over window attached.
User Interface : Epilogue Screen is rearranged to display the multiple species better.
Planets - Rigel, Ross and Alpha Centauri got more appropriate colors / planetary systems.
Bugfix - A Civilization with a lot of population could not archive the final Technology. This is fixed now.
Bugfix - Sometimes saving after a spaceship was destroyed corrupted the savegame.
Bugfix - Signal and Contact information are now correctly transferred to starships and colonies.
Bugfix - Some "Receive Signal" event text displayed the wrong system.
Bugfix - Species that conquered other species sometimes where counted in the Epilogue as a different species.
Bugfix - Dolphins and other aquatic animals do not flee to "refugee islands" anymore.
Bugfix - The history of empty planets with ruins of a civilization destroyed by a "great war" event shows now the correct name of the WMDs in use.
Balancing - Synthesis Costs of high level choice events like "Contact" , "Scarcity Crisis" and "Resource Depletion Crisis" are much cheaper
Balancing - It is far more likely that an "Answer Signal" event is triggered when a civilization picks up an alien signal.
Balancing - Events on starships are more evenly distributed and extinction events are less common.
Balancing - Extinction Events and Paradigm Shifts are not triggered directly at the beginning of the game.
Balancing - "Rare Events" like Paradigm Shifts / Pre-Nuclear Extinction Events and Pre-Cyber Age Spaceship events are triggered more rarely.
Balancing - The Phobos Spaceship is now counted as a rare event.
Texts : Reefshaper Age aquatic societies have more diverse leader and government names.
Texts : Terms for default colony settlements and professions are more varied.
Attention Savegame Compatibility - Received signals and contacts are not correctly imported from older savegames.
The Early Access version of our game has been live for a year and we are very happy with how far we've come. We want to thank everybody who supported us with the development of The Fermi Paradox and provided us with a lot of honest critique and crucial feedback. We could not make this kind of game without you.
We have added 6 major updates since our Early Access release in (named Mercury, Venus, Deimos, Mars, Luna and Farside) and now have roughly 70% of the game's features and content implemented.
Looking back over the last 12 months it has become much clearer for us how long we need for updates and which parts of the development take more time than we anticipated. Our estimation is that we will stay in Early Access until Spring 2023.
To bring The Fermi Paradox to a good state that we are happy with, we want to implement the following topic bundles.
Jupiter Update (First Contact Rework): Contact between a spaceship and an alien civilization or colony is still quite underwhelming in the current version. We would like to explore in more depth the consequences of two alien societies interacting with each other and we’ll look at themes of coexistence, occupation and infiltration. Note that this will not include full permanent multi species planets/systems.
Ganymede Update (Synthetic Species): Biological species of an advanced techlevel might create artificial lifeforms. There is a chance that these synthetic creations will rise up against their creators and build a civilization of their own.
Callisto Update (Galactic Imperialism): Space travel and interstellar communication in our game is relatively slow (even after breaking the lightspeed barrier) so it will be hard to create a galactic federation or empire. But a sufficient number of colonies of the same species can use decentralized approaches to coordinate their dominance over the galaxy.
Saturn Update (The Nano Age): With this technological level a species will be able to modify matter on the atomic level, create tiny nanotechnology machines and directly modify their bodies on a cellular level.
Titania Update (Full Utopia / Dystopia): Achieve 100% Utopia to let your aliens sink into blissful happiness or be driven to uplift other lifeforms… But your galaxy can also turn into a dark forest where full dystopian species try to wipe out every sign of life in the galaxy.
Uranus Update (The Warp Age): When matter can be transformed into energy, the ways to personal teleportation and object replicators are open. The laws of space-time will be bent as access to other dimensions or even timelines might be possible.
Neptune Update (Meta Gameplay): Difficulty levels, achievements, unlockable species and a storyteller mode will make replaying the game more interesting.
Pluto Update (Transspecies): When a technologically advanced society learns enough about other aliens in the galaxy, they can use this knowledge to evolve into a complete new lifeform that can integrate every other species into their fold.
Gaia Update (Godlike Age): When technology is indistinguishable from magic, a single civilization might become capable of transcending to another plane of existence or harnessing the energy of the entire galaxy.
In each update we are also working on the following aspects::
Fixing bugs (big thanks to our Discord community for patiently reporting issues to us) User Interface improvements (for better overview and explanation of the game features) More story events (to add more variety or when our community has cool ideas) Balancing of already implemented features Accessibility features Keyboard and controller support
We don't want to drag the Early Access phase forever, so we decided to tackle the following aspects after we finish the main game, either as free updates or as a part of an expansion.
Multi Species Planets : We want to make the species to species interaction more meaningful. But having a permanent population of many different species in the same star system is quite complex and we are still not sure if we will add this feature to the game.
Dynamic Planet Appearance : With evolving technology, the appearance of a planet could also change. For now we only describe these changes in our texts and are not sure if we should also change the visual appearance of our planets.
Custom Campaigns and Special Game Modes : We have a lot of ideas for campaigns ( like we had in our demo version ) or game modes with very different starting conditions. These features will take a lot of balancing work so we may do them later.
Psionic Abilities and other Fantastic Elements : Even if mental powers are a staple of many science fiction stories, we think that these elements don't fit well into the stories that we want to tell in The Fermi Paradox. But it might fit into a separate game mode or add on.
Languages : It only makes sense for us to finish the English text of the main game and then decide if we will translate “The Fermi Paradox” into other languages. We are always happy to hear what languages the community would like us to support, but we can't make promises right now if the game will be translated into those.
Platforms : We will focus on making the PC version great and then decide if we create a version for platforms like Switch, Mac, Linux, Mobile, Xbox or Playstation after we finish Early Access.
Modding : Since we will add and change features constantly during Early Access it does not make sense to add a modding system before we finish the Early Access version.
Also, there are some things that are out of our scope for a small indie team or don't fit with the vision that we have for our game:
Multiplayer ( cooperative or competitive ) Very detailed customization of characters Classic strategy game elements like moveable units or base building. Detailed grand strategy elements with the micromanagement of a lot of resources / values.
We hope this gave you a good overview on what we still have planned for the rest of the Early Access development and what you can expect in the next months.
Keep in mind that game development is far from an accurate science, so the order and content of things that we planned can always change. We are interacting constantly with our players to understand what is important for you and what you find really interesting about our game and plan accordingly.
Finally, I want to give a big thank you to all the people supporting the Early Access version, writing reviews and feedback, providing us with ideas and suggestions on our Discord, the Steam Forums or other social media and sharing and streaming our game. That really helps a lot.
Farside Update - 0.67 - Music Events, Autosaving and Bugfixes
Dear Fermi Community,
After releasing our soundtrack we got inspired to write some events about mesmerizing music genres in the future. Let`s have a trip to the dark side of the moon together...
Also no more lost games when you have a power outage! We implemented an autosave feature! Furthermore we fixed some annoying issues with broken savegames.
Changelog of Version 0.67.A.5 - Farside UPDATE ( contains spoilers )
New Feature - Autosave - The game progress is automatically saved. A timer in the exit menu shows when the last autosave happened.
New Sol System Event "Born on the Far Side of the Moon"
New Sol System Event "The Lunar Colony"
New Cyber Age Event "The Neon Wave"
New Solar Age Event "Robo Core"
New Lightspeed Age Event "Luminal Trash"
New Singularity Age Event "Neural Metal"
New Spaceship Event "Battle of the Bands"
New Signal Event "The Space Opera"
New Colony Event "No Country for our Kind!"
New Population Crisis Event "The Final Concert"
Bugfix - fixed broken savegame, when saving during the tutorial
Bugfix - fixed broken savegame, when saving during epilogue
Bugfix - fixed broken savegame, when saving during certain final tech options
Bugfix - names of stars, spaceships and civilizations are displayed correctly again after loading a savegame
Bugfix - colonies on Alpha Centauri are not invisible anymore
Developer Stream : The Fermi Paradox @ LudoNarraCon
Hey everyone,
LudoNarraCon is taking place May 5-9, and The Fermi Paradox is participating. We will showcase our narrative strategy game with a developer stream on Sunday.
Otherwise check out the wonderful panels about narrative games and the other great games participating at ludonarracon.com
Also, from May 5-9, the game and the OST will be on sale and the Steam demo is available to download and play during the event.
Luna Update - 0.66 - The Original Soundtrack by Mon Mur is out
Dear Fermi Community,
We are so proud to announce the release of the OST album from our amazing composer Mona Mur! She worked on a lot of music tracks that were added to the game in this update and an assorted selection is purchasable here on Steam.
Furthermore new species can evolve on the primordial world of Kepler 4 and we wrote a lot of new events with the focus on lava planets; more superluminal technology and some special stories to celebrate our Twitch integration.
Changelog of Version 0.66.A.7 - Luna UPDATE ( contains spoilers )
New Feature - Epilogue Screen - After the game ends a summary of the history of the galaxy is shown and the player is rewarded with points depending which ending they reached, how many species survived and if contact was established.
Note : The Epilogue feature is Work in Progress and shows only a small description of the galactic history and the score is only saved as a simple high score. In future updates we will expand the Epilogue with more details and will save an overview of your playthroughs.
New Species “Wondor from the Kepler System”
New Species “Noya from the Kepler System”
New Species “V'kay from the Kepler System”
New Music Track "Born in the Desert"
New Music Track "Caves of Ice"
New Music Track "Lost in the Swamps"
New Music Track "Lava Lake"
New Music Track "Songs of the Ocean"
New Music Track "Hyperspace Journey"
New Music Track "The Galactic Project"
New Music Track "Raindrop Kingdoms"
New Music Track "Justice"
New Music Track "Born on a Strange Planet"
Background Art : New “Crossing the Lava Stream” picture
Background Art : New “The Robot Band” picture
New Sol System Event "Luna City"
New Primordial World Event “Obsidian Revolution"
New Primordial World Event “Alloy Adventures"
New Primordial World Event “Air Travels"
New Primordial World Event “Molten Riches"
New Primordial World Event “Lava Canals"
New Primordial World Event “Heralds of Fire"
New Primordial World Event “Smoke Pits"
New Primordial World Event “Magma Shapes"
New Primordial World Event “Enforced Eruptions"
New Primordial World Event “Stone Farming"
New Industrial Age Event “Public Housing"
New Industrial Age Event “Machine Gun Mastery"
New Nuclear Age Event “Radiocomputer Games"
New Nuclear Age Event “Global Medicine Distribution"
New Nuclear Age Event “Nuclear Submarines"
New Nuclear Age Event “Rising Radiation Levels"
New Digital Age Event "Online Streaming Culture"
New Cyber Age Event "Embedded Streamers"
New Solar Age Event "Battle Royale"
New Lightspeed Age Event "The Robot Arena Battles"
New Singularity Age Event "ShipCraft"
New FTL Age Event "Lingua Cosmica"
New FTL Age Event "The Hyperjump Refuel Station"
New FTL Age Event "Space Folding Theory"
New FTL Age Event "Nomadic Space Fleets"
New FTL Age Event "Deep Space Arms Race"
New FTL Age Event "Interstellar Defense Forces"
New FTL Age Event "Speculative Cults"
New FTL Age Event "The Psychocardiogram"
New FTL Age Event "Emotional Hacking"
New Colony Event "The System Stream"
New Colony Event "Colonial Streamers"
New Starship Event “Invasion Calculation Circle"
New Starship Event “Faulty Cryo Chambers"
New Starship Event "Gamified Computer Logs"
New Signal Event "Xeno Memes"
Bugfix - The Graveyard Galaxy ending was sometimes not triggered even when all civilizations perished.
Bugfix - Twitch Connection is not interrupted anymore for 60 seconds
Bugfix - The Extinction Music track is not continue playing anymore when returning to the Main Menu
Bugfix - Outfits of the Odo species had inconsistent colours
"One of its kind" - A special ending is triggered if the first species goes extinct before a new one evolves.
Attention ! Save Game Compatibility Issues - Save Games of older versions will not trigger evolution events on Planet Kepler or the Epilogue Screen.
Dev Diary # 6 - How to setup the Twitch Integration
Hey everyone,
With the latest Early Access update to our choice-driven strategy game "The Fermi Paradox" it is possible for streamers to connect the game to their Twitch channel and let their viewers vote on the story decisions of the game.
How to do this? First enter the settings menu in the title screen or in the ingame menu and check the checkbox with the name Twitch Connection.
Then you have to enter the OAuth Password and your Twitch Username. The password can be generated here : https://twitchapps.com/tmi/
The event timer determines how long your twitch viewers can vote on an ingame choice. If you want them to vote on every choice select Twitch Chat in Autoplay Events otherwise you will have the possibility to trigger the twitch chat vote manually.
Now you can start the game. If you put in the correct password and username you will see in the lower left corner above the version number the text Twitch Enabled with your channel.
When you reach any of the event decisions in the game you have now the possibility to let your viewers vote on the outcome of the event.
To do that press the Twitch Choice button in the lower left corner to give the choice to the chat. And now the chat gets notified that they can use these commands to vote on a choice.
!vote 1 for the top choice !vote 2 for the middle choice !vote 3 for the bottom choice
After the timer is finished the vote with the maximum choices is chosen. In a draw, the top choice will always be chosen.
If you activate the Twitch Chat option in Autoplay Events then every choice will be given to the chat automatically. If you additionally choose the Random option in Autoplay Flares then the game will play itself without your assistance. Your audience can now play a simple version of Twitch plays The Fermi Paradox.
Please share your experiences with the voting mechanics and improvements you would like us to add to the Twitch integration.