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Hearthlands Status Update

I had big plans for this year (2022). First of all the plan was to do some promotions for Hearthlands to see if there's still interest for the game. If there was I would consider making an update or even a DLC. This would require new assets, which isn't cheap, so I wanted to make sure this was worth the investment. Hearthlands has been quite popular, which I'm very thankful for, but I feel it was missed by many people due to a total lack of marketing (which isn't something I'm good at or really interested in). So I was planning to get into that kind of stuff this year. Another plan was to implement sound effects for Elsewhere. This is a long and tedious job, since I estimate the game needs about 600 sound effects. Every sound effect needs to be found, purchased, processed, adjusted, added to the game and tested. I wanted to finally give Elsewhere a wider release and sound effects were an absolute must. As I was in the middle of both, the bad things happened. I don't want to talk about the bad things, they've been talked about enough, just gonna say that at first they put my ability to do what I love in jeopardy and now my very freedom is in danger too. At the moment I'm still able to accept payments, but this may change overnight. As with my freedom - I just have to see what happens. The thing with promotions is simply not possible at the moment, so it has to be postponed. As staying focused and productive became difficult, a few months ago I decided to take a break from implementing countless sound effects and do something new instead. Hopefully that will be released before the end of the year. A silver lining I guess. Sound effects will hopefully be finished by the end of the year too (if of course I'm able to keep working). Though I decided not to wait until they are all done and polished, and release an intermediate update with about half of them implemented. Version 0.2.2 is available now and includes almost all mob and machine sounds plus a bunch of others (roughly half of total) as well as some fixes and improvements. More info on the website: https://elsewheregame.net I didn't do or say anything public since late February, basically hoping it all just going to end soon and I will pretend to myself that nothing happened, so I'm sorry for the silence. Nothing is dead or abandoned, just didn't work out quite as planned. This has been a wild ride. In other news, last year Hearthlands was part of the Jingle Jam by the Yogscast, who I've been a big fan of since the good old SOI days. Check out the VOD here: https://www.youtube.com/watch?v=GKbc7h518n8 A couple of months ago one of my favourite city-builder youtubers GamerZakh made a video about Hearthlands! He compares the game to the unreleased Medieval Mayor which was supposed to be the next game in the Caesar/Pharaoh/Zeus/Emperor series. Can confirm that Hearthlands was inspired by the lack of a game like that. Had to do everything myself:) Check out the video here: https://www.youtube.com/watch?v=U8uKNKwPN8A I haven't watched either of the videos, since it would be too nerve racking for me, so I hope they're saying good things about the game. Let's hope it's just good news from now on. Thank you for your support! Stay safe, Sergio


[ 2022-09-25 18:47:04 CET ] [ Original post ]

What's new in 1.3.0

First of all you may have noticed that the game got de-listed on Steam for a couple of weeks. There was a copyright strike against me, but luckily the issue now got resolved and I have papers to prove that I do indeed own the game I made. This is a technical update: - Added Italian language (made by Andrea Di Stefano). - Fixed issues with special characted not displaying correctly. - Improved 4K support: at first (clean) launch the game will start at full screen and adjust UI size automatically based on screen resolution. "Big screen" option now goes higher (so you can manually set UI to be bigger than before). - You can now zoom in closer and zoom out farther. Please let me know if something's broken (info@hearthlands.com)! Thank you for your support!


[ 2021-06-26 14:14:29 CET ] [ Original post ]

Hearthlands Status Update

My fellow Hearthlanders, Hope youre all in good health. Its evident that with a full-time job, personal responsibilities, a time-consuming project and a finished game (plus my poor time-management skills) it is hard for me to keep up with everything as fully as it deserves to be kept up with. I apologize for that and I thank you for being here and reading this. Please feel free to join my Discord, where Ill try my best at answering questions and discussing things. I keep it on most of the day, since Im also using it for work, but may not be able to answer everything right away. Let me know if Im missing something important. Frequently asked question: Is the game still being developed? The game is complete with a full campaign mode as well as a sandbox mode. It has four factions, randomized and customizable maps, in total - at least tens of hours of gameplay. I know that these days it is customary to keep adding content to a 10 year old game, but I don't think it adds that much value to something that is already good. While working on the game I realized that adding stuff doesn't necessarily make experience better, but it makes things more complicated. People often do that because it increases profits, but I would rather do something new. The game is made by the team of one, and I just don't have enough resources to keep putting in the same level of effort as I had 7 years ago. I keep making minor updates from time to time, and I see that there's still interest for a DLC, so maybe I'll be able to do that as some point. There will be an update soon: Italian language + some minor things. I'll be uploading it to GOG and Humble too. Another problem with adding new content is that I don't have an artist. Original artist has not done anything since soon after the release (though I kept making payments). Some bad stuff had also been done in the past. I don't feel like going into detail here, let me just say that it's a miracle that the game got made in the first place. Never do business with your friends. Having said that, I want to say that it has been an amazing experience, and I'm forever grateful to the community for letting it happen. It's great to know that all the effort and hard work (from me and everyone who helped and keeps helping) means something. I'm very proud with how the game turned out - the game I wanted (and tried to) make since the age of 7. Thank you and stay safe. Sergio


[ 2021-03-03 13:59:18 CET ] [ Original post ]

What's new in 1.2.2


This is another technical update: - Window can be minimized by pressing F11 - Option for fullscreen window to be automatically minimized if focus is lost - Option for locking mouse cursor to the screen (in fullscreen mode with multiple monitors) - Fixed mouse scrolling on MacOS - Upgraded to LWJGL 3.2.3 Please let me know if something's broken (info@hearthlands.com)! In other news, Elsewhere 0.1.3 is coming soon. Here's a little teaser:
Thank you for your support!


[ 2020-10-01 09:45:59 CET ] [ Original post ]

What's new in 1.2.1

This is a minor technical update: - Fixed the problem with keybindings - Fixed mouse scroll - Mouse events don't register if game window is not focused - Game window doesn't minimize when loses focus (useful for two-monitor setup) The game is updated on Steam and Humble. GOG version should be updated soon as well (I did my part). Please let me know if something's broken (info@hearthlands.com)! In other news, Elsewhere is up to version 0.0.7: https://www.youtube.com/watch?v=QO4AQ3s2x5w Thank you for your support!


[ 2020-02-10 09:58:32 CET ] [ Original post ]

What's new in 1.2.0

What's new in 1.2.0 This is a technical update with no new content. It's been over 5 years already since the development started and over two years since version 1.0.0 was released, so a lot of stuff needed to be brought up to date with technology. This required rewriting a lot of low-level engine stuff, so hopefully nothing's broken. Also the game is now 64-bit only and the Mac version requires 10.9+.
I want to say that I plan at least one more update this year, but can't really promise that, since there's a lot of stuff going on at the same time for me right now (which is totally my fault). And I really wanna complete the campaign again:) Please let me know if there are any problems with the latest build (info@hearthlands.com). Thank you for your support!


[ 2019-06-30 17:39:57 CET ] [ Original post ]

Elsewhere 0.0.2 Giveaway

Hi, everyone!
A new version of Elsewhere is now available on the website (http://elsewheregame.net) Id like to get more feedback so Im giving away gift codes. If you want to try out the game please leave a comment to this post, and Ill send you a code with a direct message. Or you can leave me a message or send an email to info@hearthlands.com. The codes can be redeemed at Humble Bundle. It would be great if you could send me an email after youve tried the game. Does it work? Did you encounter any lag, bugs or crashes? What do you think should be in the game? For example, at the moment Im not quite sure how the game should start. After player spawns in the wilderness, what should be their first steps? I dont want the first few minutes of the game to be too familiar, but at the same time I want them to be intuitive. Plus, I dont want the beginning of the game to be too long. Thank you for your support!


[ 2019-03-18 08:56:57 CET ] [ Original post ]

Hearthlands, Elsewhere and other things

Hi, everyone! It's been a while and I'd like to say a few words about what's been going on and what to expect in the future. So, first of all I've been planning an update/DLC for Hearthlands with an additional campaign (or, most likely several smaller campaigns) and some new things. I don't want to promise anything I may not be able to provide, so I won't set a release date for it. Ideally, I'd like to complete it this year, but there's too much stuff going on right now to be absolutely sure. Last year Simon and I started working on a new Hearthlands-style game. So far, I reworked Hearthlands engine to support things like day/night cycle and modding and came up with general game design elements, while Simon made some great concept art. At this point, it's too early to show anything though, as things may still change a few times. I have something to show you though. A few months ago, I decided to finally release a game I've been working on (with many long breaks) since before Hearthlands (it's been five years!). It took longer than expected and there were many things to add, change, polish and make graphic assets for, but the first version is finally out. The game is called Elsewhere and it's still at a very early stage, although I find quite interesting already.
Watch the trailer You can find more info about the game on its website: http://elsewheregame.net I must say, it feels a bit weird releasing something to the public after I pretty much kept it to myself for five years, but hey, I guess it had to be done at some point:) The next version of Elsewhere is mostly done and comes out this month. Also at some point, I will publish it on Steam and give a Steam key to everyone who already owns it. Basically, right now I'm trying to do all these things at the same time, along with other obligations, which, obviously doesn't work out exactly as perfect as I'd like, but we'll get there eventually. If you have any questions or suggestions, you can reach me at info@hearthlands.com. Thank you for your continuous support over the last 4.5 years. Without it, I wouldn't have been able to do what I love professionally.


[ 2019-02-01 18:30:10 CET ] [ Original post ]

What's new in 1.1.3

Can you believe it?! It's been 3 years now since Hearthlands got greenlit on Steam and about 3.5 years since the development started in May 2014! Working on one big project for this long is hard, but there still are things I'd like to see in the game. I'd like to thank everybody who joined us in this journey and made this dream possible. There's been a silent update with some changes to the Mac OS build, it seems to be working better now. Also, it comes bundled with JRE. Russian language added! I used a fan translation by aNNiPAk, Nicodimus, LinXP and kathnox (thank you a lot!), added missing text and a bunch of editing. It still took much longer than I thought though, but it's finally here!
Items that aren't being accepted are now shown in darker font on the stockpile window.
Tribute values in mission 8 are fixed. Extra spaces in Spanish translation are fixed. Saturation option in Settings menu lets you change saturation of in-game objects and terrain (reload the game to apply).

Peaceful (mostly) victory! You can now build a Wonder, which takes a whole bunch of time and resources to complete, but if you manage to hold it for 10 years, you win the game. Neighboring cities become more aggressive while you're building it (unless they are set to Passive), so you need to make sure your defenses are up.
PS Is it just me or every image in every announcement except this one got removed? What the f? Edit: Fixed!


[ 2017-12-09 11:14:52 CET ] [ Original post ]

What's new in 1.1.3

Can you believe it?! It's been 3 years now since Hearthlands got greenlit on Steam and about 3.5 years since the development started in May 2014! Working on one big project for this long is hard, but there still are things I'd like to see in the game. I'd like to thank everybody who joined us in this journey and made this dream possible. There's been a silent update with some changes to the Mac OS build, it seems to be working better now. Also, it comes bundled with JRE. Russian language added! I used a fan translation by aNNiPAk, Nicodimus, LinXP and kathnox (thank you a lot!), added missing text and a bunch of editing. It still took much longer than I thought though, but it's finally here!
Items that aren't being accepted are now shown in darker font on the stockpile window.
Tribute values in mission 8 are fixed. Extra spaces in Spanish translation are fixed. Saturation option in Settings menu lets you change saturation of in-game objects and terrain (reload the game to apply).

Peaceful (mostly) victory! You can now build a Wonder, which takes a whole bunch of time and resources to complete, but if you manage to hold it for 10 years, you win the game. Neighboring cities become more aggressive while you're building it (unless they are set to Passive), so you need to make sure your defenses are up.
PS Is it just me or every image in every announcement except this one got removed? What the f? Edit: Fixed!


[ 2017-12-09 11:14:52 CET ] [ Original post ]

Status update

We're alive and (mostly) well! There's going to be another update soon, with some fixes, improvements and suggestions. Initially I planned two updates before the end of the year, but unfortunately, I got caught up in some personal stuff and wasn't able to be as productive as I wanted. Thanks everybody for your patience! First of all, Russian translation is completed and will be included in the next update. It took a while and it is probably still a bit rough at places. Big thanks to the community for their help!
Another addition is a wonder-type building (it haven't got a name yet). It is a massive structure built in stages and it makes it possible to 'win' the game peacefully.








Thank you for your support!


[ 2017-11-12 12:03:03 CET ] [ Original post ]

Status update

We're alive and (mostly) well! There's going to be another update soon, with some fixes, improvements and suggestions. Initially I planned two updates before the end of the year, but unfortunately, I got caught up in some personal stuff and wasn't able to be as productive as I wanted. Thanks everybody for your patience! First of all, Russian translation is completed and will be included in the next update. It took a while and it is probably still a bit rough at places. Big thanks to the community for their help!
Another addition is a wonder-type building (it haven't got a name yet). It is a massive structure built in stages and it makes it possible to 'win' the game peacefully.








Thank you for your support!


[ 2017-11-12 12:03:03 CET ] [ Original post ]

What's new in 1.1.2

This is an improvements update with the majority of things suggested and/or pointed out by the community. Most languages have been updated to fix some typos and include the campaign mode. Big thanks to Alex for his help with German translation. Many typos have been fixed. Thanks to everybody who pointed them out. Plague has been tuned down a bit. Invasion direction now correctly represents relative locations of your and attacker's cities.
The radius around invader troops where you can't build anything has been slightly increased. Opinion bonus you get from trading with your neighbors has been decreased. Immigration rate now depends on the amount of extra room available. The more extra room you have, the more migrants you get. 'Auto accept resources' checkbox now also affects tribute. Potential tribute now shows in the tooltip. Resources your neighbors buy, have, sell or need now show at the world map.
You can right-click and drag to scroll the map. Certain keys can now be rebound. In order to do it you need to edit these entries in the config.txt file: key_left : 30 key_right : 32 key_up : 17 key_down : 31 key_screenshot : 60 key_zoom_in : 78 key_zoom_in_alt : 13 key_zoom_out : 74 key_zoom_out_alt : 12 key_zoom_default : 11 key_pause : 25 key_speed_up : 27 key_speed_down : 26 The number after the action is the key code. You can find all key codes here: http://minecraft.gamepedia.com/Key_codes More objects (trees for example) are now replaced automatically when you put a building or a road on top of them. Scarecrows now automatically replace farm plots. You can now adjust the amount of water on the map in the new game window. You can set the maximum number of locations (graveyards, warlock towers, dragon's lairs) or turn them off in the new game window.
Killing Spree achievement now requires only 50 enemies to be killed in one year. Amount of iron and coal on the tutorial map has been increased. Chickens, birds and other animals are a bit quieter. Most windows can now be closed with Enter key. A new beautiful poster:
I've been thinking about making Hearthlands merchandise shop with posters like this one and other stuff. What do you think: good idea/bad idea? What's the best solution for an online shop? What would you like to see there? Thank you for your support!


[ 2017-07-11 13:30:08 CET ] [ Original post ]

What's new in 1.1.2

This is an improvements update with the majority of things suggested and/or pointed out by the community. Most languages have been updated to fix some typos and include the campaign mode. Big thanks to Alex for his help with German translation. Many typos have been fixed. Thanks to everybody who pointed them out. Plague has been tuned down a bit. Invasion direction now correctly represents relative locations of your and attacker's cities.
The radius around invader troops where you can't build anything has been slightly increased. Opinion bonus you get from trading with your neighbors has been decreased. Immigration rate now depends on the amount of extra room available. The more extra room you have, the more migrants you get. 'Auto accept resources' checkbox now also affects tribute. Potential tribute now shows in the tooltip. Resources your neighbors buy, have, sell or need now show at the world map.
You can right-click and drag to scroll the map. Certain keys can now be rebound. In order to do it you need to edit these entries in the config.txt file: key_left : 30 key_right : 32 key_up : 17 key_down : 31 key_screenshot : 60 key_zoom_in : 78 key_zoom_in_alt : 13 key_zoom_out : 74 key_zoom_out_alt : 12 key_zoom_default : 11 key_pause : 25 key_speed_up : 27 key_speed_down : 26 The number after the action is the key code. You can find all key codes here: http://minecraft.gamepedia.com/Key_codes More objects (trees for example) are now replaced automatically when you put a building or a road on top of them. Scarecrows now automatically replace farm plots. You can now adjust the amount of water on the map in the new game window. You can set the maximum number of locations (graveyards, warlock towers, dragon's lairs) or turn them off in the new game window.
Killing Spree achievement now requires only 50 enemies to be killed in one year. Amount of iron and coal on the tutorial map has been increased. Chickens, birds and other animals are a bit quieter. Most windows can now be closed with Enter key. A new beautiful poster:
I've been thinking about making Hearthlands merchandise shop with posters like this one and other stuff. What do you think: good idea/bad idea? What's the best solution for an online shop? What would you like to see there? Thank you for your support!


[ 2017-07-11 13:30:08 CET ] [ Original post ]

What's new in 1.1.1

As you may have noticed Hearthlands was released from EA a couple of days ago thus (now officially) bringing this 3 year journey to conclusion. This is how you make games god dammit, no Kickstarter, no nothing:) I don't recommend trying this at home. As I've said before, this is not the end though:) Also, there's probably gonna be a long post soon-ish, once I finish writing it (need more time!). This is a quick update focused on either preventing rare launch issues or telling you what's wrong and how to fix it. Most problems so far have been related to outdated or wrong graphics card drivers. If you're still having issues, please contact me at info@hearthlands.com. Make sure you include log.txt file from the game folder and your system specs. The game now requires C++ Redistributable Package (on Windows), which should be installed automatically by Steam (99.9% of you already have it). I also added 'Keep Playing' button in campaign missions. Thank you for the suggestion!
Hearthlands soundtrack is now available in higher quality on SoundCloud: https://soundcloud.com/sergeysergio/sets/hearthlands-ost Thank you for your support!


[ 2017-05-02 18:42:36 CET ] [ Original post ]

What's new in 1.1.1

As you may have noticed Hearthlands was released from EA a couple of days ago thus (now officially) bringing this 3 year journey to conclusion. This is how you make games god dammit, no Kickstarter, no nothing:) I don't recommend trying this at home. As I've said before, this is not the end though:) Also, there's probably gonna be a long post soon-ish, once I finish writing it (need more time!). This is a quick update focused on either preventing rare launch issues or telling you what's wrong and how to fix it. Most problems so far have been related to outdated or wrong graphics card drivers. If you're still having issues, please contact me at info@hearthlands.com. Make sure you include log.txt file from the game folder and your system specs. The game now requires C++ Redistributable Package (on Windows), which should be installed automatically by Steam (99.9% of you already have it). I also added 'Keep Playing' button in campaign missions. Thank you for the suggestion!
Hearthlands soundtrack is now available in higher quality on SoundCloud: https://soundcloud.com/sergeysergio/sets/hearthlands-ost Thank you for your support!


[ 2017-05-02 18:42:36 CET ] [ Original post ]

What's new in 1.1.0

Campaign mode! There are 12 missions, which help you understand more about how the game works. First few missions are quite easy, last few are rather challenging. First mission picks up (complexity wise) roughly were tutorial ended. As you go through missions, more buildings become available and the overall difficulty increases. Each mission has several steps you need to complete much like the tutorial, but it is not as limiting and they're more like guidelines.
Campaign is currently English-only. I'll make an update when translations become available. Big change: grain, turnips, cotton and apples can now be planted (and therefore harvested) at any point regardless of the month. This means your growers don't have to wait before they can start planting crops. This is not very realistic, but makes the game much smoother. The numbers are still the same: each grower is able to efficiently plant and harvest 24 grain/turnip/cotton plots or apple trees per year. The same goes for grapes and hops. As soon as you build grape plots, they start growing.
City reputation calculation has changed and recovers much faster now. Migrants and merchants now have a high chance to evade monster attacks. Only one squad at a time can throw a revolt. Another big change: overall difficulty has been reworked. There are many small changes all over the place, but in general: very easy became much easier while very hard stayed almost as hard. Forester's lodge no longer has to be adjacent to a road to function. Blizzard spell used to be very OP. It now functions according to its description.
Watchmen became better against monsters, but cost coins to train. Two watch towers should be able to deal with one sewer entrance. Rivals will no longer attack you if your army is away. Not very realistic, but it used to be annoying. Ambient sounds now stop properly when you return to main menu. A number of other changes, which I forgot to write down. Savefiles from the previous version are compatible with 1.1.0.
Thank you for your support!


[ 2017-04-14 15:44:33 CET ] [ Original post ]

What's new in 1.1.0

Campaign mode! There are 12 missions, which help you understand more about how the game works. First few missions are quite easy, last few are rather challenging. First mission picks up (complexity wise) roughly were tutorial ended. As you go through missions, more buildings become available and the overall difficulty increases. Each mission has several steps you need to complete much like the tutorial, but it is not as limiting and they're more like guidelines.
Campaign is currently English-only. I'll make an update when translations become available. Big change: grain, turnips, cotton and apples can now be planted (and therefore harvested) at any point regardless of the month. This means your growers don't have to wait before they can start planting crops. This is not very realistic, but makes the game much smoother. The numbers are still the same: each grower is able to efficiently plant and harvest 24 grain/turnip/cotton plots or apple trees per year. The same goes for grapes and hops. As soon as you build grape plots, they start growing.
City reputation calculation has changed and recovers much faster now. Migrants and merchants now have a high chance to evade monster attacks. Only one squad at a time can throw a revolt. Another big change: overall difficulty has been reworked. There are many small changes all over the place, but in general: very easy became much easier while very hard stayed almost as hard. Forester's lodge no longer has to be adjacent to a road to function. Blizzard spell used to be very OP. It now functions according to its description.
Watchmen became better against monsters, but cost coins to train. Two watch towers should be able to deal with one sewer entrance. Rivals will no longer attack you if your army is away. Not very realistic, but it used to be annoying. Ambient sounds now stop properly when you return to main menu. A number of other changes, which I forgot to write down. Savefiles from the previous version are compatible with 1.1.0.
Thank you for your support!


[ 2017-04-14 15:44:33 CET ] [ Original post ]

What's new in 1.0.0

No, this is not a typo. We're now in 1.0.0. Yay!
What does it mean? The development process won't change. There are still some things to do (improvements, suggestions, heroes). It is mostly just a numbers change. We're also are going to start transitioning from Early Access to Released status on Steam. Why now? It was about the time. I've said before that the version numbers basically represent the percentage of completeness and now it is the time to call it 100. It doesn't mean we won't go above 100 percent. This is not a revolutionary, but an evolutionary update. As Sid Meier once said "A game is never completed, but sometimes you just have to release it". I may be imagining this quote, since I couldn't actually find it anywhere, so don't quote me on quoting him. Luckily, we now have the ability to continue completing the game even further, even after it's been completed. Why not a year ago? I've been postponing the official release, because I didn't (and I still don't) know how it is going to affect the perception of the game and sales. Hopefully, many people who don't buy Early Access games will now take a look at Hearthlands. This is going to be a very scary time for me, since Hearthlands is the main source of my income and the biggest thing I've done so far. I really want it to do well. There were many ups and downs since the development started in May 2014 and I'd like to thank everybody who gave the game a chance, contributed to the project, provided their feedback, and/or helped to spread the word. You guys made this rollercoaster an enjoyable ride. It will always be subjective, but I think the game has quite enough to offer. It is very easy to lose interest to a game when you know everything about it and spent countless hours playing, testing and developing it, but Hearthlands still manages to make me forget what time it is. In preparation to this update, I decided to build a 20K population city, which took three days staying up almost until morning. And I was playing with passive rivals and infinite money. There are things to improve (and I'll keep improving things), but I'm happy with the way the game turned out. Also, we ended up doing more than was initially planned, which is good, because if I knew how much there was to do (and still is), it could have scared me away, and Hearthlands would have stayed as another idea I never went for. Also Hearthlands is now available on GOG! https://www.gog.com/game/hearthlands This is basically a dream come true for me, since the game I've always wanted to play/make is now available to everybody on Steam, Humble and GOG. GOG also requested that the game was officially released and I took this as a sign. So, what's new? - Trade is now automated by default. In order to start trading you need to build a marketplace and enable a trade route in the trade menu. Marketplaces will automatically accept items you want to sell and merchant will drop off items you want to buy in any of your marketplaces. To enable manual control you can click the marketplace and uncheck "Auto" checkbox.
- You can now specify trade limits in the trade menu. "Sell when over" setting means that you will only sell items when you have over the specified amount in stock. "Buy up to" means that you will only buy items until you have the specified amount in stock. Currently each trade route has a separate limit, which is something to improve later (?).
- Employment menu now shows the total number of buildings you have when you mouse over the industry.
- Picking colors for your shield is now easier. - You can now restart the game from the game menu (works with games started in 1.0.0 and after). - Fancy road under a roadblock is now rendered properly. - Clerics have been nerfed a bit. - War pig riders now have regeneration. - Resource distribution algorithm has been improved once more. - Stuttering issues introduced in the last update have been (hopefully) fixed. There are ideas have to improve things further in the next update. - All trees (not just pines) now provide twice as many logs, so you only need half as many woodcutter's lodges. Wood consumption was indeed ridiculous; it is fixed now. - A new song has been added! I would like to thank Seth Cruse for this beautiful contribution. It is almost as good as what we wrote (it is better). Also there could have been bugs in sound engine, which are now fixed. - Savegames from earlier versions are compatible with 1.0.0. If the game doesn't work The game (regardless of version) may not work for you if you have an Nvidia GPU and use 378.49 driver. You can see your driver version if you go to Nvidia Control Panel > Help > System Info. Minecraft is also affected by this, which is probably why Nvidia did a good thing and released a hotfix. You can download the fix and learn more about the issue here: http://www.pcworld.com/article/3164453/hardware/nvidia-releases-hot-fix-after-game-ready-driver-breaks-minecraft.html To fix the stuttering issue I've decided to build a 20K population city, and it is monstrous. Here are some screenshots:



As you can see, there are several districts: pillow/clothes/eggs district, medicine district, two furniture districts, bread district, boots and wurst district, beer district and the main district. I decided to go with a district system to optimize the resource-flow. The idea is: let's say you have furniture production district. It has woodcutter's lodges (half as many!), sawmills and carpenter's shops. It inputs nothing and outputs furniture. The district is connected to the main city only though a storage yard, that accepts only furniture. The storage yard is used as a gateway to prevent peddlers from going into the district to get some furniture.
Instead, there is a storage yard (several of them, just in case) in the middle of the city and it "gets" the furniture. There's almost always some furniture in there, so the peddlers don't have to travel too far to get some.
If peddler's tent had direct access to the carpenter's shops, it would send a guy every time a new load of furniture is produced, and the guy would have to travel all that distance to pick up just one load of furniture. Instead, peddlers go to a nearby storage yard, where they can pick up four loads at once. This, I believe, is an efficient way to micromanage the resource flow in big cities. TL;DR 1. This is an improvements update, it's not the last one, but it marks the end of the Early Access stage. 2. The game is now available on GOG! https://www.gog.com/game/hearthlands 3. There's an issue with Nvidia driver 378.49, preventing the game from running. Download the fix here: http://www.pcworld.com/article/3164453/hardware/nvidia-releases-hot-fix-after-game-ready-driver-breaks-minecraft.html 4. Look how big my city is. Thank you for your support!


[ 2017-02-06 17:39:02 CET ] [ Original post ]

What's new in 1.0.0

No, this is not a typo. We're now in 1.0.0. Yay!
What does it mean? The development process won't change. There are still some things to do (improvements, suggestions, heroes). It is mostly just a numbers change. We're also are going to start transitioning from Early Access to Released status on Steam. Why now? It was about the time. I've said before that the version numbers basically represent the percentage of completeness and now it is the time to call it 100. It doesn't mean we won't go above 100 percent. This is not a revolutionary, but an evolutionary update. As Sid Meier once said "A game is never completed, but sometimes you just have to release it". I may be imagining this quote, since I couldn't actually find it anywhere, so don't quote me on quoting him. Luckily, we now have the ability to continue completing the game even further, even after it's been completed. Why not a year ago? I've been postponing the official release, because I didn't (and I still don't) know how it is going to affect the perception of the game and sales. Hopefully, many people who don't buy Early Access games will now take a look at Hearthlands. This is going to be a very scary time for me, since Hearthlands is the main source of my income and the biggest thing I've done so far. I really want it to do well. There were many ups and downs since the development started in May 2014 and I'd like to thank everybody who gave the game a chance, contributed to the project, provided their feedback, and/or helped to spread the word. You guys made this rollercoaster an enjoyable ride. It will always be subjective, but I think the game has quite enough to offer. It is very easy to lose interest to a game when you know everything about it and spent countless hours playing, testing and developing it, but Hearthlands still manages to make me forget what time it is. In preparation to this update, I decided to build a 20K population city, which took three days staying up almost until morning. And I was playing with passive rivals and infinite money. There are things to improve (and I'll keep improving things), but I'm happy with the way the game turned out. Also, we ended up doing more than was initially planned, which is good, because if I knew how much there was to do (and still is), it could have scared me away, and Hearthlands would have stayed as another idea I never went for. Also Hearthlands is now available on GOG! https://www.gog.com/game/hearthlands This is basically a dream come true for me, since the game I've always wanted to play/make is now available to everybody on Steam, Humble and GOG. GOG also requested that the game was officially released and I took this as a sign. So, what's new? - Trade is now automated by default. In order to start trading you need to build a marketplace and enable a trade route in the trade menu. Marketplaces will automatically accept items you want to sell and merchant will drop off items you want to buy in any of your marketplaces. To enable manual control you can click the marketplace and uncheck "Auto" checkbox.
- You can now specify trade limits in the trade menu. "Sell when over" setting means that you will only sell items when you have over the specified amount in stock. "Buy up to" means that you will only buy items until you have the specified amount in stock. Currently each trade route has a separate limit, which is something to improve later (?).
- Employment menu now shows the total number of buildings you have when you mouse over the industry.
- Picking colors for your shield is now easier. - You can now restart the game from the game menu (works with games started in 1.0.0 and after). - Fancy road under a roadblock is now rendered properly. - Clerics have been nerfed a bit. - War pig riders now have regeneration. - Resource distribution algorithm has been improved once more. - Stuttering issues introduced in the last update have been (hopefully) fixed. There are ideas have to improve things further in the next update. - All trees (not just pines) now provide twice as many logs, so you only need half as many woodcutter's lodges. Wood consumption was indeed ridiculous; it is fixed now. - A new song has been added! I would like to thank Seth Cruse for this beautiful contribution. It is almost as good as what we wrote (it is better). Also there could have been bugs in sound engine, which are now fixed. - Savegames from earlier versions are compatible with 1.0.0. If the game doesn't work The game (regardless of version) may not work for you if you have an Nvidia GPU and use 378.49 driver. You can see your driver version if you go to Nvidia Control Panel > Help > System Info. Minecraft is also affected by this, which is probably why Nvidia did a good thing and released a hotfix. You can download the fix and learn more about the issue here: http://www.pcworld.com/article/3164453/hardware/nvidia-releases-hot-fix-after-game-ready-driver-breaks-minecraft.html To fix the stuttering issue I've decided to build a 20K population city, and it is monstrous. Here are some screenshots:



As you can see, there are several districts: pillow/clothes/eggs district, medicine district, two furniture districts, bread district, boots and wurst district, beer district and the main district. I decided to go with a district system to optimize the resource-flow. The idea is: let's say you have furniture production district. It has woodcutter's lodges (half as many!), sawmills and carpenter's shops. It inputs nothing and outputs furniture. The district is connected to the main city only though a storage yard, that accepts only furniture. The storage yard is used as a gateway to prevent peddlers from going into the district to get some furniture.
Instead, there is a storage yard (several of them, just in case) in the middle of the city and it "gets" the furniture. There's almost always some furniture in there, so the peddlers don't have to travel too far to get some.
If peddler's tent had direct access to the carpenter's shops, it would send a guy every time a new load of furniture is produced, and the guy would have to travel all that distance to pick up just one load of furniture. Instead, peddlers go to a nearby storage yard, where they can pick up four loads at once. This, I believe, is an efficient way to micromanage the resource flow in big cities. TL;DR 1. This is an improvements update, it's not the last one, but it marks the end of the Early Access stage. 2. The game is now available on GOG! https://www.gog.com/game/hearthlands 3. There's an issue with Nvidia driver 378.49, preventing the game from running. Download the fix here: http://www.pcworld.com/article/3164453/hardware/nvidia-releases-hot-fix-after-game-ready-driver-breaks-minecraft.html 4. Look how big my city is. Thank you for your support!


[ 2017-02-06 17:39:02 CET ] [ Original post ]

What's new in 0.9.3

- Storage yard, marketplace, road, roadblock and stone tiles have been redrawn.
- You can now delete save files by selecting a saved game in the Load Game menu and pressing Delete. - Your culture is now shown in the name of the save file (only works with games saved in 0.9.3). - A few achievements have been fixed. - A rare freeze in map generation has been fixed. - Smite ability apparently didn't work at all, it's fixed now. - Sea access option used to toggle between on and off on its own. - Big change: resource distribution algorithm has been rewritten and now has built-in priorities. Fox example you will no longer wait for planks to get delivered to the fletcher's shop while they are being used up by carpenter's shops. Peddler's have higher priority than marketplaces and so on. And for the Halloween: - New title screen:
- Witches! Witch spawns if the witch hut is attacked and brings wolves and spiders with her. Also, she can heal her allies.
- Vampires! Vampire is one of the most powerful creatures in the game. It can teleport, restore its health when dealing damage and is resistant to both magical and physical weapons. Vampire commands an army of ghosts.
Thank you for your support and happy Halloween!


[ 2016-10-27 16:23:35 CET ] [ Original post ]

What's new in 0.9.3

- Storage yard, marketplace, road, roadblock and stone tiles have been redrawn.
- You can now delete save files by selecting a saved game in the Load Game menu and pressing Delete. - Your culture is now shown in the name of the save file (only works with games saved in 0.9.3). - A few achievements have been fixed. - A rare freeze in map generation has been fixed. - Smite ability apparently didn't work at all, it's fixed now. - Sea access option used to toggle between on and off on its own. - Big change: resource distribution algorithm has been rewritten and now has built-in priorities. Fox example you will no longer wait for planks to get delivered to the fletcher's shop while they are being used up by carpenter's shops. Peddler's have higher priority than marketplaces and so on. And for the Halloween: - New title screen:
- Witches! Witch spawns if the witch hut is attacked and brings wolves and spiders with her. Also, she can heal her allies.
- Vampires! Vampire is one of the most powerful creatures in the game. It can teleport, restore its health when dealing damage and is resistant to both magical and physical weapons. Vampire commands an army of ghosts.
Thank you for your support and happy Halloween!


[ 2016-10-27 16:23:35 CET ] [ Original post ]

What's new in 0.9.2

- Lots of buildings redrawn! Hunter's lodge, smokehouse, fishing quay, forester's lodge and woodcutter's lodge:
Shoemaker's shop, mint, sawmill, smeltery, carpenter's shop, weaver's shop, woodburner's shop, herbalist's shop, clothier's shop and pillow maker's shop:
Masonry, coal digger's lodge, iron digger's lodge and gold digger's lodge:
Aviary, grower's lodge, mill, oast house, bakery and beer brewery:
Shepherd's lodge, beekeeper's lodge and mead brewery:
Pigstry and winery:
Dairy and cider brewery:
- Note that since smeltery, mint, pillow maker's shop, smokehouse, bakery, pigstry, beer brewery, cider brewery, mead brewery and winery changed their size they will disappear from the map when you load a game saved in a previous version. Savegames are otherwise compatible. - Polish translation by Mateusz Ulma! - French translation by Pierre Jerome Lubac (Akashar), Jac Damez (Grobiduch) and Mathieu Fayard (Bibouzh) (http://www.gameovert.net)! - New monsters: wolves and spiders as well as their dwelling: wolf den and spider lair. Wolves are fast and attack in big groups while spiders are well protected.

- You can see building names by clicking 'Show building names' button in the right-bottom corner of the screen or pressing '5'.
- Fixed crash with Engineering tech. - Fixed bug with unobtainable 'Death from Above' achievement. - AI requests improved, so that rivals now ask more often for goods your city produces. - Rivals will no longer counter-attack immediately after you attacked them. - Monsters level now grows quicker over time. - Shift-clicking on 'Shut down' button now properly shuts down/starts up all buildings of the same type. - Fixed Mining tech tooltip. - Fixed terrain around monster dwellings. A couple of screenshots from Testville:

Thank you for your support!


[ 2016-10-01 20:25:01 CET ] [ Original post ]

What's new in 0.9.2

- Lots of buildings redrawn! Hunter's lodge, smokehouse, fishing quay, forester's lodge and woodcutter's lodge:
Shoemaker's shop, mint, sawmill, smeltery, carpenter's shop, weaver's shop, woodburner's shop, herbalist's shop, clothier's shop and pillow maker's shop:
Masonry, coal digger's lodge, iron digger's lodge and gold digger's lodge:
Aviary, grower's lodge, mill, oast house, bakery and beer brewery:
Shepherd's lodge, beekeeper's lodge and mead brewery:
Pigstry and winery:
Dairy and cider brewery:
- Note that since smeltery, mint, pillow maker's shop, smokehouse, bakery, pigstry, beer brewery, cider brewery, mead brewery and winery changed their size they will disappear from the map when you load a game saved in a previous version. Savegames are otherwise compatible. - Polish translation by Mateusz Ulma! - French translation by Pierre Jerome Lubac (Akashar), Jac Damez (Grobiduch) and Mathieu Fayard (Bibouzh) (http://www.gameovert.net)! - New monsters: wolves and spiders as well as their dwelling: wolf den and spider lair. Wolves are fast and attack in big groups while spiders are well protected.

- You can see building names by clicking 'Show building names' button in the right-bottom corner of the screen or pressing '5'.
- Fixed crash with Engineering tech. - Fixed bug with unobtainable 'Death from Above' achievement. - AI requests improved, so that rivals now ask more often for goods your city produces. - Rivals will no longer counter-attack immediately after you attacked them. - Monsters level now grows quicker over time. - Shift-clicking on 'Shut down' button now properly shuts down/starts up all buildings of the same type. - Fixed Mining tech tooltip. - Fixed terrain around monster dwellings. A couple of screenshots from Testville:

Thank you for your support!


[ 2016-10-01 20:25:01 CET ] [ Original post ]

What's new in 0.9.1

Just a quick little update: - Horsemen barracks are no longer invisible. - Spanish translation updated to the latest version (thanks, Joaquin!). - Forgot to say in the previous update: since fletcher's workshop became 4x4 instead of 3x3 it disappears when you load a game from 0.8.7 or earlier. Make sure to rebuild it. - Saved games are compatible with previous versions. Thank you for your support!


[ 2016-08-02 13:13:53 CET ] [ Original post ]

What's new in 0.9.0


A big, big change, which I've been waiting a long time for - we've got new music! The main theme was re-recorded and expanded and there are two more peaceful themes and two combat themes. One of the combat themes is only played when you fight undead and it is even a bit scary. I managed to persuade a good friend of mine to spend lots of time with me digging up our old songs and coming up with new ones, rewriting and recording them properly. There are several more songs in the works, so I hope we'll be able to add more music to the game in the next updates. Military buildings were redrawn and now look even better. Several new buildings were added. From left to right: barracks, berserker barracks, war pig rider barracks, cleric barracks, horsemen barracks, armorer's shop, fletcher's shop, weaponsmith's shop, stables and war pig ranch.
Every culture now has a special powerful unit! From right to left:
Southerners have horsemen, which are now unique to southerners but otherwise unchanged. Northerners have berserkers, which lack any armor, but are fast, can throw axes and have a bonus against monsters. Berserker requires two axes and 4 loads of mead. Westerners have clerics, which can heal friendly units, launch magic missiles with splash damage and do 50% more damage to undead. Cleric requires 2 loads of clothes and 2 loads of beer. Easterners have war pig riders, which are well protected mounted archers. War pig rider requires a chainmail, a bow and a war pig (yep, that's a new resource). New building: war pig ranch. Produces 4 war pigs a year and requires 6 loads of turnips per pig. Other changes and improvements: - Fixed possible crash when loading game saved in 0.8.6 or earlier. - Fixed a number of typos. - Healing spell now correctly uses percentages. - Houses now have smaller stockpile which makes them react quicker to a change in resources availability. - Destroying a dwelling will no longer make its inhabitants disappear. - You can cast a second copy of a spell without clicking its button again. - Added a popup window when mega construction finishes. - Added credits window:
- Rewrote sounds/music engine, which became much more reasonable and also now uses compressed music. No more limit on the amount of sounds. - Gardens have a proper appeal effect now. - One load of logs is now required to build a stockade. - Stone is now required for horsemen barracks and other special units. - Fixed a bug with enemies getting stuck on a canal bridge. - Some decorations became walkable, some gained HP value. No more defensive lines made of flowers (sorry, hippies). Thank you for your support!


[ 2016-07-29 12:44:43 CET ] [ Original post ]

What's new in 0.8.7

Serveral buildings have been redrawn, including (mega constructions, stone walls, guard towers, watch towers, magic towers and gatehouses). More variations for fancy trees and flower pots have been added.
A bug with stone tiles has been fixed. Stone tiles can now be demolished properly. Peddler's tents now have proper size (3x3). Note that all your peddler's tents will disappear when you load a game created in 0.8.6 or earlier. Make sure to rebuild them. Abandoned mines now have a proper appeal after they've been restored. More balance changes concerning difficulty and power ratings of monsters and characters. Stocks panel has been changed and shows two numbers (or one if they are equal). The first number is a total amount of a resource in the city (excluding stored in peddler's tents, houses and apothecaries) that can be used immediately (as a gift for example). The second number includes resources that are reserved by a hauler or are being moved around. Resources that were put in peddler's tents and apothecaries are now counted as spent. Logic of peddler's tents has been changed. Peddlers now target houses that lack resources available in the tent, which allows several peddlers to work in the same hosing block without interfering with each other. This also makes peddlers work better overall. Resource focus. You can now click a resource in the stocks panel to 'lock it'. Locked resources won't be spent or traded away allowing you to create a temporary stockpile (for example to fulfill an outstanding request). This does not affect resources already in houses, peddler's tents and apothecaries or resources on their way there. Locked resources are still being moved around and delivered to workshops, but not used.
Overall difficulty calculation on New Game screen has been changed. Also 'Default' button has been added which resets the settings to default values (and 100% difficulty).
Thank you for your support!


[ 2016-06-22 03:33:26 CET ] [ Original post ]

What's new in 0.8.6

In case you've missed it, here's a new trailer of the game: https://www.youtube.com/watch?v=SZRe8NZ2J8g And here's what's new in the new update: - Several building have been redrawn: tax office, peddler's tent, apothecary, constabulary, town hall, temple, minstrel's guild, library, manor and estate. Since minstrel's guild now has a different size it disappears from the map when you load a game saved in 0.8.5 or older. New vs old:
- Also high-appeal road now looks more fancy. A number of decorative objects added (most of them increase appeal): - Bench. The bench rotates automatically to face the road. - Garden crate. - Garden. - Metal fence (works the same as wooden fence and let's monsters in as well). - Stone tiles. - Canals and canal bridges. Canals are 3x3 tiles and only connect to each other on a 3x3 tile grid. Canal bridge must be built between two canal pieces (press R to rotate it) and it counts as a road. Enemies can use canal bridges too.




- Fixed bug (hopefully) with enemies getting stuck under gatehouses. - Character screen now shows damage value correctly according to character's level. - Invaders now have greater range and are less likely to hang out on the edge of the map (which isn't necessarily good). - A number of other fixes. I'm also in the process of migrating to LWJGL 3, which will improve a few things, but there's a lot to rewrite so it'll have to wait until one of the next updates. Savegames from 0.8.5 are compatible with 0.8.6 (don't forget to rebuild your minstrel's guilds though). Thank you for your support!


[ 2016-05-20 17:28:43 CET ] [ Original post ]

What's new in 0.8.5

- Chancellor can now be female as well! Big thanks to Anais (http://youtube.com/anaisbelieve) who recorded the voice of the chancellor and female citizens.
- Female citizens now have female voice:) - New title screen!
Title screen alternates between the old one and the new one each time you restart the game. - Map generation has been reworked to make sure the landmass in contiguous (no more troops stuck on an island hopefully). It may take a bit longer now and map seed taken from an older version of the game may not produce the same map in 0.8.5 due to these changes. - Now you can comfortably play the game on a 4K monitor! 'Big screen' mode has been added which scales up the UI to x1.25 or x1.5. You can enable it on the Settings screen. The game needs to be restarted before changes are applied.
You can also edit 'config.txt' file and set 'big_screen' to 0 (off), 1 (x1.25 scale) or 2 (x1.5 scale). - Citizens will no longer wander through entire city and will stay closer to their homes. - Roadblocks are no longer hidden in 'Hide buildings' mode. - The sound for trade notifications has been changed to make it less annoying:) Thank you for your support!


[ 2016-03-13 20:13:00 CET ] [ Original post ]

What's new in 0.8.4

You can now specify random seed when starting a new game (requested feature), so that you can play the same map again. If you leave the seed empty it will be generated randomly. You can see the current seed in the game menu (if the game was started after 0.8.4 update). Fixed difficulty calculation depending on the amount of staring coins. Thanks for pointing that out. Opponent's power now drops more significantly after they are defeated. Trolls and ghosts should no longer wander into their dwellings, which used to make them invulnerable. Barracks can now hold only one load of any weapon (or armor), which makes resource distribution between armorers and weaponsmiths more even. Citizens can now spawn if your houses are level 3 or higher (another requested feature). They do nothing, just wander around along the roads, minding their own business. They can not be killed (otherwise one stray bogger would be able cover the streets with bodies within a few minutes). Citizens can be either male:
Or female:
And the more advanced your houses are the better they dress up.
Immigrants and emigrants can now also be male or female. A new title screen (work in progress):
Thank you for your support!


[ 2016-01-30 18:56:30 CET ] [ Original post ]

What's new in 0.8.3

Female characters! You can now play as female ruler and rivals can be female too (chosen randomly). This was more difficult that anticipated, since I had to go though all game text (in all languages) and replace all male-specific texts. Units still say "Yes, my lord", but I think I'll leave it as is. Originally I planned to make chancellors able to be female too, but then I realized they have male voice (my heavily processed voice), so this'll have to wait.

Minor things: - Tons of typos fixed in German translation. - Mega buildings no longer provide their effects before they finished. - Pressing "Q" while in Spells menu closes it. - Archers now attack enemies properly even if there's no path. - Workshops effectiveness parameters apparently weren't being saved properly. Thank you for your support!


[ 2016-01-05 05:11:00 CET ] [ Original post ]

What's new in 0.8.1

This is mostly an improvements and fixes update. - Most new texts added in 0.8.0 have been translated into Spanish (thanks, Joaquin!) and German. Also I fixed several typos people have pointed out. - Divine Inspiration spell now doubles production rate (as it should) instead of halving it. I don’t know about you, but this was quite funny:) - Added option for automatically accepting resources (tributes, gifts, loot, etc.) without a pop-up window. Note that if there’s no space in the stockpiles resources will be lost. - Windows are now closed by pressing right mouse button (previously windows would close on release). - Added effectiveness statistics for production buildings, which lets you see how well it performs and what may be the reason of low effectiveness. Note that at the moment effectiveness is being reset every year in January, so it is most accurate in December (because there is a full year of data to analyze). I may look into it again to make it more accurate throughout the year, but already it is quite helpful to see that your carpenter’s lodge wasted 50% of time doing nothing because its furniture storage was full. Here you can see that cider brewery doesn’t have max effectiveness because it didn’t have enough apples:
Carpenter’s lodge here spent about a half of its time waiting for its furniture storage to clean up:
- Note that savefiles from 0.8.0 are compatible with 0.8.1 but you won’t be able to see effectiveness data that would have been collected since the last January (obviously). Thank you for your support!


[ 2015-12-03 00:24:38 CET ] [ Original post ]

What's new in 0.8.0

- Savefiles from previous versions should work with 0.8.0, but it is recommended to start a new game anyway, since there’s a lot of things that have changed. - New mega-building: Arena. As any other mega-building Arena produces some fame over time and increases appeal in the area, but most importantly it increases the amount of XP your units gain and provides every unit with a small amount of XP every month.
- New mega-building: Wizard's guild, which increases magic output by 20% (useful, since we're adding spells).
- New building: Magic tower. Magic tower uses magic points to shoot enemies. It's a bit weaker than guard tower but has splash damage.
- Spells! Spells need to be researched first using magic points and coins. Some spells can be upgraded up to level 3, increasing the efficiency (casting cost stays the same, though).
Some spells are aimed at strengthening the economy, the others are useful in combat. For example 'Phantom Warriors' spell creates a group of ghostly soldiers who will join your side for a limited amount of time. You can switch between spells and construction with a button in the bottom left corner of the screen or with a hot-key. [Q] opens up spells menu and [Esc] gets back to buildings. Greyed out spells are not researched (or you don't have enough magic points to cast). Spells do direct damage and don’t take armor into account. Some of the creatures, though, have magic resistance (Warlock, Skeleton Reaper) or even magic immunity (Dragon). - Balance changes. First of all, all producing buildings now have the production value of 24 loads per year. I can't quite remember, so maybe it already was like that, but anyway I went ahead and made sure it works that way. Exceptions are: hunter's lodge (12 animals per year), mining/digging buildings (12 per year, note that masonry produces 2 loads of stone at a time, so it's still 24 per year) and stables (4 horses per year). Since the production of aviary and fishing quay is somewhat random it can vary, but in average it is still 24 eggs/feathers and fish per year accordingly. All workshops that require resources take 1 load of each raw material per 1 load of finished product. For example, bakery requires 1 load of flour, 1 load of logs and 1 load of water per 1 load of bread. This makes it easier to know how many grower's lodges you need for your bakeries - it's always (almost) 1 to 1. Exceptions are: boats, weapons, armor and horses (no changes here). Also, you, obviously need 2 hunter's lodges per smokehouse, since lodges have only half as much production. Also, I rebalanced workforce requirements, item prices and nutrition values to make sure that more advanced food types are more efficient than raw materials. For example, not only bread provides more food points per load, but it is also more efficient workers-wise than turnips (if you build a bunch of turnip farms). Producing finished products for trade is also more efficient than trading raw materials. There are also changes in food/alcohol/luxuries consumption values and other balancing things. - Some changes in texture loading, so now loading is somewhat faster and images take less video memory. - Options unavailable for player's culture are removed from foresters, hunters, growers and shepherds. Hopefully this makes it less confusing. - City reputation now slowly increases as you earn fame. This gives an additional purpose for fame and helps large cities recover its reputation. You will need to start a new game to fully benefit from that, since it takes into account the total number of fame points ever earned and not the current value (which also means that you don't have to keep unused fame around). - Stopped ghosts from wandering far away from abandoned mines (apparently this didn't quite work as intended). - Some buildings look different. - Buildings that require extra resources to be built now actually use those resources. Must have gotten broken at some point. - Squads sent home now ignore enemies until they reach the barracks. This is the retreat feature people were asking for. - Autosave now overwrites the previous autosave (from the same playthrough). You will still have at least two autosaves (if enabled) - on exit and annual. - Houses didn't devolve from the lack of food apparently. Thanks for pointing that out! - Buildings become a bit more transparent in Hide Buildings mode. - You can ignore messages about monsters and thieves by enabling appropriate options in the settings menu. - Fixed a bug with an army stuck upon returning (again). Thank you for your support!


[ 2015-11-16 23:22:38 CET ] [ Original post ]

Status update

Here is the usual post about the progress we've made this week. Thank you for your support!


[ 2015-11-09 00:45:33 CET ] [ Original post ]

Status update

Here is the usual post about the progress we've made this week. Thank you for your support!


[ 2015-10-25 18:10:05 CET ] [ Original post ]

Status update

Here is the usual post about the progress we've made this week. Thank you for your support!


[ 2015-10-11 20:20:26 CET ] [ Original post ]

Status update

Here is the usual post about the progress we've made this week. Thank you for your support!


[ 2015-09-27 15:39:47 CET ] [ Original post ]

What's new in 0.7.4

- New mega-building: University! It generates a bit of fame and increases lore output by 20%:

- Castle now increases fame output by 20%. - A number of typos and translation errors fixed. - New library:
- A bug with multiple town halls and castles fixed. - Sound effects volume is now gets lower the more zoomed out you are. - Improve relations cost now increases over time. - You can now 'demolish' wild animals too. - Other minor fixes and improvements. - Most windows can now be closed with right mouse click. Thank you for your support!


[ 2015-09-14 00:42:09 CET ] [ Original post ]

What's new in 0.7.3

- Spanish translation! Huge thanks to Joaquin from http://www.simcitycoon.com for this massive job. Go and check out his website! - Zoom in and out feature (a lot of people have been asking for it)! Use mouse wheel or + and – keys to zoom in and out. - You can now see building radius while placing buildings. - Your watchmen, guard towers and soldiers will no longer attack ghosts while the monsters are neutral.
In other news: working on a university:
Thank you for your support!


[ 2015-08-30 16:49:21 CET ] [ Original post ]

What's new in 0.7.2

- Castle! This is the first mega-building which requires a lot of resources (coins, stone, logs and iron) and is being constructed over time (at least a year if you have enough workers and resources).
- New buildings: wooden gatehouse and wooden guard tower. Wooden gatehouse has less HP and requires logs instead of stone and wooden guard tower does 50% less damage than the old one and also does require logs instead of stone.
- New NPC building: Abandoned mine with ghosts. Once you've defeated the ghosts you get a random mine (coal, iron or gold one).
- Goblins now have their own road, fence and flag.
- Sawmill now has an animated saw.
- Various typos and inaccuracies have been fixed. - The rare bug with non-returning armies has been fixed. - Most of the windows can now be closed with Esc key. Thank you for the support!


[ 2015-08-22 22:39:36 CET ] [ Original post ]

Status update

Here is the usual post about the progress we've made this week. Thank you for your support!


[ 2015-08-16 01:50:21 CET ] [ Original post ]

Hearthlands - now in German!

Here is the usual post about the progress we've made this week. Thank you for your support!


[ 2015-08-08 14:23:21 CET ] [ Original post ]

Status update

Here is the usual post about the progress we've made this week. Thank you for your support!


[ 2015-07-25 22:37:15 CET ] [ Original post ]

What's new in 0.7.0

- Achievements! If Steam client is running achievements are being saved both to Steam and locally. Otherwise achievements are saved only locally (and won't disappear when the game is updated). There are 50 achievements. I tried to make some of them more interesting, so they can be used as some kind of mission goals. You need to start a new game to be able to get achievements. Also achievement don’t work with ’Free build’ option turned on.
- New houses! Each housing level now has several variations, plus some of the houses look much better that before.
- Quite a few fixes and tweaks (thanks to everyone for the reports!), including: - Steam overlay should now work properly. - Shift + click on 'Shutdown' button shuts all buildings of the same type down. Same works for starting buildings up. - Neutral and hostile structures removed from tutorial (except graveyard) just in case. - Also I added German symbols for the upcoming German localization. My sister (who’s basically German) is helping me to translate the game. - Spanish localization is in progress. Big thanks to Joaquín from simcitycoon.com (Check his website there’s info on Hearthlands and other cool games)! - Savegames from 0.6.5 should work with 0.7.0. Thank you for the support!


[ 2015-07-18 19:06:03 CET ] [ Original post ]

Status update

Here is the usual post about the progress we've made this week. Thank you for your support!


[ 2015-07-11 19:36:06 CET ] [ Original post ]

Status update

Here is the usual post about the progress we've made this week. Thank you for your support!


[ 2015-07-03 23:11:33 CET ] [ Original post ]

Hearthlands
Sergio & Simon Developer
Sergio & Simon Publisher
2017-04-28 Release
Game News Posts: 46
🎹🖱️Keyboard + Mouse
Very Positive (297 reviews)
The Game includes VR Support
Public Linux Depots:
  • Linux Content [137.7 M]
Hearthlands is a medieval/fantasy city-building real time strategy game in which you take a role of a king in a procedurally generated world. You can not control your subjects directly; instead you focus on city-building, resource management, diplomacy, heroes, magic and other things a
typical king deals with on a daily basis.
The game is very flexible: you can build up a powerful realm and rule the lands with an iron grip, or establish a humble fishermen's village. Or create a trading empire. Or found a small, bur well-defended outpost or raider's camp. Or become a host of a wizard's manor.
All characters, from a hauler to a hero have their own minds and behavior patterns. Sometimes it is interesting just to watch people scurry about minding their own business.

Implemented features:

  • Build a medieval city;
  • Play the game the way like it: experiment with sandbox settings or try to survive in harsh environment;
  • Keep your people happy by providing them with necessary resources and services;
  • Gather resources, produce goods and build industries;
  • See reports and tune up your economy;
  • Build an army and protect your city from monsters and invasions;
  • Trade and conduct diplomacy with neighbor realms, or go to war with them;
  • English and German languages with Spanish coming soon;
  • Achievements.

Planned features:


  • Magic and religion;
  • Heroes and quests;
  • Better music.

MINIMAL SETUP
  • Memory: 2 GB RAM
  • Graphics: GeForce / RadeonSound Card: Open AL compatible sound cardAdditional Notes: Note! Java 1.8 or later required. Integrated graphics adapters (like Inter HD Graphics) are currently not fully supported.
GAMEBILLET

[ 6132 ]

5.00$ (75%)
13.57$ (15%)
0.85$ (83%)
20.00$ (50%)
16.79$ (16%)
35.99$ (10%)
8.47$ (15%)
1.50$ (90%)
12.44$ (17%)
42.49$ (15%)
6.55$ (18%)
12.74$ (15%)
8.39$ (16%)
0.85$ (83%)
4.24$ (15%)
14.21$ (29%)
2.59$ (74%)
12.95$ (19%)
0.90$ (91%)
12.27$ (18%)
3.36$ (83%)
4.90$ (88%)
4.00$ (80%)
8.10$ (59%)
9.00$ (70%)
11.99$ (20%)
16.99$ (15%)
8.00$ (60%)
6.53$ (56%)
13.79$ (8%)
GAMERSGATE

[ 2625 ]

2.61$ (74%)
4.5$ (70%)
4.5$ (70%)
9.99$ (50%)
1.5$ (70%)
3.75$ (75%)
12.1$ (36%)
10.79$ (46%)
7.5$ (50%)
1.38$ (86%)
1.29$ (82%)
0.77$ (91%)
3.0$ (62%)
1.69$ (79%)
14.99$ (50%)
10.13$ (59%)
24.49$ (30%)
4.25$ (79%)
2.0$ (90%)
4.5$ (85%)
5.4$ (73%)
13.27$ (56%)
1.76$ (91%)
3.4$ (83%)
27.49$ (45%)
12.59$ (37%)
19.99$ (20%)
0.45$ (85%)
2.5$ (75%)
15.0$ (62%)

FANATICAL BUNDLES

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HUMBLE BUNDLES

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