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SneakBox: Languages, books, small talk and learning






In the next update, were adding Languages as the third/4 new type of "meta-object" in the game. Theyll become a key part of unit progression and the growth of civilizations.
Much like cultures, languages will influence opinions, loyalty, and now, learning. Previously, units gained random attributes - such as Warfare, Diplomacy, Intelligence, or Stewardship - simply by aging. With this update, clan members can write books, and others can read them (if they know the language or possess a specific trait). Books will grant experience to readers, making it possible for non-warrior characters to level up(level cap is increased a bit btw) without combat. They can also influence mood and happiness.
Similar to biological traits passed through birth, certain traits can now be shared through books and small talks, adding yet another layer to the civ-simulation. Languages and cultures wont just belong to one species - they can cross borders. Even if a civilization is wiped out, their legacy can survive through their books. And just like cultures and subspecies, languages can be customized using the Language Trait Editor.
Imagine this: An ancient demon kingdom lies in ruins, but their language and culture endure in dusty tomes scattered across the land. If an ordinary mortal dares to read one of these hellish books, they might melt under its sheer power - unless, of course, theyre fireproof (or have a drink nearby). But if someone succeeds? They could revive the demon culture, bringing it into their city. What would happen next? Who knows? Idk? Bonus peeks:





Were aiming to finish work on this update around late Q1 2025 Stay tuned - our next announcement will be absolutely magical.


[ 2024-12-01 18:23:59 CET ] [ Original post ]

SneakBox: Royal Clans and their bloody business!





Heyo! New sneak peeks! Related to clans and their increased importance in the next update!

New Royal Clans UI



Clan trait editor!


The new clan trait editor will affect all members of the clan, allowing you to create unique bloodlines that set them apart from the rest of [strike]ordinary folk[/strike] their species, for better or worse. Some traits will naturally depend on their species, while others will depend on the biome where they are born.

Clans and Cultures


Royal Clans are now more intertwined with cultures. Culture traits will affect succession rules, replacing the old only-primogeniture system where the eldest child automatically became the next ruler. Now, succession laws can vary and even be combined, depending on the cultures specific traits. Some examples:


Clans and ???


Clans will also be closely tied to another upcoming, yet-to-be-revealed mechanic

More Stuff




- Team WorldBox



See previous posts about upcoming update: - SneakBox: Cultures and Subspecies traits, genes, new ui, and some gifs - Families, Genealogy, Graphs - Species, Subspecies, Biomes and you! Check out dev x-twitter for more smaller sneak peeks: - https://x.com/mixamko Our Reddit Community: - https://www.reddit.com/r/worldbox And discord: - https://discord.com/invite/worldbox





[ 2024-10-15 14:54:13 CET ] [ Original post ]

SneakBox: Cultures and Subspecies traits, genes, new ui, and some gifs


Heyo! Here are some sneak peeks at the new stuff. Without giving too much away: Subspecies trait editor:
Cultures are now represented by differently colored rugs. Plus, here's the new trait editor for reworked cultures:
New Unit Window:
Population pyramids for stat nerds:
More Graphs(for same stat nerds):
Gene editor for subspecies. Kinda WIP. More about it later:
Kings and Leaders now participate in claiming new lands:
One of the new powers - clone rain:
RIP PC:
Skilled workers:
Update: about 80% complete Release Date: to be Announced - Team WorldBox Bonus walled off Greg:


[ 2024-08-12 18:37:13 CET ] [ Original post ]

Families, Genealogy, Graphs


Happy holidays, everyone! We hope you're all enjoying and will continue to enjoy great times with your families.


Speaking of families, in our next update, we are adding a family system. Family ties will affect relationships between characters. To give you a brief overview, here are some screenshots(work in progress):
To represent families and their banners, we ended up using picture frames, which you can also customize and change colors. As usual you can also change family name
From the family screen, you can see which family members are currently alive.
You can explore family history and see the ancestral lines associated with it.
And in unit window you will be able to to view generation and the genealogy of your people and animals.
In the subspecies menu, you'll be able to see which families exist in the world that are related to them. Similarly, this applies to the kingdom/city view.
We're also adding an "Interesting Units" tab, where you can discover cool characters. This is especially handy when you're trying to find that last character from a forgotten culture or dead kingdom.
You'll also be able to view stat graphs showing how your people lived with the new Graphs tab. This feature works for every meta object: wars, alliances, kingdoms, cities, cultures, families, clans, subspecies and more!


We also have much more to show, including the main biggest feature! Next year will be huge for WorldBox! And we finally will have most of the big mechanics that tie all simulation parts together! Thank you, everyone, for playing WorldBox and your continued support(and patience!) !


Merry Xmas and happy coming New Year! - Team WorldBox


[ 2023-12-26 15:03:13 CET ] [ Original post ]

Species, Subspecies, Biomes and you!





Rocklands Biome


In this update, we're introducing species and subspecies as one of the new mechanics. Whenever a new creature is created, it will be assigned to a subspecies. Like other meta objects (such as cultures, kingdoms, wars), these can be viewed on the minimap. And you will be able to access their information and customize them.



Subspecies will level up as more units of that subspecies are born. With each level-up, they will acquire genetic-body-related traits based on their population. These traits will have a high chance of being passed on to new offspring. Additionally, the likelihood of traits being influenced by biome-specific food will increase. As a result, biomes could play a significant role in the simulation of evolution of your species in the world. The general UI design has also been refined, though it's still a work in progress. New subspecies window:



Most windows will now feature newly added tabs. One of the major additions is graphs! More details on these will be shared later. More big news is on the way!



Illustrations that created for coming update:
[Download a higher resolution version here]
[Download a higher resolution version here]


[ 2023-12-04 17:00:15 CET ] [ Original post ]

Update Status

Hey there! Just wanted to let you know that progress on the update is coming along nicely! We're super excited about it, and it's going to bring some significant changes to the game. We don't have a release date yet, since we're still working on coding brand new mechanics. But stay tuned - we'll be posting out more sneak peeks on Twitter and Discord as they're ready. You can also expect a more detailed rundown on Steam Community down the line.
In the meantime, check out this cool illustration that gives you a hint into what the update has in store.
[Higher resolution can be downloaded here]


[ 2023-09-21 15:30:51 CET ] [ Original post ]

0.22.9 - Memorybox boatfixes

- changes: war and army target lines are now more smoothly animated - changes: boat transport logic has been improved - changes: only units from the same kingdom can use their boats - changes: boat pathfinding has been improved (less edgy floating around) - fixed: an error that occurs on some devices - "annot generate 9 slice most likely because the size is too big" - fixed: the war arrow sometimes "jumps" to the far corner if the target capital no longer has zones - fixed: the crab burrow animation was broken - fixed: a possible fix for boats dropping units in the middle of the ocean sometimes - possible stability improvements have been made for mobile devices - a few new debug options have also been added which I used for boat improvements


[ 2023-06-22 19:10:07 CET ] [ Original post ]

0.22.8 - Memorybox madfixes

- changes: returned madness to be editable in the trait editor - changes: added a hidden stat for some units that will die if they receive madness, as it breaks their special logic, similar to boats. - fixed: on iOS/Android, the magnet made units "stuck" in one place until provoked if the FPS lock was turned on (confirmation needed) - fixed: madness was a bit broken, and sometimes mad units didn't attack anyone - fixed: attack cooldowns worked incorrectly when zoomed out - fixed: some powers on mobile didn't have tile highlight enabled when used, for example, magnet, diving light - fixed: ice/flame towers could be ignored by other units after save reload - fixed: next age sometimes remained the same when generating new worlds (confirmation needed)


[ 2023-06-18 19:10:39 CET ] [ Original post ]

0.22.7 - Memorybox coldfixes

- fixed: boats are destroyed when you move them over ground using magnet tool - fixed: sometimes some houses turn into abandoned buildings instead of ruins after loading an older save - fixed: power bar time not updating right away after loading game - fixed: bonuses from clan levels were not applied correctly after loading save - fixed: soft crash when trying to load a save that had items from mods - some translations have been updated


[ 2023-06-13 13:15:23 CET ] [ Original post ]

0.22.6 - Memorybooox hooootfixees

- changes: [Mobiles] adjustments for how often low memory warning is called - changes: banner for kingdom nameplate is a bit smaller now - changes: kingdom nameplate is more compact - fixed: another soft crash issue related to kingdom window


[ 2023-06-10 09:36:42 CET ] [ Original post ]

0.22.5 - Memorybox hooootfixees

- added: new option to change border opacity - added: new option to change border brightness - changes: disabled some sounds for now - changes: reduced timeout before the enemy finds a target - changes: changed the 30 fps lock for mobiles from being enabled by default to disabled - fixed: when the unit is in water and frozen - freeze graphics are rendered on top of him - fixed: units don't get damage from lava right away - fixed: projectiles like bullets/fire orbs do not applying damage to the same unit at once - fixed: "diamond border growth" - border growth will look more natural - fixed: loading some older maps - fixed: world population didn't count boats


[ 2023-06-09 18:42:47 CET ] [ Original post ]

0.22.4 - Memorybox hotfixees

- fixed: [PC] game crash, when trying to load older saves that had items from mods saved in it


[ 2023-06-08 07:51:38 CET ] [ Original post ]

0.22.3 - Memorybox hotfixes

- changes: more color sets adjustments based on discord feedbacks. Removed a lot of "gray" colors. Changed to more colorful ones. Decreased opacity on minimap for inside borders - changes: elves won't spawn grass biomes on death. Instead tree could grow from their ashes - changes: adjusted city nameplate to be a bit darker - changes: some translations are updated - fixed: items from fallen foes on city territory were going first to a city. Instead of a person who killed them - fixed: in the fight, units are losing their target after being hit. As a result, doing awkward walk instead of a fight - fixed: soft crash related to docks


[ 2023-06-07 19:18:43 CET ] [ Original post ]

0.22.2 - Memorybox hotfxes

- possible fix for error when disk space is full - fix for capture % being stuck


[ 2023-06-06 11:47:25 CET ] [ Original post ]

0.22.0.19372023 - The Grand NK-86 Memorybox


Hey! New update is live. Our main focus for this was performance and stability improvements. And as bonus we also added some QoL changes. Enjoy! If you are mod user, you can switch to an older version via Steam Library settings to play with your mods, until they get updated. FULL PATCHLOG IS BELOW: #ADDED:

  • Significant code optimizations to enhance performance, resulting in an increase in average FPS. Some testers report 5x-10x improvements on their big maps
  • Major overhaul in the way the game handles memory usage. Playing long sessions should be much more stable
  • New setting - FPS lock to 30fps(primarily made for mobiles). Default on mobile. If you have overheating issues on mobile devices - it's recommended to leave it on
  • New spawn animations for tumor, bioblob, cybercore, and super pumpkin
  • Idle animation for UFO
  • Small and medium lightnings. Usual huge can only be spawned by player
  • More skin variations for some animals for lemon, infernal, and desert biomes
  • More variety to alliance name generator
  • War window will now color numbers based on which party has an advantage
  • 5 new unit skin variations based on culture for humans, dwarves, elves, and orcs
  • 6 new printer powers
  • New discord power
  • Angry faces for kings/leaders when they're in a fight
  • New nameplate for cultures, alliances, cities, capitals, and clans
#CHANGES:
  • Improved dragon animation
  • Updated tornado graphics and animation
  • Improvements to divine light, fireworks, nuke, and smaller explosion animations
  • Updated fireworks tiles
  • Updated infinity coin animation
  • Current supported language will be highlighted in the language selection
  • Balanced unit spawn rates in biomes
  • Screen shake effect adjusted to shake only vertically when explosions happen
  • Energized trait will now spawn only a small lightning bolt
  • Evil mages can spawn medium and small lightnings
  • Clouds will spawn small and medium lightnings
  • Some option buttons for the map generator hidden
  • Tweaked how city zones grow
  • Lightning from mages won't shake the world
  • Increased fertility rates for old units with many children by 40%
  • Units will try to leave or avoid swimming to overfilled tiny islands
  • Acid drops will unfreeze frozen tiles
  • More visible waves effect on water
  • Adjusted icon sizes for trees for minimap
  • Disabling hunger in world laws would disable army limit for cities based on food
  • If a city does not have enough food, it won't affect the max warriors counter
  • Increased bread limit
  • Different names for crystal golem and crystal sword
  • Changed crystal golem name gen
  • Evil staff now has a flame mod
  • Updated some older printer shapes
  • Renamed beasts to mobs for bottom mini world info
  • Removed transparency from nameplates
  • Revamped the color sets for better distinguishability
  • Increased total number of color sets to 88 instead of 83
  • Increased contrast of outside border colors on the minimap
  • Cultures now also use these 88 colors
  • [PC] Can scroll faster through elements/colors in customization tool by holding shift
  • New capital icon
  • Adjusted number animations in ui
  • New army, leader, king minimap icons
  • Leader face of city reflects city's mood
  • Boats minimap icons now has 2 colors of kingdom
  • Shadow for nameplate text
  • mnlth??
#FIXED:
  • Tooltip for map slots not displaying the number of mobs
  • Units sometimes getting stuck in pits, mountains, water pool
  • Kingdoms sometimes showing wrong population
  • Plot events sometimes getting stuck after loading another world
  • Possible issue of random alliance dissolve after a new alliance plot finishes
  • Energized trait not causing lightnings
  • Huge lag when setting ants on fire
  • Broken bees
  • City sometimes losing zone randomly
  • Some language names not in their native scripts
  • Ghost kingdoms that cannot be clicked
  • Some traits that increased the max age of a unit not working correctly
  • Infected trait not giving damage to the carrier
  • Crashes for some Apple devices on save/autosave
  • Building spawn animation sometimes playing wrong
  • Crash caused by city tooltip when the city was destroyed while it was open
  • Map layers sometimes calculated wrong, causing units to get stuck
  • [PC] Delay when switching between saved powers via hotkeys
  • Lag when playing on a world for a long time
  • Rare issue of units getting stuck in chunks during their tiny walks
  • Buildings becoming invisible when moving the camera zoomed out
  • Some status effects (like burning, etc.) rendering behind units
  • Some stats/traits not affecting the formula for max city army
  • City jobs not set until a second after loading the world
  • Adult units sometimes looking like children
  • Farmers not taking wheat to the windmill
  • Garden surprise disaster not triggering
  • War window, alliance window, creature window numbers not counting up
  • Some stats like the amount of infected, beasts, etc. not updated during pause
  • Warriors sometimes getting stuck, if they are separated from bannerman and on a different island
  • Creep sometimes getting "stuck" in hills and stop spreading
  • Dead UFO lowering ground level
#MODDING:
  • Improved debug tools
  • Moved some logic to the new BiomeLibrary
  • Moved some unit color logic to the new ColorSetLibrary
  • Moved some logic into the new CombatActionLibrary (will be used more in the next updates)
  • Moved some logic into the new CitizenJobLibrary (will be used more in the next updates)
Enjoy 0.22.0.19372023!


[ 2023-06-05 08:19:17 CET ] [ Original post ]

0.21.1 - Picking Eggshells Update

The long-awaited patch for MEGABOX is finally out!
This patch should solve the biggest issues from the previous MegaBox patch that was one of the biggest patches in WorldBox history! Enjoy 0.21.1! PATCHLOG IS BELOW: #ADDED:

  • option to adjust the intensity of the night
  • option to adjust the intensity of the color of some ages
#CHANGES:
  • dragons now friendly with fire elementals
  • dragon attacks have now a small force effect with damage
  • added bigger timeout for alliance plot creation
  • removed whoosh sound when map is moved
  • ufo disaster changed to appear only at age of moon
  • dragons will prefer flying to lava or ground tiles
  • added font for simplified chinese
  • added sliders in the settings menu
  • adjusted how kingdoms join alliance. Now small kingdoms would join non connected border alliance, only if they don't have any other kingdoms at their borders. Less alliance border gore
  • opinion because of clans changed from 30 to 40
  • opinion because of different species changed from -20 to -50
  • humans don't like orcs now too(for opinion check)
  • opinion - same species bonus changed from 5 to 15
  • opinion - close borders changed from -50 to -25
  • opinion - far borders changed from 35 to 25
  • clan layer would show only villa clans, not kingdom clan on capital city. Because it was confusing
  • druid and super pumpkins now friends
  • snowman is now friends with many species
  • more hp for crabzilla
  • changed how edges on minimap are shown
#FIXES:
  • crabzilla didn't shake on hit
  • sometimes the crabzilla laser sound kept playing after his death
  • mobs still trying to go broken golden brain
  • sometime AoE attacks didn't resolve correctly
  • flame sword had a lot of armor bonus, instead of damage
  • mad clan members can be chosen to be kings/leaders and would then bug out
  • dead trees and ruins sometimes won't show on mini map as that
  • earthquake removes buildings instead of making ruins
  • sometimes units had negative health and became unkillable
  • sometimes diplomacy didn't work at all on big maps with many clans
  • war lines acting weird on mobiles
  • mini map got dirty
  • some brushes showing in wrong order
  • ghost cities sometimes not removed from the map
  • alliances get dissolved right away. 50% fixed and related to ghost cities bug
  • culture title not translated in tooltip
  • some issues with language translations
  • opinions not aligned to the right for RTL languages
  • opinion of baby king was wrong
  • pt-br language errors
  • venomous trait didn't give poison
  • civs could build farms on snow hills
  • save slot numbers were showing wrong sometimes
  • cities have holes in their borders on load
  • rare soft crash when mad unit with AoE damage attacks itself with projectile weapons
  • dragons didn't damage other units directly and didn't register kills
  • if musicbox ( fmod ) fails to initialize, we'll turn off sounds and music instead of crashing the game
  • small fix that should correctly calculate units targeted by AoE damage
  • game crashing when trying to show a map with a broken preview
  • mobile zoom stuck after crabzilla died while lasers were active
  • crabzilla hiding behind trees before his first step
  • it took ages to damage crabzilla
#MODDING:
  • mods are only loaded into memory if their dll ends with "_memload.dll". E.g. ncms.dll -> ncms_memload.dll. They will keep their original namespace
  • modded games will show a yellow version number on screenshots
  • modded games that have an active error will show a cyan version number on screenshots


[ 2023-03-21 02:49:25 CET ] [ Original post ]

0.21.0 - MegaBox - Major Update!

We are proud to announce the long-awaited release of MEGABOX!
This patch has been many months in the making and combines multiple systems and 7 updates into one. It adds: - Ages - seasons that last for many years and bring disasters or prosperity to the world. From nightfall to madness, theres many surprises included - Alliances - they improves diplomacy by making civilizations unit together against common foes - New Wars - wars now are more detailed. And you will be able to track how long it has been going on, including the death toll, etc - Clans - kingdoms can and will be ruled by bloodlines and families. - Plans and Plots - addition to diplomacy, for making it more transparent whos plotting what - Music - we added new sound engine. Together with music based on what youre watching right now and many new sounds! Overall we have over 550 changes ( and many that we have forgotten ) Enjoy 0.21.0! PATCHLOG IS BELOW: #ADDED:

  • new ages system
  • new bloodline Clans system. Kings and leaders can start new bloodlines, called Clans. It will be used in diplomacy and loyalty systems.
  • - They also have multiple levels that give small bonuses to clan members. Also, every clan would have their own motto
  • new age/eras system! They have different effects. Some of them give bonuses to loyalty, opinions and other stats. Others hurt them.
  • age of dark. The long night could last 200-300 years
  • age of hope. The default era
  • age of sun.
  • age of tears.
  • age of moon.
  • age of chaos.
  • age of wonders. Era of magic, what could happen?
  • age of ice. The long winter where everything freezes
  • age of ash. The era where life is fading slowly
  • age of despair. Cold, dark and full of danger
  • different ages give bonuses to specific biome growths
  • new music/sounds engine with new procedural music system. Music depends on what is currently on screen. It's not yet finished, and some sounds are still missing
  • tons of new sounds for animals
  • sounds for powers
  • sounds for drops
  • sounds for fights
  • sounds in general. Idk, it's a lot
  • at night cursor will exude lights
  • new mechanic - plots. Now before starting wars or rebellions - clan members need to start plots for this action...(finish)
  • new power: spawn ash cloud
  • new power: spawn magic cloud
  • new power: spawn rage cloud
  • new power: show clan zones
  • new power: show clan list
  • new power: show alliance list
  • new power: show alliance zones
  • new power: show war zones
  • new power: show plots
  • new power: show plots icons
  • new power: whisper of war
  • alliances
  • alliance levels. The longer alliance exists, the more bonuses it gives to members
  • alliances level 1. Max warriors +5
  • alliances level 2. Tower limit + 1
  • alliances level 3. Armor bonus to members 10%
  • alliances level 4. Damage bonus to members 10%
  • alliances level 5. Max unit level + 1
  • new war mechanic. More detailed wars
  • now you can see sides of a war, how long war has lasted, how many people died in a war
  • lightning now have light effect at night
  • heatray now have light effect at night
  • hold Shift to spawn multiple units
  • new window for culture logo and color customization
  • more colors for cultures
  • new biome seeds - permafrost. It acts like snow tiles from before, but grows. It's magic biome can't be unfrozen
  • new trait - light lamp
  • new trait - lustful
  • new trait - miracle born. Given to units that spawned by player. Increased fertility rate, and max age
  • new trait - thorns
  • new trait - voices in my head
  • light lamp to crystal golem
  • light lamp to crystal fairy
  • light lamp to crystal transport boats
  • light lamp to crystal trade boats
  • permafrost seeds
  • pause/speed change now in every tab
  • speed x4
  • speed x0.5 - slow mo
  • new status effect rage. It makes unit stronger, but in age of chaos adds a chance for units to unleash their inner demons
  • special disaster for age of despair - snow clouds will turn babies into cold ones
  • you save the current power to a hotkey by selecting the power and then pressing (ctrl+1), (ctrl+2), ... (ctrl+0)
  • you can select a saved power by pressing (1), (2), ... (0)
  • you can clear a saved power by unselecting a power and then pressing (ctrl+1), (ctrl+2), ... (ctrl+0)
  • hotkey powers will be saved through restarts - so if you restart the game the hotkeys will still be set
  • hold Control and use scroll wheel to change game speed
  • hold Alt and use scroll wheel to change current brush and brush size
  • time icon now has current speed in the corner
  • button to hide bottom bar UI
  • view of current status that unit has - in unit inspect window
  • lightning cloud. It's a bit darker than rain cloud, and have lower chance to be spawned
  • lightning clouds will spawn in age of tears
  • snow clouds will spawn in age of nightmares and age of cold
  • ash clouds will spawn in the age of ash.
  • blood clouds will spawn in age of chaos
  • rain clouds will spawn in age of moon in lower amount
  • magic rain clouds will spawn in an age of wonder. They have a chance to give caffeinated, powerup or shield to units
  • new status effect: ash fever. Can be given if unit got inside of a ash clouds
  • new status effect: cough. Can be given if unit got inside of a ash clouds
  • new status effect: enchanted. Increases some stats for some time
  • new trait: moonchild
  • new trait: nightchild
  • new trait: long-liver. Increases max age by 30
  • using rain on biome tiles - would biome spread to nearby soil
  • special months
  • new trait: mega heartbeat
  • new trait: bubble defense
  • animated year bar for the bottom UI
  • animated age bar for the bottom UI
  • vegetation(trees, plants) counter to bottom toolbar
  • in list of cities you will be able to see leader avatar
  • in list of kingdoms you will be able to see king avatar
  • in list of clans you will be able to see king avatar
  • in the unit window - the frame of a unit avatar now would show gold - if the unit is king. Silver if unit if city leader
  • tooltip for unit now shows health bar
  • tooltip for unit stats now have dark background
  • tooltip for unit now shows traits
  • new item: shotgun. Assimilators spawn with it now
  • new food source worms. Cities would get it from soil, if there's no biomes. Something to bite at least
  • new food snow cucumbers. Gathered from permafrost. Can freeze units, or give freeze proof after consumption
  • new food pine cones. Gathered from pine trees in permafrost. Can freeze units, or give freeze proof, tough, strong, regeneration after consumption
  • in the favorited window - the frame of a unit avatar now would show gold - if the unit is king. Silver if unit if city leader
  • in list of cities you can hover over leader/kingdom flag to see more info via tooltip
  • in list of favorite units you can hover over unit avatar to see more info via tooltip
  • in list of kingdoms you can hover over leader/kingdom flag to see more info via tooltip
  • new status: invincible
  • new plots/plans mechanic. Clan members could have plans to start wars, poison their kings, create alliances, etc. But their plans and plots could also be broken when they die
  • kingdom names on map now show banner
  • culture names on map now show their banners
  • clan names on map will show their banners
  • alliances names on map will show their banners
  • in kingdom list window can sort by age
  • in kingdom list window can sort by warriors
  • in kingdom list window can sort by population
  • in kingdom list window can sort by cities
  • in kingdom list window can sort by kingdom
  • in favorite list window can sort by age
  • in favorite list window can sort by kills
  • in favorite list window can sort by level
  • in favorite list window can sort by kingdom
  • in culture list window can sort by age
  • in culture list window can sort by followers
  • in culture list window can sort by level
  • in culture list window can sort by villages
  • in villages list window can sort by age
  • in villages list window can sort by population
  • in villages list window can sort by area
  • in villages list window can sort by army
  • in villages list window can sort by kingdom
  • added tooltip for enabled kingdom zone layer
  • added tooltip for enabled city zone layer
  • added tooltip for enabled village zone layer
  • added tooltip for enabled alliance zone layer
  • added tooltip for enabled culture zone layer
  • added tooltip for inspecting units when you zoomed in
  • added new power toggle - Enable/Disable cursor tooltip for zones when zoomed out in mini map mode
  • added new power toggle - Enable/Disable cursor tooltip for units when zoomed in
  • clicking on the statistics element will open the world statistics window
  • clicking on the time element will open the eras window
  • tab button tooltips now show hotkeys
  • pause button tooltip now shows hotkey
  • hourglass button now shows hotkey
  • brush buttons now shows hotkey
  • some cancel buttons now show hotkey
  • units tooltip shows hotkey for multi spawn
  • hotkey to select culture zones on (Z)
  • hotkey to select alliance zones on (X)
  • hotkey to select kingdom zones on (C)
  • hotkey to select village zones on (V)
  • hotkey to select clan zones on (B)
  • hotkey to quickly start following unit near cursor (F)
  • hotkey to quickly start following unit from inspect window (F)
  • hotkey to switch between demolish and life eraser (Delete / Backspace)
  • can hide UI with ( H ) hotkey now
  • a new window where you can edit the advanced parameters of random world generation templates
  • a new settings window with more options
  • a new setting to enable/disable wind on trees and wobbly buildings
  • a new setting to enable/disable night lights
  • a new setting to enable/disable age particles
  • a new setting to enable/disable normal clouds
  • a new setting to control volume of sounds and music
  • a new setting to change size of windows
  • a new setting to enable/disable map transition effects
  • a new setting to change size of tooltips
  • a new setting to change size of map names
  • templates - random shapes - change the amount of random land added on top of the initial generation
  • templates - cubicle sizes - change the size of the room in the cubicle (only) template
  • templates - noise level - change the scale of the main initial world generation. The bigger the value, the smaller the land masses
  • templates - noise - details - a second pass of generation that refines the edges of tiles
  • templates - noise - bonus - a third pass of generation that refines the edges of tiles
  • templates - random biomes - whether or not the newly generated world will have biomes
  • templates - mountain edges - add mountains to the edges of the world
  • templates - add vegetation - spawn trees and plants
  • templates - add resources - spawn stones, metals, etc
  • templates - add center lake - draw a lake in the center of world
  • templates - add center landmass - draw a land in the center of world
  • templates - add round edges for the whole world. Would smooth edges of your world to make it in circle shape
  • templates - add square edges for the whole world. Would smooth edges of your world to make it in square shape
  • templates - add ring effect - would add a smooth transition near high/low tiles and coastlines
  • hold shift in world templates to increase/decrease step by 5
  • pressing stats in power bar - would open world info window
  • pressing time element in power bar - would open world ages window
  • when unit gets new status effect - he would highlight white
  • a few more darker color sets for kingdoms(alliances and clans as well)
  • fire sprites for tiles that are on fire when zoomed in
  • new loyalty bonus, given if city was just got conquered
  • new loyalty bonus. Given to all cities if kingdom had just conquered a new city
  • new loyalty check, based if leader/king in the same clan
  • new loyalty bonus, based if city is part supreme kingdom in the world
  • new loyalty bonus, based if city is part of second best kingdom in the world
  • new loyalty bonus, based on how long king has ruled the kingdom
  • new sound engine. It's still in the transitional phase and some sounds/music are still missing. Would be in the future update!
  • new disaster - ice ones from dreams
  • new disaster - sudden tired snowman
  • new disaster - garden surprise
  • new disaster - dragon from far lands
  • new disaster - ash bandits
  • new disaster - alien invasion
  • new disaster - biomass monstrosity
  • new disaster - moon horrors
  • new disaster - heatwave. Happens in age of sun
  • smooth animation, when unit changes in size(by powerup for example)
  • unique burned/broken graphics(100+) for all tree variations!
  • you can close the tutorial bear now by pressing (ESC)
  • new trait - whirlwind
  • new secret achievement
  • New language: Belarusian
  • New welcome screen
  • 5 types of fire elementals. They do burn
  • number near save slot
  • new achievement
##Changes:
  • new lightning look
  • new boulder look
  • fire logic and render on mini map. Now it has smooth fade out pixel animation
  • burning status changed from 60 sec to 30 sec
  • balanced some weapons/unit damage, and added damage spread range
  • when zooming in from a mini map and you have borders enabled. The layer will switch to show only border colors. Not inside of .
  • volcano now is animated
  • golden brain now is animated
  • corrupted brain now is animated
  • acid geyser now is animated
  • water geyser now is animated
  • volcano now has nice spawn animation
  • acid geyser now has nice spawn animation
  • water geyser now has nice spawn animation
  • golden brain now has nice spawn animation
  • corrupted brain now has nice spawn animation
  • new mine graphics with idle animation
  • orcs won't attack golden brains anymore
  • golden brain now has new icon
  • corrupted brain now has new icon
  • some previous effects now lit at night
  • when you turn off acid geyser - now it has special animation
  • when you turn off water geyser - now it has special animation
  • when city is captured, captured zones effect would be shown as spreading, instead of random
  • when a city is captured in a war that has multiple allies on the same side. City would be given to a main side of a war, if they are sharing borders
  • spite power now works differently. When you use it on a specific kingdom, that kingdom will start a hateful total war against every other kingdom, which won't stop until only this kingdom is left in the world or you would stop it by using friendship on the kingdom
  • new look for demons
  • new look for cold ones
  • new look for bandits
  • new look for some mini map icons
  • new look for ufo's beam
  • dragons can be now affected by some status effects
  • boats can be now affected by some status effects
  • ufos can be now affected by some status effects
  • friendship power. One drop of friendship now removes kingdom from random war
  • when king dies, the heir to the kingdom will be an oldest member of his clan of his kingdom
  • when leader dies, the heir to the city will be an oldest member of his clan of his kingdom
  • some traits/statuses increase max age of units(note: when unit reaches max age doesn't mean he dies right away. But he have a chance to die from old age. Chance increases the older he gets)
  • city window now shows loyalty
  • culture list element now showing age
  • culture window now has age icon
  • culture window now showing foundation date
  • kingdom window now showing foundation date
  • kingdom window now has age icon
  • kingdom zones moved to text box
  • city window now has age icon
  • city window now showing foundation date
  • city zones moved to text box
  • city names capital icon layout changed
  • all tooltips with stats have background
  • kingdom tooltip would show motto
  • in kingdom menu you can see king avatar, and if you hover over it - see king's stats
  • in kingdom menu you can see culture banner, and if you hover over culture stats
  • in kingdom menu you can hover over capital button, and see it's stats
  • in kingdom menu now a kingdom list button moved to the right side
  • in city menu locate button moved to the right side
  • in city menu added city list button to the right side
  • in city menu you can now see kingdom banner, and if you hover over it - see kingdom stats
  • in city menu you can now see city leader avatar, and if you hover over it, see his stats
  • in city menu you can now see city culture, and if you hover over it - see it's stats
  • in inspect menu you can now see city kingdom banner, and if you hover over it - see kingdom stats
  • in inspect menu you can now see city clan's banner, and if you hover over it - see clan stats
  • in inspect menu you can now see city culture, and if you hover over it - see it's stats
  • in inspect menu you can hover over home city button, and see it's stats
  • in inspect menu favorites button moved to the right side
  • in inspect menu follow button moved to the right side
  • in culture menu added "all cultures" button to the right side
  • in village window now shows buildings representing village tech level and race
  • windows have window titles in the left corner now
  • improvements to kingdom tooltip layout
  • improvements to unit tooltip layout
  • health in unit tooltip now shows color level
  • improvements to layout of ui elements in list windows
  • cursor highlight when drawing a bit stronger
  • when map names and cultures layer are on - it would show culture icon next to names
  • meteorite will now fall from different directions when used
  • chance to die from old age after reaching max age changed from 15% to 13.13%
  • changed how loyalty is calculated
  • changed how opinion is calculated
  • trait super health max age + 100
  • trait energized max age + 7
  • trait plague max age -30
  • trait blessed max age +10
  • trait cursed max age -10
  • trait skin burns max age -5
  • trait tough max age +4
  • trait strong max age +3
  • trait weak max age -6
  • trait regeneration max age 12
  • trait lucky max age +7
  • trait unlucky max age -13
  • trait immune max age +10
  • trait agile max age +3
  • status cough max age -15
  • status ash fever max age -45
  • poisoned damage changed from 1hp to 1% of current health or 1hp ( whichever is higher )
  • increased chance of some traits to be inherited
  • tile creep decay is faster by 10x+
  • somme traits now have fertility rate
  • somme status effect now have fertility rate
  • age now affects the unit's fertility rate(unless the unit is immortal). The closer units to their max expectation age, the less chances for them to have kids
  • added chances to some unique/fun non-birth traits to be inherited, that can be added via trait editor/rain
  • traits in trait editor now separated by categories
  • how babies in civs are born. Added timeout for same unit being a parent
  • one game month now takes 7 seconds, instead of 3 on 1x time
  • when units are babies they would grow at a faster rate now. Every year they could increase their biological age by a few years
  • unit window trait bar - made bigger
  • wheat won't grow at cold and dark ages
  • favorite food line won't show anymore in unit's window, since it duplication of same info in the hunger bar
  • speed icons have different colors now
  • normal clouds won't spawn in age of sun
  • rain clouds will spawn in age of tears
  • rain, lava, lightning, acid clouds can only be huge now
  • rain, lava, lightning, acid clouds are now slower than normal ones
  • snow drops from snow cloud can freeze units
  • orcs now have nightchild trait by default
  • elves now have moonchild trait by default
  • fairies now have moonchild trait by default
  • fires in era of tears will be extinguished fast by itself around the map
  • frozen status effect 7 -> 15 sec
  • range weapons at night will have 50% less range attack radius
  • short sighted trait "range weapons" attack range 0 -> 3
  • eagle eyed trait "range weapons" attack range 0 -> -3
  • super pumpkins now have trait thorns
  • changed ranges of range items
  • sight of units is now 2 chunks, instead of 1
  • favorite unit list will show age of units
  • in favorite unit you can click on whole element to open inspector
  • if king is chosen from non capital city, he will move to the capital
  • enchanted biomes won't give a blessed trait anymore. Instead it has a chance to give enchanted status effects. A bit stronger, but not forever
  • rain/lightning cloud is not a disaster anymore
  • tornado disaster now can only happen in age of tears, ash, chaos, wonders, moon
  • meteorite disaster won't happen now in age of hope and sun
  • earthquake disaster won't happen now in age of hope and sun
  • hellspawn disaster only can happen in age of chaos
  • mad thoughts disaster won't happen in age of hope and wonders
  • greg only in despair
  • disasters chances changed and now fully depends on a world age
  • tornado would spawn only in ages of tears and ash
  • dragons have reduced knockback when hit
  • meteorite won't spawn in age of hope anymore
  • earthquakes won't spawn in age of hope anymore
  • hellspawn only can spawn in age of chaos
  • wild mage won't spawn in age of hope anymore
  • mad thoughts won't happen in age of hope and wonders anymore
  • greg can only spawn at age of nightmares
  • some kingdom colors adjustments
  • some culture colors adjustments
  • some save format change. Kingdoms/Cultures could mess it's age counter
  • tweaks for opinion mod, based on kingdom age
  • wolves now friends with orcs
  • hyenas now friends with orcs
  • UFO armor 0 -> 30
  • UFO health 500 -> 1500
  • gray goo damage to units 50 -> 200
  • some tweaks to grass growth logic
  • item speed modificators lowered
  • assimilators now have bubble defense trait
  • some improvements to dragon AI logic
  • worms now can dive under tiles, not damaging them
  • Moved printers to new AI system
  • Moved dragons to new AI system
  • Moved ants to new AI system
  • Moved worms to new AI system
  • Moved UFOs to new AI system
  • assimilators now have bubble defense trait
  • boats would now sink after a while if their kingdom is no more - and they don't have a dock to return to
  • healing era interval 1 -> 2
  • regeneration 1 -> 3
  • kingdom list window now shows kingdom ages
  • kingdom list window now shows max cities
  • ice would break right away when unit is stepping on it
  • ships won't die in ice anymore, but would break it when move thought it
  • bowling balls now has shadows
  • map icon for leader crown is changed
  • boulders now sink in lava
  • tornadoes throw less water particles now, but still a lot
  • dragons can be favorited now. Star still won't render, but you will see dragon in favorites UI
  • ufos can be favorited now. Star still won't render, but you will see UFO in favorites UI
  • order of templates in new world window is changed
  • loyalty bonus for new city is increased
  • loyalty bonus for new kingdom is increased
  • loyalty bonus for city being nearby capital changed from 15 to 20
  • loyalty difference for cultures changed from 10 to 15
  • units that taken by magnet not fully "frozen" anymore
  • drops spawned from volcano and geysers a bit lower
  • improved lava spreading logic, to make it more even
  • lava would stay longer before turning into rock
  • lava smoke effect is back
  • cities won't try to build new buildings when fight is going on in that city borders
  • many statuses will reset the timer when reapplied - e.g. if you caffeinate a caffeinated unit, the status will stay longer
  • when earthquake happens, it will remove burned tiles
  • EXPERIMENT(!) villages won't lose zones when some buildings are destroyed. Can be changed in debug options for now
  • changed building animation logic, now little scale animations are synced with flow of time speed
  • unit selection effect is improved
  • antimatter bomb effect is improved
  • pressing on the power bar's yellow left/right buttons will scroll the power bar to the left/right
  • crab bombs don't harm crabs any more
  • steam rich presence now localized
  • peaceful trait will be removed, when unit turns into zombie, mush, etc
  • increased amount of lines logged in the console
  • save tooltip will show world's last save date in local culture format
  • zooming in/out buildings/trees animation updated
  • adjusted amount of farmers and soldiers in cities
  • if city doesn't have enough food, it won't have many soldiers
  • can remove good with sponge now
  • snowman will die in age of sun
  • orcs won't attack golden brains anymore
  • village window now shows amount of babies
  • village window now shows amount of adults
  • village window now shows amount of farmers
  • improved logic of how village assign jobs to citizens
  • decreased max age for orcs a bit
  • animation for button for changing map sizes on right click
  • when there is a rebellion, alliance members will now only join the war against the rebels if they have a good opinion of the member. Previously, they would always join regardless of opinion.
#FIXED:
  • zombie trait could be given by parents to their baby together with immunity for it
  • heat value on tile wasn't limited, resulting in a lot of lava sometimes
  • units had walking animation while frozen
  • boats could get infected or poisoned
  • pause button between tabs showing wrong icon sometimes
  • units experience getting duplicated sometimes when firing multiple projectiles
  • sometimes village storage become empty after reload
  • crash when trying to save modded map with 100k units
  • some fixes to debug console
  • world history logs had wrong red color sometimes
  • capture effect on mini map was rendered on top of other effects
  • zooming out sometimes had weird animation
  • units with powerup had weird slash animation
  • ufo not getting experience
  • units have negative health sometime
  • units couldn't get crippled/eyepatch sometime
  • baby could get zombie infection trait from parent 1 and immunity from parent 2 at the same time
  • crash, when you try to inspect unit, but after inspecting him unit gets killed by an arrow a moment later
  • sometimes fire was burned on water for a few moments
  • water drop position offset that spawned from water geyser
  • donut world gen template doesn't look like donut
  • king/leader/boats icons on mini map a bit jumpy
  • sometimes boats didn't count as dead within a kingdom. And the dead kingdom could stay alive forever until the world was loaded again
  • farmers and warriors sometimes keep walking around aimlessly, if their city is destroyed. Not joining some other kingdom's city or trying to create new one
  • cats attacking plague doctors
  • snakes attack cats, but cats doesn't fight back
  • crocodile avatar in unit window is out of bounds
  • dragon avatar in unit window is out of bounds
  • ufo avatar in unit window is out of bounds
  • civs can build on snowy mountains
  • when you switch speed via game ui, sonic speed button was still shown as active
  • clouds doesn't spawn drops if zoomed in
  • soft crash sometimes when rain used on wheat from minimap view
  • sometimes kingdom considered dead, and turns into "ghost" kingdom
  • green babies
  • soft crash if you generate a map, while holding mouse click
  • game crash when android system don't have enough space for save
  • printer unit is not visible
  • baby king/leaders can be given weapons and armor
  • flying heads cases
  • zombie dragon shadow was weirdly green
  • save descriptions didn't allow you to put empty text
  • gray goo sometimes stuck, if you use freeze ray on it
  • after changing name/description of saved world - it won't show in window until next opening
  • snowmen bug that made them actually super powerful
  • too long kingdom, city and unit names will be shortened in tooltips
  • highlighted zones had a small offset that was annoying when you look at it if you manage to notice it
  • kings, leaders, boats, army icons would render big on mini map, when they don't have home city
  • volcanoes and geysers were being destroyed by lightning if they were placed on an ocean tile
  • penguin swim speed
  • drop physics ( e.g. spawned lava by volcanoes ) should be now the same - no matter the game speed
  • tornado shadows did not change with the tornado size
  • units will be now smarter about which beach to swim to
  • killing a dragon while the game was paused, made them hang in the air until the game resumed
  • dragons sometimes had a weird distorted animation when flipping before an attack
  • lava colors were not correct based on their heat level
  • necromancer didn't cast curses correctly
  • zoom was wonky when you scroll to change zoom, but then moved cursor over UI
  • units that are ok with lava will swim to lava
  • some trees stay on tiles without biomes, water
  • sometimes abandoned buildings roofs had color of living buildings
  • crab bombs did not shake the world
  • fairies would fly through lava - killing themselves
  • flying insects would fly through lava - killing themselves
  • fairy that spawns in enchanted biome on high tile had energized trait(only the ones, that player spawns supposed to have that)
  • sometimes console logs would stack and appear unreadable
  • some soft crash related to status effect
  • added support for saving huge worlds without running out of memory
  • mini map was sometimes got dirty
  • optimizations: for enemy check logic
##Modding:
  • A lot of changes to modding. There's not enough space to post all full patch log. Please check on main website/discord.


[ 2023-03-12 14:05:45 CET ] [ Original post ]

New mechanic: Ages!






Hello there! Other big feature of the upcoming update is new Ages System!
In WorldBox, time moves quickly, so adding a day/night cycle or seasonal changes like winter and summer wouldn't make sense. Instead, we've been working on an Ages System that will take your worlds through a series of years, each with its unique impact on the environment and civilizations.




Some Ages will bring harsh conditions and disasters, while others will introduce magic clouds and better environments for your people to thrive in. The mood of kings/leaders will be influenced, leading to more wars or peaceful periods, and population fertility rates and food growth will be affected!




There will be 10 different Ages, each with a unique name and effects: Age of Hope Age of Sun Age of Dark Age of Tears Age of Moon Age of Chaos Age of Wonders Age of Ice Age of Ash Age of Despair




We won't reveal too much about each age just yet, but the names alone should give you an idea of what to expect! We're currently beta testing the update with some players to ensure everything runs smoothly, and we've already fixed a lot of stuff!




This is also our final sneak peek post before release. Get ready for release that will come out very soon! In case you missed it, check out our latest previews of the upcoming update, which we have shared on Twitter/Steam during the development process! Diplomacy: https://steamcommunity.com/games/1206560/announcements/detail/3631627017371418796 Alliances: https://steamcommunity.com/games/1206560/announcements/detail/3631626193502166546 New Wars: https://steamcommunity.com/games/1206560/announcements/detail/3672157322353811983 Clans and Bloodlines: https://steamcommunity.com/games/1206560/announcements/detail/3672156687251117721 Age of Darkness: https://twitter.com/Mixamko/status/1544391783102414848 Ages window preview: https://twitter.com/Mixamko/status/1549416354549477376 Age of Cold: https://twitter.com/Mixamko/status/1554062947185561603 Roses? https://twitter.com/Mixamko/status/1561339139869523973 Swords? https://twitter.com/Mixamko/status/1575249911507046400 Unity of Updog: https://twitter.com/Mixamko/status/1582842869219352577 Tooltips and UI: https://twitter.com/Mixamko/status/1592168092863500289 Debagrys: https://twitter.com/mastef/status/1592475768533450753 (!): https://twitter.com/Mixamko/status/1596536652654346240 Wars: https://twitter.com/Mixamko/status/1600948642038579200 Wars x2: https://twitter.com/Mixamko/status/1601897826065469440 Volcanoes: https://twitter.com/mastef/status/1602912803370983424 More options for map generation: https://twitter.com/Mixamko/status/1607110164506869760


[ 2023-03-02 19:01:15 CET ] [ Original post ]

Diplomacy is changing





One of the major new features of the upcoming update is a brand new diplomacy system, which we're calling "Plans and Plots". This mechanic brings everything together into one connected system, including clans, alliances, rebellions and wars.
Prior to this update, diplomacy was happening behind the scenes, with players only able to see the results of the decisions made by kings and leaders. However, with the new system, royal clan members will first create a plan before making any major moves.
For instance, they might initiate a plan to start a war, form an alliance, or even spark a rebellion. These plans will take time to come to fruition, and players will be able to track their progress as they unfold. And, of course, the fun part is that you will be able to handle it and direct your attention towards a king who intends to wage war against your favorite kingdom. (With life eraser, bombs, or Crabzilla lasers)
There are currently several different types of plots available, including starting a war, creating a treaty, forming/breaking an alliance and inciting rebellion. We have plans(heh) to add even more plot types in the future, but those will come in later updates.
Bonus: New tower animations from Hugo!



Thank you for your ongoing support! While you wait for an update, we have one more post to share. The next one will be about ERAS. Stay tuned!


Alliances: https://steamcommunity.com/games/1206560/announcements/detail/3631626193502166546 New Wars: https://steamcommunity.com/games/1206560/announcements/detail/3672157322353811983 Clans and Bloodlines: https://steamcommunity.com/games/1206560/announcements/detail/3672156687251117721 Age of Darkness: https://twitter.com/Mixamko/status/1544391783102414848 Ages window preview: https://twitter.com/Mixamko/status/1549416354549477376 Age of Cold: https://twitter.com/Mixamko/status/1554062947185561603 Roses? https://twitter.com/Mixamko/status/1561339139869523973 Swords? https://twitter.com/Mixamko/status/1575249911507046400 Unity of Updog: https://twitter.com/Mixamko/status/1582842869219352577 Tooltips and UI: https://twitter.com/Mixamko/status/1592168092863500289 Debagrys: https://twitter.com/mastef/status/1592475768533450753 (!): https://twitter.com/Mixamko/status/1596536652654346240 Wars: https://twitter.com/Mixamko/status/1600948642038579200 Wars x2: https://twitter.com/Mixamko/status/1601897826065469440 Volcanoes: https://twitter.com/mastef/status/1602912803370983424 More options for map generation: https://twitter.com/Mixamko/status/1607110164506869760


[ 2023-02-20 22:10:50 CET ] [ Original post ]

Upcoming new mechanic: Alliances




Other addition to new systems will be Alliances! Alliances offer a way for kingdoms to come together and form non-aggression pacts. By being part of an alliance, population of these kingdoms will receive a boost to their stats and may also build more towers on higher alliance levels.
If one kingdom becomes too dominant, other kings will have a greater chance to form alliances and fight together.
Each alliance will have its own generated banner and color on the map. And to make navigating the all these layers(including cultures, kingdoms, cities and clans) simpler, we have added shortcuts for switching between map layers.
And that's not all! Check out these improved sprites and marvel at the work our artist, Hugo, has done.

Next post will be about reworked Diplomacy, that brings clans, kingdoms, wars and alliances together in one system! Stay tuned!



We have finished implementing new mechanics and are now working on fixing remaining issues. We're getting closer to starting a closed beta, to find final game breaking bugs. Thanks for your support. We can't wait for you to try all the new stuff we have worked on!


In case you missed it, check out our latest previews of the upcoming update, which we have shared on Twitter/Steam during the development process! New Wars: https://steamcommunity.com/games/1206560/announcements/detail/3672157322353811983 Clans and Bloodlines: https://steamcommunity.com/games/1206560/announcements/detail/3672156687251117721 Age of Darkness: https://twitter.com/Mixamko/status/1544391783102414848 Ages window preview: https://twitter.com/Mixamko/status/1549416354549477376 Age of Cold: https://twitter.com/Mixamko/status/1554062947185561603 Roses? https://twitter.com/Mixamko/status/1561339139869523973 Swords? https://twitter.com/Mixamko/status/1575249911507046400 Unity of Updog: https://twitter.com/Mixamko/status/1582842869219352577 Tooltips and UI: https://twitter.com/Mixamko/status/1592168092863500289 Debagrys: https://twitter.com/mastef/status/1592475768533450753 (!): https://twitter.com/Mixamko/status/1596536652654346240 Wars: https://twitter.com/Mixamko/status/1600948642038579200 Wars x2: https://twitter.com/Mixamko/status/1601897826065469440 Volcanoes: https://twitter.com/mastef/status/1602912803370983424 More options for map generation: https://twitter.com/Mixamko/status/1607110164506869760


[ 2023-02-09 17:16:50 CET ] [ Original post ]

Expanded Wars Mechanic




The upcoming update will rework and improve the wars mechanic in WorldBox. The previous friend/foe system will be replaced by a more sophisticated system, where each war will have a unique name and opposing sides. The war will come to an end when the main sides are defeated, or if the conflict is resolved through diplomatic means or player intervention
With the new war system, players will also be able to see more information about the wars, including the number of casualties and its duration.
On the minimap, players can see current wars displayed as lines connecting the opposing sides with icons indicating who is attacking whom.
The update features several war types, including one related to the Spite power. Using the Spite power over a kingdom will now initiate a global war with all other kingdoms on the map, and the war will continue until the targeted kingdom is the only one standing or has been defeated.

Additionally, the update introduces a new power, Whisper of War. With this ability, players can incite a kingdom to wage war against their desired target.





In case you missed it, check out our latest previews of the upcoming update, which we have shared on Twitter/Steam during the development process! Clans and Bloodlines: https://steamcommunity.com/games/1206560/announcements/detail/3672156687251117721 Age of Darkness: https://twitter.com/Mixamko/status/1544391783102414848 Ages window preview: https://twitter.com/Mixamko/status/1549416354549477376 Age of Cold: https://twitter.com/Mixamko/status/1554062947185561603 Roses? https://twitter.com/Mixamko/status/1561339139869523973 Swords? https://twitter.com/Mixamko/status/1575249911507046400 Unity of Updog: https://twitter.com/Mixamko/status/1582842869219352577 Tooltips and UI: https://twitter.com/Mixamko/status/1592168092863500289 Debagrys: https://twitter.com/mastef/status/1592475768533450753 (!): https://twitter.com/Mixamko/status/1596536652654346240 Wars: https://twitter.com/Mixamko/status/1600948642038579200 Wars x2: https://twitter.com/Mixamko/status/1601897826065469440 Volcanoes: https://twitter.com/mastef/status/1602912803370983424 More options for map generation: https://twitter.com/Mixamko/status/1607110164506869760


[ 2023-01-30 13:53:31 CET ] [ Original post ]

Upcoming new mechanic: Clans and Bloodlines




The upcoming update will introduce a new mechanic called clans. Clans are groups of individuals who share a common ancestor, and these bloodlines will play a significant role in the game simulation. The update will also change the way leaders and kings are chosen, as only members of a clan will be eligible for those positions.
This new feature will greatly impact diplomacy and relationships between kingdoms. For example, clans that are closely related to the ruling clan will be more likely to form alliances, while those that are not may be more likely to engage in conflicts. Additionally, the loyalty of cities will also be affected as leaders from the same clan as the king will be more inclined to be loyal to their king.
Another addition to this system is a new map layer, which will allow players to see which clan currently rules and where, giving them a better understanding of the political landscape of the world.


At this time, we do not have a confirmed release date for the upcoming update. The process of balancing the update with new mechanics is taking longer than anticipated, and we want to ensure that new features is thoroughly tested and polished before releasing it to the public. We understand that many players are eagerly awaiting the release of this update and we apologize for the delay. Rest assured, when we are more confident about the release date, we will make an official announcement to keep you informed. We appreciate your patience and understanding.
Meanwhile, here's some other previews from coming update, that we posted on twitter during development in case you missed: Age of Darkness: https://twitter.com/Mixamko/status/1544391783102414848 Ages window preview: https://twitter.com/Mixamko/status/1549416354549477376 Age of Cold: https://twitter.com/Mixamko/status/1554062947185561603 Roses? https://twitter.com/Mixamko/status/1561339139869523973 Swords? https://twitter.com/Mixamko/status/1575249911507046400 Unity of Updog: https://twitter.com/Mixamko/status/1582842869219352577 Tooltips and UI: https://twitter.com/Mixamko/status/1592168092863500289 Debagrys: https://twitter.com/mastef/status/1592475768533450753 (!): https://twitter.com/Mixamko/status/1596536652654346240 Wars: https://twitter.com/Mixamko/status/1600948642038579200 Wars x2: https://twitter.com/Mixamko/status/1601897826065469440 Volcanoes: https://twitter.com/mastef/status/1602912803370983424 More options for map generation: https://twitter.com/Mixamko/status/1607110164506869760


[ 2023-01-20 19:57:43 CET ] [ Original post ]

Happy new 2023 year!


Hey everyone! We've been hard at work on a major update for WorldBox, and it's been going well. The update includes 5-6 new mechanics, as well as improvements to existing ones that we think you'll love. We know it's been a while since our last update, but we think this one will be worth the wait. In addition to the new mechanics, we've also made several behind-the-scenes optimizations and improvements to the code architecture. These will help us make more stable and smooth updates in the future. We want to wish you all a Happy New Year and thank you for your continued support and patience. We can't wait for you to see what we've been working on! Cheers! ... Meanwhile, here's some previews from coming update, the we posted on twitter during development in case you missed: Age of Darkness: https://twitter.com/Mixamko/status/1544391783102414848 Ages window preview: https://twitter.com/Mixamko/status/1549416354549477376 Age of Cold: https://twitter.com/Mixamko/status/1554062947185561603 Roses? https://twitter.com/Mixamko/status/1561339139869523973 Swords? https://twitter.com/Mixamko/status/1575249911507046400 Unity of Updog: https://twitter.com/Mixamko/status/1582842869219352577 Tooltips and UI: https://twitter.com/Mixamko/status/1592168092863500289 Debagrys: https://twitter.com/mastef/status/1592475768533450753 (!): https://twitter.com/Mixamko/status/1596536652654346240 Wars: https://twitter.com/Mixamko/status/1600948642038579200 Wars x2: https://twitter.com/Mixamko/status/1601897826065469440 Volcanoes: https://twitter.com/mastef/status/1602912803370983424 More options for map generation: https://twitter.com/Mixamko/status/1607110164506869760


[ 2023-01-01 11:24:21 CET ] [ Original post ]

Update 0.14.1 - it's raining traits, hallelujah - Now Available!

Hey there!
WorldBox - Update 0.14.1 - it's raining traits, hallelujah - Now Available! Trait Rain Crab Bomb Animation and improvements for Magnet Balancing Legendary items are now highlighted Greg And many fixes For full patch notes history, please check official website here or read below: Heres changelog for 0.14.01 - it's raining traits, hallelujah: - added: radiotraitive rain of 3 types. Select which traits you want to apply for multiple units and drop them. - added: radiotraitive rains. They save their state through sessions - added: crab bomb! it's rave time - added: gamma rain. Pick some traits and make it rain - added: delta rain. Pick some traits and make a train - added: omega rain. Pick some traits and make them train - added: city inventory legendary items would have special outline - added: unit inventory legendary items would have special outline - added: new debug cheat CityUnlimitedZoneRange - added: added separator between fertilizers and minerals in nature tab - added: added Nikon to the special thanks section. Thanks! - added: particles and shake, when unit gets infected with zombie infection - changes: crystal tile graphics are changed - changes: [mobile] golden brain is now free - changes: [mobile] corrupted brain is now free - changes: [mobile] snow cloud is now free - changes: fat trait will increase size of sprite of a unit a bit - changes: agile trait will decrease size of sprite of a unit a bit - changes: made some achievements not hidden - changes: vortex tool won't remove biomes and water - changes: vortex tool won't destroy buildings - changes: tweaked some achievements descriptions - changes: crabzilla moved from other powers to destruction - changes: gray goo moved from other powers to destruction - changes: [Steam] non game hidden achievements descriptions now visible on steam - changes: in kingdoms tab moved toggles to the right - changes: kingdom, cultures, cities list now have a special button background - changes: chance to get infected by zombie on attack 30% -> 50% - changes: culture tech zones tier 2 - max range 1 -> 2 - changes: culture tech zones tier 3 - max range 1 -> 2 - changes: human base city zone range 4 -> 7 - changes: dwarf base city zone range 4 -> 7 - changes: orc base city zone range 3 -> 6 - changes: elf base city zone range 5 -> 8 - changes: human base cities(without king effects) amount 3 -> 5 - changes: orc base cities amount 2 -> 4 - changes: elf base cities amount 1 -> 3 - changes: dwarf base cities amount 1 -> 3 - changes: king bonus for max cities based on stewardship by 50% - changes: when revolt happens, maximum amount of cities that could join revolt changed from 50% -> 33% - changes: when revolt happens, time before next revolt check is longer, the bigger is last revolt was - changes: cheat CityFastZonesGrowth is more smooth - changes: cheat unlimited house is more smooth - changes: tweaks for how it's decided where settlers build new cities - changes: newly spawned civ unit won't run to random place on the map to settle a new city - changes: make starting worlds more random - changes: added some more debug buttons, while worked on settler logic improvements - changes: reworked algo for settlers. They would try to settle a bit further away from their kingdom borders(instead of being aligned), so the new city would take more space - changes: watch tower increases city zone range by 1 now - changes: when city gets conquered - their current army gets disbanded - changes: cities logic for placing new houses would be faster - changes: unlucky trait triggers it's bad event only on older units - changes: only civ immortal units can get evil after a long time. Not immortal sheep and bunnies - changes: evil trait max cities -3 -> -2 - changes: content trait max cities -2 -> 0 - changes: greg is more greggier - changes: Life is a Sim achievement reduced for mobile devices - changes: Magnet: the units will now rotate in magnetic patterns - changes: Magnet: when dropping units, they will be pushed towards the current brush that you have selected - changes: tips now in Welcome window - changes: added some empty window placeholders in some windows - changes: [Steam] Workshop maps are uploaded for friends only by default now - changes: right click on map size will decrease the map size again - changes: civs can settle on sand right now - changes: added island size requirmenet for mineral spawn for at least 20 tiles - fixed: soft crash when you unit with energized trait blows up on landmine - fixed: in trait editor tooltip overlaps icons awkwardly - fixed: danish translation was broken - fixed: sometimes soft error on mobile when receiving gift power - fixed: creating new cities/buildings would be blocked by minerals - fixed: mobs won't spawn in low candy biomes - fixed: cities not getting updated stats after culture gained new tech right away - fixed: cities keep trying to claim diagonal zones and losing them after a bit - fixes: spectate icon would be stuck if the unit you watched would die on its' own - fixes: [mobile] There was a way to adjust time without having the hourglass power unlocked for non-premium players - fixes: found the last hiding santas - fixes: cities getting removed/bugged out if game is paused right after city is created - fixes: sometimes cities don't have visible zones - fixes: kingdom with bad king can have -1 max villages - fixes: magnets will not show units correctly if you zoom in/out from minimap - fixes: kings, boats, generals, etc won't show up on minimap at their old position if you're dragging them with the magnet - fixes: boats that were dropped with magnet and have an unreachable dock, won't be just stuck forever in one place - fixed: inspiration drops showed fire, instead of inspiration - fixes: if infinity coin removed unit inside a house - his death didn't count - fixes: 18 years babies running around - fixes: when using madness on army bannerman he still stays bannerman - fixes: campfire having wrong map icon - fixes: silver/iron weapon sprites are switched - fixes: worm not removing biomes - fixes: sometimes unit won't heal fully after level up with specific traits Enjoy! Missed the earlier updates?


[ 2022-06-17 16:08:23 CET ] [ Original post ]

0.14.1 - Status Update

Heyo! Hope everyone is enjoying the 0.14 update. Meanwhile, we are already working on 0.14.1! It will have some tweaks and additional fun stuff. In case you missed the latest announcement with patch logs - check it out [here]
Also we recommend to watch this FUN video with first impressions of 0.14 - if you havent played it yourself yet: [previewyoutube=iiJsfy4e1P8;full][/previewyoutube] Cheers!


[ 2022-05-27 23:02:00 CET ] [ Original post ]

0.14.0 - Update 0.14.0 - EverythingBox - Now Available!

Hey there!
WorldBox - Update 0.14.0 - everythingbox - Now Available! Trait Editor New World Laws New World Generator Kingdom Customization Improved Wars Food Effects New Resources New Traits New biomes New mobs Steam Achievements More new Achievements New Options for Mini Map Improved AI A lot of fixes and changes!
For full patch notes history, please check official website here or read below:
Heres changelog for 0.14.0: Additions: - trait editor: Explore different units to unlock new traits! Click on traits to unlock them in the editor - trait editor: Add or remove unlocked traits to any character - trait editor: Some traits are unlocked after getting a special achievement! - movement wind animation effect for trees and and fleshy buildings - new item generator. Now items can have a lot of different graded modificators instead of previous 2(suffix+prefix). Items from old saves could suck now tho, sry - new world law - enable/disable minerals popping - new world law - enable/disable population growth for civs - new world law - enable/disable population growth for animals - new world law - enable/disable tumor/pumpkin/bioblob/cybercore tiles being removed after base building is dead - new world law - population limit of 100 - new world law - enable/disable making warriors for civs - new world law - seeds - trees and plants will spread seeds, growing more trees and plants around them - resource mechanic changed. High rank metals not abstract anymore, but an actual resource that needs to be mined - new mineral - adamantine - new mineral - mythril - new mineral - silver - new mineral - gems - new mineral - common metals - new mineral - bone mineral. Spawned in corrupted biome - new resource - herbs. Civs collect it for food - new resource - candy. Can be found in candy biome. Restores a lot of health - new resource - lemons. Can be found in lemon biome - new resource - evil beets. In corrupted biome - new resource - mushrooms. In multiple biomes - new resource - peppers. In infernal biome - new resource - crystal salt. In crystal biome - new resource - bananas. In jungle biome - new resource - coconuts. In normal sand - new resource - desert berries. In arcane deserts - drinking tea can give caffeinated status - eating crystal salts can give caffeinated status - eating crystal salts can give madness/strong minded traits - eating peppers can set unit on fire - eating peppers can give unit fire proof trait - eating mushrooms can give unit madness, strong minded, paranoid and/or content traits. Also powerup status - eating evil beets can give unit pyromaniac and/or evil traits - eating pie can give unit fat trait - eating pie can give unit slowness status - eating burger can give unit fat trait - eating burger can give unit slowness status - eating Desert Berries can give unit poison and slow traits - eating Desert Berries can give unit poison immunity - drinking ale can give slowness status - eating coconut can give shield status - eating candy can give tiny, giant, bloodlust and fat traits - eating lemons can give eagle eye, regeneration traits - eating banana can give unlucky trait - eating meat can give tough and strong traits - eating fish can give tough and strong traits - eating jam can give regeneration trait - eating sushi can give fast trait - legendary weapons/items now have special and unique generated names - legendary weapons/items will appear shiny in the tooltip, weee - legendary weapons/items can now include king names - legendary weapons/items can now include kingdoms - legendary weapons/items can now include kingdom's enemies - legendary weapons/items can now include kingdom's culture of weaponsmith - legendary weapons/items can now include city name where they were made - weapons would remember how many units they have slayed - if unit dies on territory of a village, his inventory/equipment would go to this village's inventory - new knowledge - equipment storage 1/2/3 - danger logic to city zones. If there's an enemy on a city territory - the local army/warriors would go there - kingdom customization: Press the kingdom banner in the village/kingdom window to do it - kingdom customization: You can change the banner designs of kingdoms now - kingdom customization: You can change the colors of kingdoms now - kingdom and village windows now have 2 race icons on top, to show which race they align with - new biome - Arcane Desert. Units walk slowly in the desert (duh) - new biome - Lemon biome. It's a very ACCEPTABLE biome - new biome - Candy biome. The most evil biome - new biome - Crystal biome. It's very shiny - new vegetation - desert plants and desert trees - new vegetation - crystal plants and trees. Plants and trees give out a lot of minerals and don't burn - new vegetation - candy plants - give candy resource - new power - Arcane Desert Seeds. Magic seeds that keep turning into smooth golden desert sand, and then eventually fill the vast lands into Arcane Desert. - new power - enable/disable showing battles on the mini map - new power - enable/disable showing civ armies on the mini map (decoupled from king/leader button) - new power - enable/disable showing civ armies' attack target arrows - new tool spade - removes biome tiles only. - 3 new culture knowledges - that increase zone range for villages - 3 new culture knowledges - that increase max equipment storages for villages - biomes can now grow through 1-sized roads - [PC] with kingdom overlay on - when you mouse over a kingdom, you would also see enemy kingdoms highlighted with red color - [PC] Steam achievements! - [PC] Steam will show now how you're playing WorldBox in your Steam status - New achievements: -- starter -- islander -- mainlander -- life is a sim -- the dwarf -- the creator -- the king of kings -- the accomplished -- the demon -- the broken -- planet of apes -- super mushroom -- the princess -- greg -- ninja turtle -- the corrupted trees -- the hell -- world war -- great plague -- touch the grass -- god mode -- traits explorer -- great traits explorer -- great traits explorer -- super traits explorer -- the light -- the sky -- the land -- the sun -- the moon -- the living -- the rest day - health bar in spectate mode - pause or speed up the game in spectate mode - animations in detail windows - make the numbers go brrrr - animations in health bars - click click click - X effect when trying to spawn bush where not possible - X effect when trying to use fertilizer where it's not possible - deposit with bones will spawn in corrupted biome - new trait: death nuke. Unlocked via achievement - new trait: death bomb. Unlocked via achievement - new trait: death mark. Unlocked via achievement - new trait: super health. Unlocked via achievement - new trait: shiny. Makes shiny - new trait: flesh eater. Restores health when attacking - new trait: divine scar - smaller windmills ( windmills are tiered now ) - when you have kingdoms enabled and show kingdom names - race icon would be shown next to kingdom name text - sparkle effect for some minerals - [pc modding] some unifications, and work of asset manager for the future official mod support. Ask in chat - [pc modding] added SpriteTextureLoader for texture loading from Streaming Assets for the future. But can be used atm as well - [pc modding] refactored map icons code into MapIconLibrary which should be simple to use - [pc modding] moved world behaviors into WorldBehaviourLibrary - trees and plants now spread from other vegetations - increased chance for trees to spawn on zones without civ buildings - [PC] when you mouse over kingdom with enabled kings/ships icons with enabled Kingdom zones - the icons would be bigger by 300% - [PC] when you mouse over village with enabled kings/ships icons with enabled Village zones - the icons would be bigger by 300% - civ icons on mini map will adapt to zoom, to be more clear - trade boat icon will be a bit smaller on mini map - separate icon for boats for mini map - army banner on mini map now has two kingdom colors - fishing docks that allows to build fish boats right away - new border indicator for cities that are getting conquered - new effect for showing enemies of a kingdom - a chance that on units with unlucky trait meteorites would fall. Disasters need to be enabled for this - meteorite has a chance to spawn adamantine mineral where it landed - you will be able to see what a unit just ate if you zoom in - units won't eat if in battle - when windmill is destroyed - city would lose all the wheat - [PC] added icon of selected power near cursor - [PC] added animation for when cursor is over history HUD - new world generator templates: -- continent - big landmass -- islands - many smaller islands -- donut - land with a lake in the middle -- muffin - circled world -- pancake - square world -- dormant volcano - square land without biomes -- bad apple - mountain with lands inside -- anthill - tunnels inside mountain -- chaos pearl - fantasy round world with many biomes -- chaos lasagna - fantasy square world with many biomes -- cheese - world with many lakes -- world in a box - GET IT? -- boring plains - unless...? -- checkerboard - chessbox time -- cubicles - Become an evil overbosslord -- empty - - city will automatically produce low amount of biome specific food for easier start based on where bonfire is placed - hall will automatically produce low amount of biome specific food as second bonus - new mob - lemon man - new mob - lemon boi - new mob - candy man - new mob - candy bear - new mob - crystal golem - new mob - crystal sword - color fade out effect for border zones, when you zoom in - weapons would show amount of kills - improvements to name generators - new debug window. Made it look nicer and more handy to use - new debug window. Also added more fun options there and "cheats" that we are using in development for civilization logic - new debug window. Main point of it is still to be used for testing and partly can be used for modders to work with their mods - new debug window. The debug options make the game play not as intended and probably will bring some non related bugs and break the balance(haha, balance...sure). Beware! Below short descriptions of a few of them - New debug cheats/options: -- fast cultures. Cultures get on last level in a seconds -- infinity city resources. Gotta have it all -- fast city construction. Have big city to appear in whim -- fast city zone growth. All your lands belong to us. -- fast city fast upgrades. Done and done -- fast city fast population growth. Babies go -- fast city unlimited houses. For people, who still want to see the whole world to be in small houses -- fast units. Gotta go very fast -- when you hover over a unit - you will see where it is going -- show which city kingdom wants to attack -- show which zone kingdom wish to settle -- add more info to city/kingdom map title -- show what resources units currently holding -- show units favorite foods on the map -- text overlay for units/buildings. Shows some useful info about everything -- text overlay for cities. Shows what city wants to build next, etc -- show various targets for AI logic. Where they want to go, who they want to attack -- various tile/zones indicators. That shows city centers, farm places, danger zones for cities -- show zones on mini map which have people that are infected with mush -- show zones on mini map which have people that are infected with plague -- show zones on mini map which have people that are infected with curse -- show zones on mini map which have people that are infected with zombie virus ### Changes: - credits are updated - some game text/translations changed - elf base damage 15 -> 8 - dwarf base max age 110 -> 130 - dwarf base armor 4 -> 8 - druid won't spawn grass biome seeds anymore - druid will spawn tree fertilizer - effect for selected kingdom is not full white anymore - "succession crisis" won't happen if kingdom is under max city limit - the more cities go independent - the less chances for the next city to join it - updated logo in the game with a brighter steam version - [android/ios] updated launch icon - world law - auto spawn trees renamed to random seeds - trees can be spawned on vegetation now. Before if plants grew anywhere, trees had trouble spawning - decreased vegetation growth timeout - jungle trees could give bananas - infernal plants would give peppers - corrupted biome have evil beets - savanna plants would give wheat and herbs - default map generator changed to generate huge continent instead of many small islands - overhauled the new world window! it has now templates you can pick from - map sizes in new world menu now show size number and icon - biomes won't generate per island anymore, instead they could take parts of the world - rewritten village logic for build order, for easier balancing, future mod support, etc - civ races have a bit different build order now - watch towers will only be able to be built near borders if there are no other buildings nearby - mines will only be able to be built if there are no other buildings nearby - windmills will only be able to be built if there are no other buildings nearby - farmers will sow farm fields close to windmills now - harvested wheat will give 1 wheat per plant now - amount of placed farm fields increased by 66% - houses can only be built near other buildings - the amount of zones the city can have won't depend on the amount of buildings the city has anymore. Only on civ/culture/unit stats - amount of houses village can build would depend on amount of zones village has - amount of buildings village has doesn't affect max amount of zones village can have - new village window layout. Now with tabs - village windows now shows the kingdom's banner - added kingdom/village icon to banner element - can see which items currently in village inventory - city now has item equipment inventory, instead of keeping 1 of each kind. Storage increased based on new culture tech - building shadows now generated and should look better - added max 3 limit to miners who goes into mine - minerals can be spawned by brush again - minerals not infinite again and will be depleted - minerals can randomly pop in the world depending on biome - mine mechanic - when miners use mine, instead of giving resources to the city right away - minerals would spawn nearby mine instead. Mineral is based on biome where mine is placed - miner trait - gives better mineral spawn chance. YO DWARVES - corruption biome giving curse changed from 5% to 0.5% chance - generated initial kingdom color would be more random, instead of always starting from same ones - kingdom color themes won't depend on civ races anymore - adjusted some kingdom colors themes - roof colors and city title colors are now the same - boats won't have short stops while moving anymore - weapons/armor/accessories not require gold anymore - copper equipment now cost 1 metal to produce - bronze equipment now cost 2 metals to produce - iron equipment now cost 3 metals to produce - silver equipment now cost 1 silver to produce - mythril equipment now cost 1 mythril to produce - adamantine equipment now cost 1 adamantine to produce - ores removed. Metals are instead created right away from the metals mineral - metals renamed to common metals. They now include bronze, copper, iron - tweaks to bannermans logic. They would move more towards the enemy's territory if there's no enemy nearby - new warriors won't try to join an army that not in village, resulting in warriors run 1 by 1 to bannerman. - army would stop going to their target to fight, if the city is not an enemy anymore - swamp revamp: reswamp. Swamp acts like normal ground, instead of liquid. Civs can make villages there now. But it slows units down - swamp biome can be generated in new world - swamp biome can spread now - sickle would remove only plants and other vegetation now. Biome tile removal moved to spade tool - farm field tiles can be removed with demolish and spade tool now - farm fields would "die off" slowly when not near windmills - [PC] zones won't highlight on mini map, if they are behind UI where cursor is - increased rate of acid blobs spawn - removed maximum amount of zones limit per city/stats - instead, the city has a maximum zone range from the center of the city. Range is increased based on buildings/traits/culture/leaders - humans base zone range set to 3 - orcs base zone range set to 4 - elves base zone range set to 5 - dwarves base zone range set to 4 - statue would give +1 zone range - maximum amount of livable houses village can have, now depends on zones and other building bonuses - well gives +3 houses - statue gives +3 houses - docks give +1 house - temple gives +2 houses - hall gives +2 houses - bonfire gives +3 houses - increased amount of wood given from trees - decreased limits for max storage for resources - +1 zone range per 1 stewardship from city leader - hall tier 1 doesn't require a knowledge anymore - windmill tile width changed from 5 to 3 - shadows optimizations - shadows now enabled for mobile platforms by default - wheat crops would grow if you drop plant fertilizer on farmfields - succession crisis after king's death only would happen, if kingdom has more cities than the maximum it can support - bannerman would be colored with the main(roof color) kingdom color now - king/leader/boat color would use the main kingdom(roof color) color now - group leader would seek to destroy towers, to be able to start a conquest of a city - units won't join the active army, if the army is already somewhere else. Instead they would stay in the village until the next battle/defending - group leader would move slower, so his army could keep up with him, instead of being a leeroy jenkins - armies attack only if they have at least 80% of max units - if a city is under attack - even if capture not happened yet, because there's an army from another town - it won't be able to replenish soldiers - if king is immortal, and lived very long - he will become corrupted and his personality would change to militarist - if king is immortal, and lived very long - he can become evil - trait evil max cities 0 -> -3 - instead of kingdom sending all armies to one target, the decision would be made by village leaders - city won't revolt if their army is already fighting somewhere - city won't revolt if they don't have an army - trait tough changed armor 2% -> 10% - trait tough changed warfare 0 -> 1 - trait skin burns changed diplomacy -1 -> -2 - trait skin burns changed warfare 0 -> 2 - trait eyepatch changed warfare 0 -> -1 - trait crippled changed diplomacy -1 -> -3 - trait evil changed warfare 0 -> 10 - fish boat changed health 500 -> 100 - side buttons in kingdom view now have a tooltip - side buttons in creature view now have a tooltip - tier 2 and 3 house knowledge cost decreased by 60-70% - when revolt happens - only neighbor villages can join the new revolted kingdom. Less rebelled border gore - rebellions only happen if the kingdom has more cities than it can hold! - opinion far lands (when no aligned borders) opinion increases 25->35. If same island 35->60 - genius trait increases max cities by 1 - genius trait increases zone range by 1 - paranoid trait decreases max cities by 1 - ambitious trait increases max cities by 2 - ambitious trait increases zone range by 1 - auto save button moved to top in save slots, to be more visible - animals won't eat tiles themselves anymore, instead they will eat plants and herbs that grow on them - animals will make babies only if not hungry - animals will spawn a bit hungry - herbivore animals get less hungry ( restore more "hunger" ) after eating - updated icon for shovel - sushi now requires herbs in addition to fish - jam now requires herbs in addition to berries - burgers now require meat, bread and herbs instead of meat and wheat - tea now requires herbs, instead of wheat - berry bush has a chance to be destroyed after units collect berries - berry bush can has a chance to spawn in some biomes - [Mobile] first autosave can be used without premium - when using spawn berry bush power - bushes will spawn without a limit in the area - decreased "strength" of enchanted biome compared to other "neutral" ones - village capture speed is now affected by game speed as well - farmers won't stay near "doors" when return wheat to storages - amount of farmers city will have changed - farmers would stay near windmill and farms instead of keep switching jobs - adjusted numbers for kingdom view to make them same sizes - increased wheat growth time - ambitious trait max cities 2 -> 5 - bloodlust trait max cities 0 -> 3 - pacifist trait max cities 0 -> 2 - genius trait max cities 1 -> 3 - greedy trait max cities 0 -> 2 - stupid trait max cities 0 -> -3 - content trait max cities 0 -> -2 - in battle units won't always attack the closest unit to them - units will be a bit more smart about not getting into fires - tornado won't be removing liquid, to avoid recalculating chunks - for new players city/kingdom names, kings, battles and history logs will be turned on by default - meteorite damage increased from 100 -> 1000 - disaster meteorite damage increased from 100 -> 500 - meteorite won't terraform base tiles - orcs will attack beehives now - roads will decay for civs that don't use roads - kings and leaders won't be farming and mining - units can become warriors even without weapons - lowered timeout for making a warrior - for rebellions - amount of newly rebelled cities can't be bigger than half of cities kingdom had - trait - miner have a chance to get more amount of resources from minerals - world shake effect because of bombermans happens only if explosion was in visible area ( and zoomed in ) - if king has evil or bloodlust trait they will never go for peace if they have a bigger army - if enemy kingdom doesn't have a king - a peace deal won't happen - a peace event won't be possible while an army is fighting in an enemy city - disasters laws now ON by default for new maps - [PC] tweaked timeout for opening inspection window when you scroll the map. To prevent accidental window opening - non unlocked achievement button is changed - locked icon for powers on mobiles are changed - santa time is over - Added more world name variations - world info window will show world names again - how settle targets are calculated - how many people city should have, before they send out settlers 30 -> 22 - some other changes to settlers logic to avoid sending them when don't need it - wars less likely start on beginning of a world, when civs don't progressed yet and there's still a lot of space to build around - make drops to be affected by game speed - army bannerman would move a bit slower, than other units for them to catch up - armies will move more packed nearby bannerman. Instead of bannerman going to fight first - if current tile region is too small near bannerman group, army would be more spread on other regions - drawing with sand/soil won't destroy buildings - using finger tool won't destroy buildings if you copy ground tiles - docks still will be removed if you "put" ground under them - unit's get hungry faster while in battle - grenades, bombs, asteroids won't remove city zones (unless they destroy buildigns there) - crabzilla won't destroy tiles fully - exploding crabzilla won't create wasteland - exploding crabzilla will spawn greater crabs - random vegetation won't remove ruins - using fertilizer for trees/plants won't remove ruins - dropping minerals won't remove ruins - [PC] Improvements to Discord status messages - water bomb had mountain color on minimap - landmine color now reddish on minimap - mush can be killed now by divine light. Mushrooms dont like bright light anyways (c) LukXD99/HardDuckman - improved support for wide screens - in portrait view on mobiles you will be able to see more, before the game switches to minimap - civs won't build on ice anymore - improved readability of tooltip texts - color changes in tooltips - Nicer favorite unit view - Show placeholder if we're showing favorite window without any units - Show placeholder if we're showing history log without any history - updated steam icon - Slight design improvements in kingdom city list - You can now go to the patchlog when reading the patchlog Fixes: - difference between visible renderered objects before minimap switch for mobiles - movement speed was limited by one tile range on higher speeds, as a result very fast units still moved with about the same speed in 5x/sonic speed. This has been fixed and this is huge game changing fix - sometimes builders go to build roads for other civ - [PC] sometimes clicking on power tabs on the bottom can open kingdom/city/cultures view on mini map - [PC] sometimes clicking on power tabs on the bottom can open unit view if he was behind a button - [PC] Steam cloud not syncing settings correctly - burned tiles stay for too long. Now they would decay much faster - dogs die from hunger - animals don't eat flowers - civs only eat food that is highest in supply - weird sand lines generated on bigger maps - humans stuck in a place sometimes after they see monke - shake effect for buildings didn't work - non killable archer from the boat. FINALLY FOUND YOU - [Android] sometimes saving names didn't work on Android - camera movement wasn't synced with cursor logic, as result sometime hover blinking would happen - save window tooltip shows mobs 2 times - warriors/armies/group-leaders - after a fight could reset their jobs, and return to their village. Resulting in bad behavior and "weird" conquest, where everyone just walk over and back, over and back - sometimes villages getting "stuck" in early progression and stop building - sometimes army leaders got confused, when the zone they wanted to attack didn't belong to any city anymore once the army arrived there. So they were just chilling in one place while war is happening - living houses were sometimes pink - after loading sometimes units "swim" nearby their transport boat - game started lagging after long time of playing - some crash reasons - relationships tool showed village names, instead of kingdom names - lava2 and lava3 had colors switched on mini map - tween errors spam in console - culture techs that increased how many resources were given wasn't applied correctly - sometimes the world where all kings had diplomatic personalities was "stuck" in eternal peace. Because the chance of war was less than 0 - [PC] achievement buttons blocking scrolling in their window - [PC] world laws buttons blocking scrolling in their window - bees make the game lag when going over mountain tiles - [PC] avoid bringing tooltip while window is closing - ufo not damaging buildings - save creation time showing wrong date - city center calculated wrong after bonfire destruction - (pathfinding/ai logic) sometimes connections between regions not calculated correctly, as a result - ai was doing weird things - sometimes the city wanted to colonize unreachable terrain. Like when there's a land inside a mountain - wheat wasn't rendered correctly in hand sometime - soft crash when crabzilla got healed by fairy while crabzilla is dying - units were shown holding resources when they didn't - city set target for other city even when it was not possible. For example, blocked by mountains, lava, double water lines, etc - snakes attacking elves - cities trying to send units to friendly cities blocked by mountains - armies sometime decide to chill somewhere, and do anything for years - unit/boat map icons didn't had z sort for them - game lagging when units were being shoved into mountains during fights - kingdom relationship history kept resetting, and timings were off sometimes - effect for fire on unit not animated when unit died - funeral boats: if a unit died from age/hunger inside a boat, his body stayed forever inside that boat. Eventually the boat had 1000 of bodies and counting - soft crash because of the dragon sometimes - some icons had wrong compression applied, ruining the colors - sometime units would target enemies that were not possible for them to see or attack - amount of boats kept increasing in one dock as the world progressed (when one dock is destroyed, ship joined another friendly one) because boat check limit was not actually used all this time - error because of a plague - poison immunity didn't work - some kingdom relationships had a bug and would count the age wrong - kingdoms button had the wrong description - sometimes cities got stuck and did not build anything, because they thought there's a fire nearby (spoiler: there wasn't) - unit selection effect was working behind menus - tween error spam on map reload - mobs were attracted to ruined golden brain after game loading - butterflies and flies dying over mountains - mountain damage gave exp to unit - divine light didn't affect poppoints (idle units inside houses) - crabzilla could be infected by plague causing soft crash - some buttons showed tooltip on tap, that wer not supposed to show one - sometimes pre-calculation for pathfinding/regions found wrong connections. Changed hashset formula - sometimes units in inspector were showing wrong weapons - bug with docks/boats textures - mountain tiles not aligned correctly with other ones - [mobile] saves from autosave menu didn't show titles - [mobile] crabzilla joystick was stuck if crabzilla died while using the joystick Other/optimizations: - map loading times - world/mini map switch effect - island/pathfinding pre-calculations - some sprites - unit effects - mini map rendering - farmers/farm tiles - name generation - buildings Enjoy!
Missed the earlier updates?


[ 2022-05-25 17:57:11 CET ] [ Original post ]

Status of a major update - 0.14


Hey! We started a closed beta of a major update 0.14 to find the last bugs. Update is pretty close and will be released shortly! Thanks for waiting! ... Meanwhile, here's some previews from coming update, the we posted during development: Lemon Biome: https://twitter.com/Mixamko/status/1522810814880747520 World Map improvements: https://twitter.com/Mixamko/status/1522118983054508033 World Map improvements 2: https://twitter.com/Mixamko/status/1520874032882716672 Windmill and farms + new biome: https://twitter.com/Mixamko/status/1520548119720693761 New animations: https://twitter.com/Mixamko/status/1519425367664115718 New world generator templates: https://twitter.com/Mixamko/status/1517505678620962825 Kingdom Customization: https://twitter.com/Mixamko/status/1512792610250891270 New generated maps: https://twitter.com/Mixamko/status/1509485305652563970 New Item modifier system: https://twitter.com/Mixamko/status/1507387606719467531


[ 2022-05-13 13:17:13 CET ] [ Original post ]

Short Notice about next content update

Due to current world events the update 0.14 is delayed. Sorry for the inconvenience. We have friends, families and deep roots in both areas and are hoping for longlasting peace as soon as possible. Stay safe


[ 2022-03-06 15:51:09 CET ] [ Original post ]

0.13.10 - Performance go brrr

With 0.13.10 there will be some memory improvements for longer games, and it also includes patches 0.13.8 and 0.13.9 which came with some smaller quality of life changes like the map loader and so on! Enjoy WorldBox!

0.13.10


  • changes: If a game error happens, the console will pop up
  • fixes: Clean up unsuccessful autosaves
  • fixes: Achievement popup would show lower and smaller than needed
  • fixes: Performance improvements for longer games
  • fixes: Some stability fixes

0.13.9


  • fixes: Some stability fixes

0.13.8


  • changes: New map loader! It will make the sheep go round and round brrr
  • changes: Smaller console font size
  • fixes: Some save slots showed up as existing, although there was no map inside
  • fixes: Some people could not get any ads
  • fixes: Some iOS devices had freezes
  • fixes: Soft crash when checking kingdom relations
  • fixes: Some freezes here and there
Missed the earlier updates?


[ 2022-02-07 08:42:37 CET ] [ Original post ]

0.13.6 & 0.13.7 - Smol patches

Some smaller quality of life changes! Enjoy WorldBox!

0.13.7


  • fixes: Potential issue when trying to spectate a dead unit from history log
  • fixes: Old save files with cultures that don't exist, could cause issues
  • fixes: Grass growth could cause some soft crash
  • fixes: Some older save files could cause an issue when trying to preview it
  • fixes: Stability fixes

0.13.6


  • fixes: Errors when trying to load maps sometimes
  • fixes: Samsung S-Pens should work now!
  • some performance updates
  • some stability improvements for mobile version
Missed the earlier updates?


[ 2022-01-18 18:49:28 CET ] [ Original post ]

0.13.5 - Landmines!

The last update of the year! In this tiny patch we fix how landmines behave - as units could just run over them as if there was nothing. Also other smaller stability and performance improvements! Enjoy the New Year!

0.13.5


  • fixes: Landmines had too low chances of blowing up
  • fixes: errors when trying to load autosave sometimes
  • fixes: Smol Crabzilla fixes
  • some performance updates
  • some stability improvements for mobile version
Missed the earlier updates?


[ 2021-12-31 10:07:27 CET ] [ Original post ]

0.13.3 & 0.13.4 - Smol things here and there

The game has received 2 smaller patches that has overall improvements. Mainly the language window has been overworked, and also the way the game language is decided. It will stop from falling back to english, in case you didn't change the game language in your Steam properties.

0.13.4


  • changes: Changed language window
  • changes: Changed feedback window
  • fixes: [Steam] Language preference will not change back to English if you changed it in-game
  • fixes: Power bar resizer now available in mobile version as well!
  • fixes: Fixes random disappearing lock icons
  • fixes: Fixed possible autosaves issue
  • some performance updates
  • some stability updates

0.13.3


  • fixes: Fixes for ad powers and unlockable save slots
  • updated languages
Missed the earlier updates?


[ 2021-12-28 05:00:39 CET ] [ Original post ]

0.13.2 - Autosaves and languages

The game has received another small patch focused on the Steam version. It should help with a few stability issues. It will limit the amount of auto-saves per map - this will ensure that there aren't 30 auto-saves of the latest world that you played. Instead every world will have a max. of 5 auto saves. Also you can now select the language in the properties of the game in Steam! ( Before that, it only worked on the first start )

  • changes: Allow to change language based on Steam settings on every start
  • changes: Limit to max. 5 auto saves per world
  • some stability improvements
Missed the earlier updates?


[ 2021-12-21 20:21:34 CET ] [ Original post ]

0.13.1 - A tiny patch

The game has received a small patch after the last Workshop release. It should help with a few stability issues, and will remove the rain sound ( for now ).

  • changes: Removed annoying rain sound... for now
  • some stability improvements


[ 2021-12-20 15:43:29 CET ] [ Original post ]

0.13.0 - Santa's Workshop


Hey World Builders! CAN YOU IMAGINE? It's been only 2 weeks, and the next update is already out! Just before festivus - who would have guessed? The name? Santa's Workshop! ( Version 0.13.0 ) Now what does Santa have to offer?

  • Steam Workshop support! Woop woop, you can now share maps with other players through the Steam workshop!!
  • AUTO SAVES! Ever lost a map? Well now you can lose 30 of them! The game will automatically save your world every few minutes, and when loading a new one
  • New zombie animals! Let the zombie plague spread! To all the new animals
  • NEW MAP SIZE FOR PC/MAC/LINUX: After Titanic we introduce: ICEBERG
  • Power Bar Resize: You can change size of the bottom power bar via settings to your likings
  • And the PIE.
Oh, and of course... "ROUND" WORLDS! ( In the loading screen ) The new version is already available on Steam! The mobile version is in the works. For full patch notes, please check official website here. Enjoy!


[ 2021-12-18 19:38:13 CET ] [ Original post ]

0.12.3 - steamY fixes


We hope you are all enjoying WorldBox! A smol update this Saturday with some tiny fixes:

  • fixed: soft crash because of god finger and a few other small fixes
  • fixed: changed rate of blessing and curse given by Biomes
  • fixed: [PC] Some anti-virus tools were quarantining worldbox.exe for some reason - hopefully fixed this as well
  • fixed: [Linux] Inverted zooming on mouse scroll wheel
  • fixed: [Android] Fixed premium issues for people with a non-gregorian calendar ( E.g. Thai players )
  • changes: removed steam button on PC


[ 2021-12-04 13:09:05 CET ] [ Original post ]

WorldBox and STEAMy biomes are now Available!


WorldBox and STEAMy biomes are now Available! https://store.steampowered.com/app/1206560/WorldBox__God_Simulator/ Enjoy! ... If you purchased the game via website using humble widget before, you can get Steam Key using this instruction: https://www.superworldbox.com/faq#i-bought-the-game-on-humble-steam Key is on the same page as where you downloaded the installer before. Cheers!


[ 2021-12-02 18:19:10 CET ] [ Original post ]

Almost there


Hey world builders! WorldBox should release on Steam before 12PM PST time today. We did fixes with Hugo until 4am last night, so we worked on the update until last minute. Now the versions are compiled and submitted for the different stores to be reviewed - Team WorldBox


[ 2021-12-02 12:27:16 CET ] [ Original post ]

Mushroom and Wasteland biome. The Final Countdown!

Hey everyone! 1 more day until STEAMy Biome update! Here's a few more sneak peeks about new biomes. You can click on the images to see a full tweet with biome in action Mushroom Biome:
Wasteland Biome:
Thank you! Team Worldbox


[ 2021-12-01 10:47:35 CET ] [ Original post ]

Leaked Biome Update!

Hey everyone! WorldBox is releasing in Early Access on Steam December 2. Hope you'll enjoy latest update and finally playing WorldBox on Steam. We have been posting some sneak peeks of coming HUGE BIOME update on our twitter and in discord. Here's all of them! You can click on the images to see a full tweet with biome in action Savanna Biome:
Corrupted Biome:
Infernal Biome:
Swamp Biome:
Enchanted Biome:
Jungle Biome:
CRAZY EYES:
Thank you! Team Worldbox


[ 2021-11-25 14:19:03 CET ] [ Original post ]

00112222



[ 2021-10-15 17:16:38 CET ] [ Original post ]

Announcement about next updates from Team WorldBox

Hey! Small announcement. We are working hard on the next update and multiple separate features(dont ask mastef about it), which will be a pretty big one. Stay tuned and expect some sneak peeks soon! Sometimes people ask why content updates take so long. As the game evolves and more features are added - some of the old code becomes hard to deal with and needs to be adapted. It requires big changes under the hood. If you played the game like a factorio - its a bit like rewiring 50% of your factories and conveyor belts, while keeping half of them not touched and working. Its a subtle job, which could bring non-obvious new bugs, which also take time to fix. Like cats attacking mages in cold blood. As a result, this rewiring work would make next updates easier to make and maintain. It also makes the life of the modders much easier. And modding support we hope to improve a lot after steam release and workshop integration. In the last year we reworked some of these parts of the code. And now working on another big chunk of these improvements Cheers! Team WorldBox


[ 2021-10-10 05:46:51 CET ] [ Original post ]

News and alpha update 0.10.0 - Cultures

Thank you for waiting for the new update! It's been a big one. And special thanks for translators and beta testers! Main mechanic that added this update - Cultures This is the way to bring tech AKA knowledges into WorldBox and make kingdoms more unique. Later we would bring more rare knowledges to further improve this mechanic Depending on culture - units would change their clothes UFOs have pilots now And finally you can see the colors of the kingdom's units and understand who is fighting who in battles Apart from this, theres a lot of additions, changes and fixes. Check the patch-notes for all changes! Official Website: https://www.superworldbox.com/ Full patchlog: https://www.superworldbox.com/changelog
Steam EA release is planned for December of 2021. - Team Worldbox


[ 2021-09-13 11:28:38 CET ] [ Original post ]

News and alpha update 0.9.0 - So Many Things

Hey hey! We keep polishing the game and preparing WorldBox for Steam release. The newest WorldBox alpha update called ["So Many Things" ( 0.9.0 ) is available to test on Windows, Mac and Linux! In this update we have added... so many things!

  • Plague doctors have arrived! They will help you against nasty tumors and infections
  • Druids! They will leave a trail of beautiful flowers behind them, and grow trees around them
  • Tumor monsters!
  • Units will now use tools that are specific for their jobs, and they will also hold items they work on
  • Rain clouds will now produce lightnings from time to time
  • Coffee - it's a power! A modern power!
  • Non-premium mobile players will be able to unlock now save slots and the hourglass with rewarded ads!
  • And many many many many more things! Overall 62 things!
This update comes 1 month after the last 0.8.3 update rolled out. Official Website: https://www.superworldbox.com/ Full patchlog: https://www.superworldbox.com/changelog
In other news, our Discord server just hit a milestone of 200 000 MEMBERS! Be sure to join too for sneak peeks, news and feature suggestions for the game. - Team Worldbox


[ 2021-06-16 23:14:32 CET ] [ Original post ]

Fan Documentary: The Fall of the Duteran Empire

Hi there, today we want to put a spotlight on an exceptional worldbox documentary created by Road Goat: - The Fall of the Duteran Empire - A Worldbox Film in 5 chapters The Duteran Empire is strong, but with the death of it's leader comes the death of the entire system. [previewyoutube=BI6p5dkVx5M;full][/previewyoutube] Please enjoy, like and subscribe if you love it as much as we do!


[ 2021-04-29 15:39:03 CET ] [ Original post ]

Mad Mages


Working on units who can use spells. Magic battles between MAD wizards are pretty chaotic, but fun Watch WIP video preview on Twitter


[ 2021-01-29 18:08:37 CET ] [ Original post ]

WorldBox - God Simulator
Maxim Karpenko Developer
Maxim Karpenko Publisher
What’s the deal with WorldBox? It’s too small to be a world and it doesn’t really have a box. So why do they call it WorldBox? Better look inside the box - on December 2nd! What’s the deal with December 2nd? It’s not the first it’s not the 3rd. So why are people freaking out about it? That’s right because WorldBox is coming on December the 2nd. Isn’t it great Kramer? Release
Game News Posts: 46
🎹🖱️Keyboard + Mouse
Very Positive (33287 reviews)
Public Linux Depots:
  • WB Linux [286.46 M]

WorldBox is the ULTIMATE god simulator and sandbox game!

Create your own world or destroy it using different powers:

  • God Simulator. There are a lot of powers in your toolbox that can be used without mana or resources.
  • Living world. Creatures have traits and needs. Animals will look for food. Greedy kings will try to get more lands.

Use different tools and brushes to design and populate your world:

  • Fantasy Races. There are 4 civilized races in WorldBox. Humans, orcs, elves and dwarves. Each with its own design and specific race traits.
  • Civilizations. Races will form kingdoms, colonize new lands and will sail to far continents that you'll create.
  • Diplomacy system. Kingdoms will fight with each other. Towns will rebel. Empires will fall. It's your choice to help or watch them fight.

Many fun and crazy abilities that you can use:

  • Destruction powers. Lightning, tornadoes, acid rain, nukes, meteorites, plague, dragons and even UFOs.
  • Different creatures. Demons, skeletons, zombies, tumors, cold ones, dragons, UFOs and even a giant Crabzilla that you can control yourself!

Interact with your world and create various scenarios:

  • Interact. Interact with your world with the divine magnet. Use your powers to start wars or create huge tornadoes! You can affect the world in unique ways.
  • Share your maps. Show your creations to other players of the WorldBox community!
  • Procedural Generation. Generate worlds of different sizes and find kingdoms with unique flags and names.

MINIMAL SETUP
  • Processor: 2.0 GhzMemory: 3 GB RAM
  • Memory: 3 GB RAM
  • Graphics: 128mb Video Memory. capable of Shader Model 2.0+
  • Storage: 300 MB available spaceAdditional Notes: (
RECOMMENDED SETUP
  • Processor: Dual Core 3.0 GhzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: 256mb Video Memory. capable of Shader Model 2.0+
  • Storage: 300 MB available spaceAdditional Notes: (
GAMEBILLET

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GAMERSGATE

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