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Some houses had wrong floor collision model making people levitate near the door.Foresters teleported with white lines to closest tree if it’s on the other side of the river.Can specify in farm properties if hay and water for oxen should be supplied.Added a button if field properties to manually switch to next culture (if farm has manager).Improved the settings storage file, so you won’t loose your settings when the game updates (alpha 2 onward).Added a hot key to rotate building 180 degrees (useful to place houses in front of each other).
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This genre leaves no chance for quick development.
OSTRIV GAME STEAM UPDATE
Together we managed to get the game UI on a new level and break the silence with a unique soundtrack.Īlthough it was almost a whole year in development since last update and had some major improvements, keep in mind that it is still an alpha, so don’t expect it to be as stable as a finished game. With the funding collected during Alpha 1 I’ve been able to get a lot of help from some of my very talented friends. There’s a lot of interesting new stuff still on the road map, but I don’t want to add those before the game system is able to make them really meaningful.Īlso this is the first update to feature some of the work not entirely made by me. I believe that attention to the detail is what sets Ostriv apart from other city-building games so I’m just refining its stronger points. But instead of going the path of adding “more of the same”, I tried to fit as much as I can into existing buildings, improve what’s already there and fill in the missing parts. I guess when someone says “new content” for a city building game, first that comes into mind is new buildings and production chains. You can get current alpha on the official website: modding support (level editor, building editor).customizable building forms, free-form fields.customizable building colors, ornamentation.more options, customizable key bindings*.more maps with different landscape types.more town hall functionality : advisors, policies, personnel management.worker experience, sharing experience, manager skills.more realistic products consumption*, real demand for food variety*.more believable behaviors, social activities, animations.improved graphics and optimized performance for bigger cities.
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pigs*, sheep, chicks✓, orchards, more crop types.more statistics(production, consumption, trade etc.).improved trading: trade by sea and by river, negotiations, discounts, reputation.Check out the current roadmap to see what’s planned to be added before Ostriv becomes a finished game. The current alpha contains 28 basic buildings, 3 maps, advanced farming with crop rotation and ploughing, organic dirt roads modeling, dynamically changing seasons, basic trading by land and some other things you would expect from a city-building game.Ī lot of things are yet to be done. You can get current alpha directly from the official website: You can watch the development of this masterpiece from afar on Facebook and Twitter or you can join by purchasing an alpha and help by providing your awesome (or, even better, awful) feedback! The goal is to make player’s creations to become alive and believable communities where real-life problems would arise, thus making the late game a new challenge rather than a repetitive chore.
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It allows for truly organic town layouts without the grid and angle restrictions on a three-dimensional landscape. Ostriv aims to raise the bar of city-building experience by adding a huge amount of possibilities and removing annoying limitations.
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