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Hello everyone!
Crest is 55% off due to Indie MEGABOOTH's Going Away (For Now) Sale! Be sure to check out the other games and support the devs and the organisation.
Hello everyone! As some of you know we're working on Among Ripples: Shallow Waters right now. It's on the last few days on Kickstarter and we need your help to get to the finish goal, as little as a dollar can make a difference. [previewyoutube=jDhcErvJWjA;full][/previewyoutube]
Hello everyone,
As many of you know we have completed Crest and have been working on our new game for some time. We have now gone live on Kickstarter with Among Ripples: Shallow Waters. We're already 10% funded under 2 days and with your help we'll get to 100% soon enough. :)
[previewyoutube=S6_JL6_7t3I;full][/previewyoutube]
As our lead programmer says in the video we've learned a lot since Crest and part of that is thanks to all of your great feedback. We hope you'll play and enjoy Among Ripples: Shallow Waters too!
Link to Kickstarter Page
Thanks for the help!
//Martin and the Team
Hello everyone,
Due to Valve's new soundtrack interface you can now own soundtracks on Steam separately. You can read more about the changes in Valve's own announcement. We have prepared the soundtrack to this new configuration.
https://store.steampowered.com/app/386570/Crest__Original_Soundtrack/
Enjoy the soundtrack (again)!
Hello everyone,
During the Winter Sale our game Crest is discounted by 70%, hope you enjoy the game if you've been on the fence!
We also want to inform you that we have a new Among Ripples: Shallow Waters demo out. It's our new management game, or rather, an eco tycoon sim where you rehabilitate lakes from pollution.
We're doing a Kickstarter campaign for the project in early 2020 and in preparation for that we're sharing our demo. It's not online on Steam yet but visit our website for other options.
https://store.steampowered.com/app/1096090/Among_Ripples_Shallow_Waters/
----
The Eat Create Sleep team wish you a happy holiday!
Hello everyone,
Crest is now on sale with a discount of 51%! We're also "giving away" our demo prototype for our new game Among Ripples: Shallow Waters. Inside of the main menu you can find a link to the demo.
Or, if you just want to download it here, try this:
https://eatcreatesleep.net/demo/
Hello everyone! Thank you for playing Crest and giving us valuable feedback for the game. Although the game is finished it helps us understand what we can do better in the future. But why we're doing this update is to let you know that we'll be launching Kickstarter campaign in early 2020 for our next game! You can try our public demo out now, if you sign up to our newsletter (sign up here). [previewyoutube=P8qsiQIiGss;full][/previewyoutube]
Hello everyone,
As we've said before we're still supporting the game when game breaking problems occur for a lot of people. It was brought to our attention that the game is unplayable on ultrawide resolutions. We've worked on fixing this and we also found a very rare save bug (that is gone now). Enjoy!
Version 1.11 - 18th June 2019
Fixed an issue that caused saves to fail on rare occasions.
Wider monitor resolutions are now supported.
And feel free to wishlist the game we're working on now.
https://store.steampowered.com/app/1096090/Among_Ripples_2/
Have a nice day/night!
//Martin & Eat Create Sleep
Hello everyone!
Eat Create Sleep has together with a lot of other developers organised a sale that celebrates games that explore and talk about nature. We will offer Crest for sale with 40% discount. The sale starts today, Monday, at 23:00 CEST and will continue until Thursday this week. Check out a lot of interesting games, both famous, old and new!
Also, you can now wishlist our next game, Among Ripples 2. Our eco tycoon sim where we've taken everything we've learned from making management games for 5+ and take it to a deeper (water) level.
https://store.steampowered.com/app/1096090/Among_Ripples_2/
Hope you find something on the sale!
//Martin & ECS
Hello everyone! We're part of the Lunar Sale so you can grab the game cheaper for the next week, tell your friends, or give them a copy. ;) The new patch arrives on the 13th February, we've made good progress and think the next update will arrive on time! https://store.steampowered.com/app/341710/Crest__an_indirect_god_sim/ Stay tuned!
Hello all, Some of the bugs you found was trickier to fix than we thought, we have to spend 2 more weeks on the problem. We apologise for the delay, but we felt we'd rather give you a definitive patch instead of a few small ones.
Hello everyone, We're back! We're now working on our patch that will fix the major issues found after the relaunch was launched, it will be online in the end of the month. Stay tuned. :)
Hey,
The new hotfix is live to fix the most irritating bugs, we will be going away for vacation until the 10th January, during the rest of January we will be fixing the things we didn't have time for before the holidays.
Crest is also on the Winter sale during this time, so tell your friends, and leave a good review if you like it. ;)
https://store.steampowered.com/app/341710/Crest__an_indirect_god_sim/
In 3 hours time Smash Gaming will be hosting a Twitch stream here on Steam, so join in then. :)
https://www.twitch.tv/smashgamingfrazzz
https://www.youtube.com/user/SmashGaming999/
Hey everyone!
The new art book is now available as a digital download. Everyone who bought the old one gets the new one for free. To access the art book after purchase go to the same folder where you can find Crest (Game Library>Properties>Browse Local Files...).
https://store.steampowered.com/app/386580/Crest__Art_Book/
We're still working on a hotfix, should be online on Friday, 21th Dec.
Hello everyone,
It's great seeing all this feedback from you, our fans, it seems the relaunch gave Crest some well needed features that you liked. Thank you for the praise. :) Here's what's coming up!
Hey all!
For the relaunch on the 13th December we're making a new art book to collect all of the art we did after we released the last art book. If you want a physical signed copy you can participate in our competition. Also, the digital version will be available here on Steam, it will replace the old art book. Everyone who bought the old one will get the new digital copy for free.
Art Book Competition
[olist]
Hello everyone!
Our relaunch build goes live on the 13th December. You've already seen what's to come in the public test build but the relaunch version will be more stable and polished.
You need to be aware of that the relaunch version will overwrite the 1.0 version here on Steam, so old saves will break. We wish we could've done it smoother for you, but when you see all the new stuff I think you agree it was worth it.
Please help us signal boost the announcement on social media and if you think we deserve it; leave a positive review here on Steam. Every little bit helps, thank you!
//Martin & The ECS Team
Hello everyone!
We are so excited that we will soon be able to show you our finished game but in the meanwhile heres our last public test build! But keep in mind, there are still bugs we need to fix, features we want to fully implement and polish that needs to be done. During this last intensive period before the launch, we want to hear from you! This is the last chance we have time to react to your feedback before release so we appreciate if you can lend us a hand.
Hello everyone,
We're back with some news, we're releasing the final public test build on the 19th October. I want to ask you to please try it out and give us some good feedback, this will help us a great deal in making the relaunch in December great.
The most important feature we want you to try is the new event system which will create unforeseen consequences, sometimes good, sometimes bad.
Stay tuned!
/Martin
Hey everyone!
We just got the new build online, and this time we've had time to iterate and smooth out some of the problems with the earlier test. Above all please remember that this is not the definitive version of the relaunch, it's buggy, unfinished and unpolished. The more feedback we get the more we can improve it!
There are still features missing and it's still unfinished, but luckily we have until December so don't worry, we'll fix the rest.
Hello!
We're almost done with all of the major new features for the relaunch, now what remains are lots of balancing, tweaking, basically getting it just right. Without your help that's going to be hard, so we're once again asking for more help. :)
Hey everyone!
Crest relaunch date pushed to December, 2018. The reason is that too many cool games are coming out during the autumn. Sorry for the extra wait, but the good news; more time to polish the game (for example we'll take a look at improving save stability and speed).
The image above is concept art for the new trailer by the way. As you can see we're still working hard to make the relaunch worthwhile. In the interim we really need your help with feedback, reviews and just spreading the word.
We will give you updates on the progress of the build as soon as we've enough information. There will be more public tests as well. Stay tuned!
//Martin and Eat Create Sleep
Hello everyone. I hope you've had time to try the test build, and if you haven't you can read about how to get it here.
The most important piece of feedback is that some people still feel like it's "playing itself", something we take very seriously. It's true that we're making an unusual simulation where followers have agency, but we WANT the player to feel like they make a difference, isn't that the goal of most games? What do you think?
I opened a new thread where you can discuss the test builds, you can find it here.
Thank you for your support!
//Martin
Hello! The test build is now online, hope you are as excited as the dancers above. ;) This is the first test build of many before we release the Relaunch. Below you can read what you need to know; what the build contains, how to get it and what to keep in mind.
Above all please remember that this is not the definitive version of the relaunch, it's buggy, unfinished and unpolished, we're releasing it in the wild early to get great feedback from you.
Hello again,
The most common feedback we've received by far after launch is the lack of progress and replayability. These are the main things we're working on to fix, read on below! Bear in mind that this is work in progress content, so expect changes regarding art, text and interface.
Hello everyone!
We're hard at work on the new features for Crest, just wanted to give you an update.
Hey all, Thanks to all of the great feedback you've given us since launch we feel we need to do the product justice and increase longevity and replayability. This is not a small feat however, and we will need several months to fix it. We're currently building the new features for Crest's grand update that will arrive after the summer, before then we will need testers. If anyone is up for it join our Discord and let us know! http://discord.gg/ecs When the update looms closer you will be the first to know of a launch date. Thank you for your continued support and patience! //Martin & Eat Create Sleep
Hey all, We've gotten a lot of feedback as of late that the game lacks goals or enough meaningful end game content. This is always a conflict when making sandbox games, if you narrow the goals too much it's not much of a sandbox anymore, but if you make it too loose then some people feel they lack motivation. We're going to find a better balance. So in the end of the summer we will release a new update that builds upon what we already have. The gist of it is that you will be able to shape the religion in more direct ways, for example eliminating some doctrines and having permanent effects on the religion you're building. The underworld and ancestors will provide an important role here. We still believe Crest can reach more people and have not lost hope in making it the best it can be with the resources we have. The team is really excited about these new features and think it will solve a lot of the problems people have given us feedback about. --- Before the new update goes live you can help us in some simple but important ways: * Leave a positive review if you like the game * Share the game to your friends * Ask your favourite streamers to play the game (Twitch support) Thank you for your continued support! // Martin & The Eat Create Sleep Team
We've secretly been working on a major update and are very happy to now finally be able to present it to you: the Inheritors Update, a free, automatic update for all players on all platforms, available RIGHT NOW!
We've updated our OST with 14 new songs, bringing it to a total playtime of 49:08! This is more than triple the playtime it had before and beside the new songs composed by Tuomas Nikkinen, the OST now includes all the beloved trailer songs as well.
If you already own the OST, the update is completely free of charge and Steam should automatically download the new songs.
http://store.steampowered.com/app/386570/Crest__Original_Soundtrack
We are very busy with working through your submitted bug reports and just pushed another patch. Thanks for being so active in reporting the bugs and please keep them coming! Here are the patch notes of the two recent patches we pushed since launch last Thursday:
The day has come. After four years in development, Version 1.0 of Crest is here!
A huge thank you to everyone who supported Crest during this long road and improved the game with their feedback and suggestions.
Crest has changed so much over the years and we're really proud of where it is now. But, Crest is also a game that is never truly finished, with endless possibilities, and we want to keep expanding the game with your ideas for as long as possible.
In order to do so, Crest has to do well during the next few weeks, otherwise we just can't afford to continue working on it. We've put together a list on how you could help us during this important time:
http://eatcreatesleep.net/supportcrest
We'll talk soon about our post-launch plans, until then, thank you again to every single god of you for supporting us. <3
Cheers,
Eat Create Sleep
https://youtu.be/R5WiMM2gYa8
Crest - an indirect god sim is Now Available on Steam!
Become a god in this indirect god sim. Influence and try to control your followers using commandments but beware, free will leaves these open to interpretation.
Will you create a flourishing civilization or lead them into cannibalism?
What a rollercoaster the past few years have been! We're super excited though to finally announce the launch date for Crest, which will be on March 8th 2018!
We've been very busy the past months and below you can see all the updates, which are going to be in the release build. Right now we're polishing & balancing everything to get it as smooth as possible until launch.
Crest is a game that is never truly finished and we want to keep expanding the game with your ideas for as long as possible after launch. In order to do so we need a little bit of help from you. We've put together a list on how you could support Crest:
Support Crest
Now for the waaay too long list of the coming gameplay updates. Bear in mind that the list does not include any technical updates or fixes and focuses on the new gameplay changes only. Enjoy the read & thanks for being a part of our Community. <3
The crashes should be fixed! Like mentioned in our latest Dev Blog, it was caused by a bug in Unity and it took us over a week to find that out but a lot of other issues got fixed as well during that journey. We've also re-enabled saves for now. They are not 100% stable but if you do not do anything after clicking Save & Quite, it should return to the menu. If Windows should show that the program is not responding, ignore the message and wait a bit longer. As long as there is no popup that saving failed, the games is working in the background
This week all our programmers gathered together to take apart Crest's code piece by piece to find what's causing the random crashes. We finally did! But the journey there was rather adventurous as you'll find out below.
More pixelated images, a folder named Company Secrets and running away from dangerous animals. It must be time for our weekly Dev Blog!
What a week it has been! We've put out two patches and one hotfix since the last Dev Blog and now the game should be running smoothly again but we've also done lots of other stuff this week!
We realized that fixing the saving system will take more than a week. Since this is one of the main causes for the game crashing, we decided to disable the saving of games for now. You won't be able to save any new game you start but the game won't crash anymore when you try to exit and you can more easily hop into a new session straight away. For those of you who like living on the edge, you can still access the previous version with saving enabled: > Right click on Crest in your library > Click on Properties > Select the "Betas" tab > Select the dropdown and choose "Unstable" > The game will update, please wait (restart Steam if the game is not updating) > Play We are really sorry for the inconvenience this causes and hope to make up for it in the near future. Thank you for your patience and for sticking with us on this adventurous journey.
Some sleep has been lost, but we managed to fix all your reported bugs caused by last Friday's update:
Today's patch might bring you no new content but it will make your overall gameplay experience with Crest much better nonetheless!
Concerns have been raised by the community if we've been replaced by robots. Not without reason if you look at all the stuff we managed to do this week!
Our first blog post in 2018! This year will have a lot in store for our little team, so let's start right away with all the work we managed to get done in the recent days.
The year is coming to an end and since everyone will be going away to visit family & friends, we'll have a two weeks Christmas break. Starting tomorrow, we'll be off work until 4th January 2018. We won't be radio silent though. On Twitter we'll be giving away one Steam key for Crest each day, follow us to not miss it: @CrestGame
It's been quite an eventful year for us at Eat Create Sleep and we're thankful for everyone taking this journey with us. 2018 is looking very good so far, with a lot of long-awaited improvements for Crest coming very early on.
Since the current work week only consists of two days for us, we decided to give you a little personal outlook of what some of us will be doing during our Christmas break. Happy Holidays & see you next year!
Quick & dirty, here's what's new: • New animal migration behavior • Made saving more stable • A couple of bug fixes As you can see, we started checking off the list mentioned in The Future of Crest hence this patch contains besides bug fixes also a major improvement. Let us know below what you think of the new animal behavior. It's not completely finished yet but for now they will migrate more across the island and therefore bring a new dynamic into Crest. We'll update this post with more infos about which bugs got fixed on Monday. Finishing the patch took a bit longer than expected and we're now off enjoying the weekend.
Many battles have been won this week and an immense progress was made in tackling some of the very difficult to solve issues.
Wait, what? Snow? In Crest?! Yes! This week has been all about water, in its liquid as well as in its solid form.
We got a small patch for you fixing some of the bugs we encountered: • War bug fixed. • "Toggle all" button in Chronicler screen now works properly • Updated Diplomacy window • Skeletons now actually disappear eventually • Minor UX and gameplay bugs fixed More infos about the specific bugs can be found in our latest Dev Blog. The next patch will bring a few more changes but since it's only been three days since we launched the community module, we decided to rather release this smaller fix instead of holding it back for no reason.
Before the Community Module is after the Community Module - after some stressful days of panicking, we return to squashing bugs in a more relaxed manner. This week we go a bit more into the specific problems we encountered while doing so.
Here it is, the final module for Crest! Monuments, tons of skeletons & many more features, besides an overall improved experience, await you in the Community Module. The very long list of all changes, which are based on your countless feedback, can be found below.
To start off the celebrations, we got a new cinematic trailer in store for you:
https://www.youtube.com/watch?v=egP9grBQr3w
Here's a list of all the new features & updates:
Today it's just you and me. In order to not distract people from their work I decided to do this week's Dev Blog alone, but I can sum up the week in a nutshell for you:
Emma & Martin: working on the trailer
Emelie & Marcus: playtesting
Johannes, Tomas, Jens & Johannes W: bug fixing
We're all giving our best to deliver a polished build until next Tuesday, which will be our final module launch before we transition into the pre-release phase and we'll start releasing updates/patches every 2-3 weeks. The perfect time to look back again how far we've come in the last 4 (!) years.
It's no secret, if you've read the Development History of Crest, you know about all the hardships we've been through - from the initial hype to bankruptcy and now; our Indian summer - we always pushed through.
It's incredible to see how much Crest has changed since the beginning. You can still check out our initial prototype over at Gamejolt to see for yourself. Here's a small montage how Crest evolved over the years up until the Exploration Module:
Like many of you, when I first played Crest I saw the potential it had and was very fond of the philosophical approach to the classic god game genre but everything had still been very raw. Now, with the release of the Community Module, we're getting one step closer again to fulfill that potential.
I'm pretty sure you'll will be impressed by how much the game has evolved in the last four months but also bare in mind: it's still early access, we're not finished. There will be performance issues, bugs and unbalanced features that will get smoothed out over time.
But we've only come so far thanks to the support and feedback of all of you, hence the name of the module; to commemorate you. Most of the new features and improvements in the module are based on suggestions from you. So please keep that feedback coming to make Crest even greater in the coming months.
Next Tuesday a new era will start. Until then, thank you for taking this journey with us & I wish you all a splendid weekend!
We continue teasing you about the forthcoming update, but for a change we also present a little treat for your ears. Find out what it is and what everyone's been working on this week:
Lots of sneak peeks in this week's Dev Blog, let's cut straight to it!
Clocks have been rewound once again in Europe and days gotten shorter, but even in the dark season, the moon is here to cast its light upon us and guide our way. While the whole path might not be visible, the next few steps are always clear and can be approached with confidence.
I don't know where I'm going with this, let's just hear what's been happening at Eat Create Sleep this week:
It's been an eventful week: On Tuesday everyone stopped what they're doing to talk about the future of Crest and on Thursday we were left without internet at the office due to heavy rain and storms. Nevertheless, a lot of progress has been made this week.
With the release of the Community Module coming closer (end of November!), we started talking about what’s next for Crest. For a whole day the company divided up into groups and discussed what the current problems are and how we could fix them. The following points are to be taken with a grain of salt and are not set in stone.
Bubbles…bubbles…the character on The Wire? The 1982 arcade video game? Michael Jackson’s chimpanzee? The skull enemies from The Legend of Zelda? The song by System of a Down? Find out what kind of bubbles we’re talking about below.
Most of the work this week has been around improving usability and user experience based on all the feedback we got from you in the recent weeks.
Another Unstable Build, a new employee - we keep growing in all dimensions. Besides these big news, many things we’ve been working on for a while got finished this week. Exciting times!
The second Unstable Build for the upcoming Community Module is now available on the unstable branch. This time we have a few major features instead of many small improvements for you to try out:
What a week! About half the team got plagued by sickness and a lot of task switching has been going on. Find out below what we achieved this week and prepare to be puzzled!
For many people it’s important to not be forgotten, while alive or after death. While our team focuses on the alive part, so Crest is not forgotten, in-game your followers will soon be able to commemorate you. Continue reading to find out what everyone has been working on this week.
While Emelie has been focusing on making a Story Builder for Crest, someone else finished building his own story and told us the first part in form of a live-action video! This and more about the recent developments of Crest below.
A bit more than a month ago we released the well received Exploration Module and now the time has come to show you what we've been working on since.
This Unstable Build brings you some of the features of the forthcoming Community Module. All details about it can be found here.
A rock band called Alice in Chains once sang “Gonna end up a big ole pile a them bones”. It’s a sobering thought, I guess. Well, with this as inspiration we began making them dry bones for our creatures in the game. It sounds dark, but good feedback, bones are also a legacy, a calcium enriched one! But there’s also great news from the states of the eagle and lots of UI shenanigans, read more about the details on the dev blog!
In the community module! This week we posted on steam what the community module is going to be about and we’ve been working hard on advisors, monuments, remnants of the world and more. We’ve also moved in to a new office space. Oh, if you want to find out what is rotten, read more about what we’ve been doing on the blog.
If you’re following our weekly Dev Blogs, you might have seen that we’ve already started working on some of the new features for the upcoming Community Module. Here’s now a detailed list on what is planned, but bear in mind that not everything might make it in due to unforeseeable delays and hiccups.
The works on the Community Module have begun and everything is back to normal - well… almost. Emma, Martin & Patrick have been absent all week to spread the word about Crest at Gamescom in Cologne.
But more importantly you can find out about more unannounced features in our latest Dev Blog.
This week had been all about the forthcoming Community Module for Crest and after three days of discussions all went slowly back to normal. Get an exclusive sneak peek about what’s to come in this week’s Dev Blog.
Something strange is happening. After Leo leaving us last week, we started the week with even less people since Martin and Jens went on vacation. We kept losing people during the week and for the last two days only four people were left in the offices. Is Crest taking over the real world? On the other hand we managed to erase even more bugs as you can find out in our latest Dev Blog.
Another week, another Patch! We managed to get rid of that nasty bug where the game would constantly keep loading the game over screen, made a few balancing tweaks and squished many minor bugs.
No rest after the big launch of the exploration module. The team pretty much continued with what they’ve been doing last week: fixing bugs. Find out what nasty bugs we encountered in our latest Dev Blog.
Here are the patch notes for today's update. Thanks again everyone for submitting bugs to us.
After seven months in the works, the Exploration Module is now finally here! Now you'll be able to explore other islands as well and grow your civilization even bigger. The update includes hippos, islands, terraforming and much more. The very long list of all changes can be found below.
To celebrate the release of the Exploration Module we made a special trailer for it:
https://youtu.be/9c9xd4jyJCE
Here's a list of all the changes, additions & improvements:
What are you all doing today? All week long there were only two different answers to this question: Bug fixing or trailer. The pressure is high, only three days left until we’ll release the Exploration Module on 31st July!
More about bug fixing and beautiful trailer pics in our latest [url=http://eatcreatesleep.net/post/163524123594/dev-blog-140-work-in-progress]Dev Blog
With the release date of the exploration module coming closer and closer (10 days left!), Emelie had to bless or condemn some of the planned features. Tomas has worked on a similar named feature for the game, which now regulates how many commandments you can write at once.
Find out more about it and what the rest of the team has been working on in our Dev Blog.
In the hustle and bustle of production a new employee arrived, bearing the same name as our lead programmer. Is it a coincidence or divine intervention? It’s hard to tell, but we welcome our new employer all the same! In other news the team has been working on revamping a lot of old systems, such as trading and dispositions towards other states. But not only that, the new influence system is taking shape.
Read more about it on our dev blog.
In order to solve an upcoming predicament you have to be able to predict what’s going to happen and when. This week we have been adding to our calendar’s different predictions. We’ve also worked on disposition, the terraformer and UI. Also, Patrick’s “Tour d’Europe” is well under way and he’s currently showcasing Crest at ReVersed in Vienna but before he was there he was at INDIGO in the Netherlands.
Read more about it in our latest Dev Blog
We are delighted to present you today a preview build of our upcoming exploration module as part of our “Unstable Builds”-program. There will be bugs and saves are disabled but it’s by far our most polished unstable build yet. It will give you a glimpse of what’s to come on the 31st July when we’ll release the full module.
Here’s how to access the preview build:
Panic, stress, not enough sleep and a lot of dead bugs: the pressure was high to get a working build ready until Wednesday evening before the start of Patrick’s “Tour d’Europe”.
Find out what kept the team busy this week in our latest Dev Blog.
While Christoffer has been working on a new game over screen, we discounted Crest 50% during Summer Sale in hope that our legacy will not end anytime soon in the foreseeable future.
The whole team is still focused on getting everything done for the upcoming events. This week included designing PR Material, lots of playtesting, fixing of bugs and polishing up on graphics to be able to deliever a smooth expo build.
Find out more in our latest Dev Blog.
One sound has been predominant in the Eat Create Sleep offices this week: Busy fingers typing. One goal is unifying everyone, the constant thoughts about it so loud, it has almost become a mantra: INDIGO. Everybody is working with full force on getting a working build ready for the upcoming expo and we also have a new team member joining the work force!
Read more about it in our latest Dev Blog.
What is happiness? Tough question indeed, but the inhabitants of Crest have now started to look for an answer. Animals try to find it by relaxing in the sun, Followers have a new commandment to strive for fulfillment, and to set the mood a new particle effect has been implemented for the festivals.
Find out more in our latest Dev Blog.
Fight or flight is what we have been implementing with our animals, what is their threshold on when to fight or run away? It’s what we are trying to figure out. This week we have also been working on a running animation for our lion, warrior formation and we have a new recruit in our midst.
Read all about it on our dev blog.
In order to keep the balance of the ecosystem that is Crest, you will have the ability to feed the wild animals. This will increase the chances of their survival and hopefully prevent them from going extinct, which is a possibility if you hunt too much. Moreover, this week have been about the terraformer, new doctrine symbols and animal AI and more!
Read all about it on our dev blog.
We are going to a few events this Summer and without establishing a good budget it can easily get out of hand, losing money left and right. But that problem has now been taken care of thanks to the moderately brilliant mathematicians at ECS HQ. Other than that we have been focusing on borders, city leader animations, animal AI and terraformer.
Read all about it on our dev blog.
It’s time for another unstable build to become available for you! Go check it out right now to see how we are coming along. This week we have been charging forward with warrior animations, terraformer, buildings for expertise and more.
Read all about it on our dev blog.
Exploration module will bring with it many new features for you to explore and navigating through it all could become difficult at times. In order to make the navigation in the world easier we have now implemented a mini-map so the players will be able to jump to new areas faster. We have also worked on pathfinding around islands, animal icons, words, preparing for conferences and more.
Read all about it on our dev blog.
This week have been filled with things that’s affected or affects the terrain. The audio system that changes the sounds depending on which terrain you see and we have the terraformer that will have the ability to change the terrain. We’ve also worked on seasonal lighting and heat haze to give the seasons different feels.
Read all about it on our dev blog.
In the quest for investors, two brave souls from our studio crossed the sea and went to Invest in Gaming in Växjö this week. If it was successful remains to be seen but we’re hopeful. We also fought our way through some side quests this week such as disposition UI, water system and festivals.
Read all about it on our dev blog.
Today we’re leaving for our Easter holiday which means that the dev blog is a day early! This week we worked on making the unstable more stable so you can play the unstable a little bit better. We’ve also continued working on the water system, UI, running animations and started work on the advisors again.
Read all about it on our dev blog.
Hello all! The short of it for this update is that we will release a quick fix to the unstable build this week and explanation on how we'll proceed with the upcoming builds. After we rushed to get the unstable build out last week we realised that we shouldn't promise certain features for these because delivering on those promises would require potential crunch for each. And the purpose for these unstable builds are just to let you take a peek inside, rather than delivering solid modules. The reason behind this is that our development team of 7 people all work parallel on different tasks, and it sometimes becomes difficult to align everything for a monthly schedule (that's why we stopped with promising modules each month). But we still want to show you that we're not slacking off so we'll add things that are functional (but not stable) each month, but the exact features we deliver is a mystery. ;) You will eventually get all of the features promised for each module launch however! Since we botched the unstable build somewhat we're going to upload a quick fix later this week. We'll let you now when it's up. Please be advised that we won't patch upcoming unstable releases. As always, thank you for your patience. //Martin and the Team
The unstable build is now live! Known issues: The splash screen is completely black so just click past it. Our new GUI is not fully connected so some buttons does not respond. Read more about how to change to the unstable branch here. Have a nice weekend!
A version of our current game is soon live on our “Unstable” branch on steam, go and check it out! This week we have been working on the new water system, running animations, dangerous waters and the terraformer.
Read all about it on our dev blog.
A river running down from the mountain will bring life to the world beneath. That’s the reason why we started to re-work our water system. We want it to affect the world in a new way, creating a more dynamic place for you to play in. This week we have also worked on ores, dangers on water, biomes and a few dates for you as well.
Read all about it on our dev blog.
Spring has arrived here in Visby, the sun is shining bright and the clouds are passing by. It’s the same in Crest, where new clouds are floating past, new statues are shimmering in the sun and a new GUI has been implemented as well as a new biome!
Read all about it on our dev blog.
The results are in on the survey and it has given us much to ponder on, but we have a few things that we have discussed and would like to share with you. This week we’ve worked on the inter-island trade system as well as biomes, fish schools, new actions and more!
Read all about it on our dev blog.
You might think that we have all gone fishing but that’s not the case! The followers are reeling in the fish with their new animation and we’ve also worked on docks, boats and pathfinding this week. We would also like your help with our survey!
Read all about it on our dev blog.
Hello all!
We're still hard at work on the next module - Exploration. We're really happy that a lot of you felt that the Ancestors update added a lot of new exciting possibilities - but we're aware that some people still feel that there's a lot left to do before Crest is enjoyable, which is fair.
We're now conducting a survey to gather some more opinions from the community to see if we get more voices if we do an anonymous poll. It takes about 2 minutes to fill in, and you don't need to log into anything.
https://docs.google.com/forms/d/e/1FAIpQLSeO7zLyB2h6wb_4VXVZ1SoyL9N6knd3tegMR7bz90K-TPonQA/viewform?usp=sf_link
Thanks a lot!
An adventure often starts when you move beyond what you know, exploring a new place or meeting new people. This week there has been a focus on pathfinding on the sea, boats and a new team member arrived.
Read all about it on our dev blog.
Designing an ambitious game can be difficult and daunting - before the crucial testing can begin you have to make assumptions - will it work? Sometimes your gut feeling have to lead the way, or rather, having faith that you’re on the right track. This week we’ve worked on redesigning the core loop of the faith system, adding the possibility of resources being buried deep in the jungle, and yes, more whale action (as in animations).
Read all about it on our dev blog.
You never know what’s hiding underneath the ground you’re standing on. If you dig will you find nothing or strike the mother lode? This week we’ve been working on implementing a lode system where the ores are gathered into one vein. The seagull has gotten some animations and the faith system is being reworked.
Read more about it on our dev blog.
This week we’re bringing Crest to new heights with height differences, seasons and an overhaul of the city overlay. Our artists have finished all the concept art and mock-ups for the new module, which means they can start making assets to be implemented in the game.
Read more about it on our dev blog.
This week has been filled with new animals, a rework of our disposition GUI and spearfishing. We’re also trying out a new approach to global faith.
Read more about it on our dev blog.
What a time to be alive - not every follower get to survive a cycle and partake in the grandest festival of them all! Yes, we’re bringing festivals into the mix, and we’ve also done a lot of work on expanding the world, what’s that on the horizon? Another island?
Read more about it on our dev blog.
This week has been full of concepts and the disposition system is also being reworked.
Read more about it on our dev blog.
New module, new office and newsletter! It’s nice to start a new year with new things.
Read more about it on our dev blog.
We are back from our holiday, hope you’ve had a great holiday too. This week we started our work on the next big expansion: Exploration!
Read more about it on our dev blog.
Here are the patch notes for our update today. And what about this year’s winter sale? Find out more below.
Hello all,
Another year draws to a close, and, as is customary elsewhere this is usually a time to look inwards. Its been a tumultuous year, inside and out of games, the clamor of the so called “Indieapocalypse” rings still, which has shown all of us that indie development is a tough place to survive in. Since we’re better off since last year we can sit down and reflect and tell you what has happened over the year, and what to expect in the future. We urge you to read this with a pinch of salt, this is not a mopey text about us being martyrs, it merely tries to explain our struggles and successes. To keep the spirit of the season we end on a more positive note on where we’re headed next year!
Read it on our dev blog.
The Ancestors Worship update is LIVE, go check it out! You’ll find a complete changelog and a few other festive things on our blog:)
Read more about it on our dev blog.
Hello again, A small note to the people waiting for a sale, the other day we told you that we will increase the price for the base game and the Supporter Edition. We're still on it, but we've decided to change the price after the Winter Sale. This means you can buy Crest for $8.99 for a few weeks more, plus the discount (which we're sure you'll like). So the only difference is that Crest will be cheaper, but we didn't want you to feel cheated that we teased you for a sudden price increase. We had to keep the price for other reasons. Also, we'll be posting a brand new cinematic trailer on Friday (16 December), if you could signal boost it we'd be very grateful. The update is almost here now, get ready! :)
Hello all, As we've said earlier we'll get the update online on the 16th December. We also wanted to give you a heads-up that we will increase the price for the base game to $10.99 and the Supporter Edition will cost $14.99. Lastly, we'll participate in the Winter Sale, which we of course can't tell you when it happens. But yeah, we're working hard on getting the update in tip-top shape. Stay tuned!
Now we’re back as a full team! Things are progressing steadily, this week has been full of follow-ups from Slush, the spiral for the chronicler is taking shape and bugs are being squashed once again. A new menu is in the works as well.
Read more about it on our dev blog.
Once again we regret to inform you that our update is not going live today, due to illness we haven’t been able to do some of the most complex parts vital for this update. I am happy to inform you though that saves are coming along and we have found many bugs that will be squashed before the update.
Read more about it on our dev blog.
Hello all, The update goes online on the 16th December, two weeks later than what we promised. We regret to inform you this, but the postponement of the update is due to sickness. A few in the team, and especially the programmers have been affected, by flu and other things. We're about done with the graphics, but we need some more time on fixing implementing the new mechanics and objects into the save system, and more balancing and bug fixing. We used to release the update just to uphold an earlier promise, but we've learned from our mistakes, releasing something (too) buggy or incomplete is not a good practice. We're sorry that you've to wait even longer, but the postponement will offer you a more stable release, which we hope you'll appreciate.
Our update is one week away, we’re almost at the end of our tunnel, as you can imagine we’re super busy but we are excited to share it with you and see what you think. Our progress with the trailer, tutorial and more.
Read more about it on our dev blog.
We get closer and closer to the release now, and we’re buckling down to finish the last portions before the update goes live! In this week’s update you can read about the making of our new trailer, fancy reflections inside of the game, the explorer class and a working prototype of the time spiral, among other things!
Read more about it on our dev blog.
Hello, welcome to another update. We’re happy to announce that we’ll release the Ancestors update on the 2nd December. Our new intern has also arrived, which will without a doubt increase the pace and quality of Crest’s production. In the update you can read about the goings on, for example the children of the game!
Read all about it on the dev blog.
This week has been about the small things, we fixed highlights when selecting followers, performance and notifications. The Socialiser is also almost finished.
Read more about it on our dev blog.
The Underworld is taking shape with fully animated advisors that react differently to statements. We’ve done many different things this week such as dialogue, transitions and more.
Read more about it on our dev blog.
You dive into the world of the Advisors to seek their advice but is it something you should heed? This week we’ve been working hard on the Advisors, finishing up the chronicler and the new follower storage.
Read more about it on our dev blog.
Now the cities have names! This will give the players an easier time when they retell their stories to others.
Read all about the city names, chronicler, time map symbols and new words for you to write commandments with on our dev blog.
In this 100th post on our dev blog you can read about the discovery of words, how you voted on the scaling, a new road map and more.
Read all about it on our dev blog.
That’s right, we’re bringing the old back in style. Being selfless has never felt this good before, in Crest that is. It’s been a busy week and the underworld has now been fully realised in concept art, lots of neat art to look at. The programmers have also been adding both old and new mechanics to the game (such as the distribution mechanic). Lastly we want you to participate in our survey to solve a problem with Crest’s art direction.
Read all about it on our dev blog.
If there exists an afterlife, what would it look like? The place itself, mind you, would it be a physical space or are you just floating around? Well, that’s something we’ve tried to imagine this week. Also part of the team has been at Startup Sweden, what’s that all about? There’s also been a lot of programming work focused on story data gathering and resource management.
Read all about it on the dev blog.
This week has been about pitching at invest in games and small pathfinding fixes.
Read more about it on our
dev blog.
That is indeed the question! Read about our week with pitch preparation, advisor’s dialogue, the Socialiser and more below.
Read more about it on our
dev blog.
The advisors are beginning to take shape and a new associations system is available on our debug branch!
Read more about it on our
dev blog.
Saves are here to save the day! We have now made the save system more automatic so that it’s less likely to happen in the future. Read more about it and the mysterious Chronicler below.
Check out our
dev blog.
Our heroes are back from Germany with great experiences from the GDC and Gamescom! Emelie and Johannes is quite exhausted but most of all happy and satisfied. Lucky ballerinas!
Read all about it and some more good news on our
dev blog.
Hello, welcome to another dev blog. We bring both good and bad news. The bad is that we’ve worked hard to fix the save bugs, without being able to solve it, yet. The good being that we’re stubborn and will never be content until it’s fixed. Also, who is this figure they call The Chronicler?
Read more about all of this on the dev blog.
We are really psyched about the GDC Europe and have been working on all the essentials this week. But don’t fret! We haven’t forgotten about the nasty save bugs. We’re on it. All of it!
dev blog.
Hello everyone! We won't have a dev blog for you this week. Since we've been adding the final touches to the pre-production on Crest’s next expansion -The Ancestor Worship module, we're now good to go! Have a nice weekend!
It’s time to start working on Crest’s next big expansion - The Ancestor Worship module! We’ve spent the week with planning the features and you can read the details over at the dev blog.
Also, we will try and fix the remaining save bugs next week.
As promised, we’ve fixed save bugs, improved the tutorial and added some more feedback to the game. Version 0.40 is now online and you can read the patch notes below, as well as some good news concerning the GDC Europe.
Read more on our Dev Blog
Hello all! Just a general update that we won't have a dev blog this week, we're spending our time on bug fixes and tweaking the systems. A new patch for the Faith Module comes in about two weeks. Since we're only working with what we have there was no point of having a dev blog this week, but it's coming back soon. Have a good weekend!
Hello! We've a hotfix online on Steam now, the most important thing to notice is that we've fixed the saves, but there's a slew of other bug fixes as well. Check the changelog and see for yourself.
Now when we've fixed the most glaring problems with the Faith Module we're going to spend a week or two on a more substantial patch, which will incorporate some of your feedback. Stay tuned!
Hello all, to celebrate that the Faith Module is live we're participating in Steam's summer sale.
http://store.steampowered.com/app/341710
Also, we look forward to hearing your feedback on the forum and from the in-game report function about bugs, suggestions and tweaks. We will send out a few small patches the coming weeks so your feedback is well appreciated during this time.
Enjoy the sale!
The Faith module is alive and kicking! With hopes on making the simulation even richer and to keep you busy. So go play it and see what we’ve been up to. Below you’ll find the changelog, notes about the update and more on the new requirements.
Read more on the dev blog!
Hello all,
We just wanted to remind you that the new update for Crest goes live tomorrow, in the mean time you can watch our new fancy trailer. Please share it around, it would help us a great deal.
https://www.youtube.com/watch?v=7-Y_RQIWnj8
But, let's keep the rest for tomorrow. Stay tuned!
Never before has the Crest sounded so eloquent as it does now. With the trailer almost done and with a steaming fresh Faith update, there is much to look forward to. Stay tuned, and tell your friends, because soon you will get to participate in new dimensions of Crest.
Read all about it in our dev blog
This week we have been particularly productive. With a steaming fresh Expertise interface, a nearly completed City doctrine system and an expanded Commandment GUI, we feel a certain satisfaction. If this was not enough, we have taken further steps towards finalizing our latest trailer.
Read all about it in our dev blog
With sights set on the release of the Fatih module, we are now working at full speed to make the gaming experience as interesting and flexible as possible. Along the way we will offer you a few surprises, in various forms and expressions. Because you are curious and we’re excited, we let you read more about it!
Read all about it in our dev blog
As we plan to make Crest available for as many of you as possible, we’re currently working on translating the game into Russian. At the same time, on a continent far far away, the Americans now have the opportunity to experience Crest at MomoCon in Georgia.
Read all about it in our dev blog
This week we’ve all been focusing on preparing for events such as Gotland Game Conference and MomoCon. While Martin have been working on how to be a pro on local television news, the rest of us had to content ourselves with bug fixes and cow taming.
Read all about it in our dev blog
In Crest, cities will go to war under certain circumstances. The reasons however, may vary. Whether it is due to a lack of own resources or envy of other cities’ prosperity or, if they have a low enough disposition towards the other. Keep on reading if you want more bloody details on war, sassy doctrine sculptures and reasons to visit Atlanta, US.
Read all about it on our dev log
In Crest faith is not meant to be absolute, what you tell them will actually impact on how they think of you. We have gone a long way to implement the systems that supports that followers react differently to your commandments, depending on how they feel. They can also get better at things with Expertise. You will be able to read more about these and look at some tasty gifs. Also, what is that bird figure supposed to be?
Read all about it on our dev blog.
In this update you can see the true face of every ideology in Crest, a curious bunch! We’ve also been working on the interface, writing and documenting mechanics and written beautiful tooltips. Read more on the dev blog.
It´s time to introduce these feathered creatures that inhabit desert areas and eat grass, spreading the desert over the islands. So it´s good to keep them in check! Read more about Ostriches, proud Lions and funky Priests on our dev blog.
We’re now deep into the production of the Faith module, which can be reflected in all of the images shown. Read about the upcoming ideologies and other tidbits. Also, we’re in need of proofreaders, please read further on our dev blog!
We can finally give you a more detailed look at what’s to come in the upcoming module. You’re probably interested to know when it will be out as well, so let’s get that out of the way, the module will be out in June! Also, we have a surprise patch! Version 0.35 is now online and you can read the patch notes below, as well as the details about Faith.
Road to the dev blog
New patch is up, and the most interesting news we think you’ll like is that we now have commandment tooltips in the game, and that is certainly no joke!
Read the changelog and other new information on the dev blog.
A new expansion is coming to Crest! For the Love of God, or FTLOG for short is a dating app that will be available inside of the game. With it you can date other gods (real human players) and use our commandment symbols to communicate with them. Dating has never been this easy and fun!
This will be a free update that will automatically be installed. We will release the expansion on the 14th February, 2017 so keep your eyes peeled!
We wish you a pleasant day.
Hello, For the next 10 days you can buy Crest at a reduced price (26% cheaper), the discount will end on the 7th April. http://store.steampowered.com/app/341710 In other news we will update the game on Friday with another patch, but more on that later.
Hello all, This just in, we've decided to sell Crest cheaper next week, so if you want to get it at discount this will be a good opportunity. Starts on Monday.
The cries for translations of god’s word have been many throughout the months on Early Access, but now your prayers have been answered! Tooltips for commandments at last. Also new settlements. And what’s this about an update next week?
Read more on the dev blog.
Welcome followers! Read about our new hotfix (which is now out) and you can also meet our latest newcomer to Crest - the priest! Read more on our dev blog.
This week is full with interesting tidbits, such as that we will grow our team with two new members (producer and another programmer). And of course we have spent a lot of time among fixes. Also, saves will be re-enabled next week, you can also read our explanation why saves sometimes break between big updates.
Read the details on our dev blog.
Hello all, Our first hotfix for the City States module is now live. The most important things to note is that we have fixed bugs in the follower AI, which means that they will now listen to your commandments better, and are not as prone to drop dead immediately. You can check the changelog in the game for all the details. And please keep the bug reports coming, we will spend another week with balancing and bug fixing so your assistance is much appreciated. Enjoy the new hotfix!
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