Wastelander cover
Wastelander screenshot
Genre: Puzzle, Simulator, Strategy, Turn-based strategy (TBS), Indie

Wastelander

Update notes June 8th

Been a while since the last patch. In March we decided that the current framework we were using to build the game had too many shortfalls so we decided to port the whole thing to Unity. Hopefully this Unity version will be in a presentable state to release to playtesting in the next few weeks.

In the meantime the current version got some visibility from a few youtube videos which brought an influx of new playtesters. From watching these videos we noticed that intro experience was pretty terrible. A lot of game mechanics were not explained and surprised players or ended up unused. As a result, the vast majority of testers were unable to win games at all.

Better communication and smoothing out the learning curve will definitely be a bigger priority for the Unity release. The game is meant to be hard but that difficulty shouldn't be due to poor communication.

Changes:
+ Tutorial now has much more information and more steps than before. This might be further expanded if necessary in the future
+ Your closest ore and water are now revealed on game start (all difficulties)
+ Bug fixes
+ Leaderboard shows difficulty along with your score

Match latest beta branch

Update live to match latest beta branch.

Update notes 31/01/2022

new content
+ new mechanic "drops" - storms uncover drops around the map. These drops provide powerful reward choices when connected to your base and can be modified by augments
+ new mechanic "deployments" - in addition to drops offering blueprint options they can also offer a deployment option which replaces the drop tile with a powerful rare building
+ new mechanic "defense protocol" - ruins have this additional option. Deploys shields around the ruin to create a small safe area for base building
+ new augment "storm overload" - undefended batteries are always hit by storms. Batteries destroyed by storms explode levelling adjacent mountains and unprotected buildings
+ new augment "hab module" - deploys grass in a circle around your base
+ new augment "expansionist" - future events will not have a blueprint or deployment reward but will leave behind a frontier post in addition to the option you chose. Frontier posts are shielded and provide +1 water and +1 power per turn while connected
+ new augment "reactive coating" - buildings destroyed by storms leave behind a scrap shield
+ new building "hydraulic fracturing pump" - converts adjacent sand and mountain tiles to water while connected (deployment only)
+ new augment "careless archaeology" - this ruin is destroyed. Connection to it is no longer required for victory
+ map gen - tall mountains have been removed from the game. All buildings that were fixed to them have been distributed among other tile tiles
+ map gen - lava and water spawn with a small clearing now allowing for more base building and larger open spaces overall

changes
+ minishield now shields all surrounding tiles (not just adjacent) but can only be built on water. Resource cost changed from -1 power per turn to -1 water per turn
+ biodome grass radius increased to 2 (was 1). Now a deployment building only (no longer in core building pool)

nerfs
+ overwhelming industry - now gives +1 to all metal producers instead of 2x metal income
+ sub zero battery - energy storage reduced to 8 (was 12)
+ volcanic mineral filter - metal cost increase to 5 (was 4)

buffs
+ hybrid storage - cost reduced to 5 metal (was 7) to make it more spammable. Storage it provides has been reduced to 2/2/2

bug fixes
+ fixed issue with loading save files losing you a turn
+ node tiles no longer multiply negative income. Multiplier only applies to positive income
+ recycler refunds water when recycling aqueducts