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Hello everyone Citizens: Far Lands is now participating in the Lunar New Year Sale 2024 with a 80% discount. Hope you can enjoy our game!
Hello Citizens! The game has been out for a good while already and it seems many of you have enjoyed it very much. We have a good standing in reviews, and to celebrate our game's success we've added a number of Community Items to the game! You can now collect trading cards, craft badges and gain awesome community rewards!
- Added V-Sync option - Added Frame Limiter option - Difficulty level is now saved and loaded correctly when continuing game - Fixed bug with invasions spawning at a wrong time when loading a saved game - More optimised battles when high number of archers is present on the battlefield
Welcome, Citizens! This year we have a special addition for you: A Halloween themed level. A similar level made an appearance last year, in Citizens' demo. That was a long time ago, since it was even before the combat rework (when combat was turn based!) For those of you who did not get to participate last year, you are able to enjoy it now :)
What's more is we reworked the lighting, the visuals and the music too. You're able to enjoy it in all new light! Literally!
Your task is to build a thriving town and defeat a zombie horde. You'll need to collect some pumpkins and exchange them for weaponry!
We hope you enjoy this year's addition to the game. We added a new achievement to go with it, so make sure to get it!
- Added a fix for the game crashing in certain languages due to an error in the INI file
Hi everyone! It's been over a month since the release of the game. We're actively hunting down bugs you guys report and are slowly preparing some future content patches. However, we need your help! We'd love to hear your opinions on what kind of content you'd like to see in the future.
If you're interested in helping us out, please consider filling out this short survey.
It's a short set of questions about potential future content.
Earlier on in the year we've even done some prototyping :)
Hello everyone! Time has come for a maintenance patch. Here are a couple of fixes and improvements:
- Added more turns in levels 10-22 - Edge scrolling turns off when window is out of focus (alt tabbed) - Fixed a bug in survival mode, when player would leave at turn 100, purchased an item in the store, and returned, causing instant defeat - Survival mode no longer displays max turns in numbers
- Added edge scrolling as requested by community member - Fixed a potential crash on some systems
Come and have a chat with us, as we play Citizens: Far Lands
- Improved performance on medium and low settings. - Fixed story achievements - Fixed ignored ini settings
Welcome friend! We are finally nearing our journey's end... or is it just the beginning of a new adventure? Citizens has been in development for two years. It's been a wonderful time - full of new challenges to overcome and new things to learn. Our small team has grown closer together, and we're even more ambitions than we were at the beginning of this all. Getting to the Popular Upcoming page was a huge milestone, and we have you to thank for!
Citizens: Far Lands releases today! We decided to go for a low price of $11.99 USD, but we're also applying a 20% discount during release week. Now is the best time to get it!
The demo has been updated with new quality of life features, battle improvements (both visual and AI), improved visuals and a massive performance boost. We've also added a host of new languages and polished the existing translations.
Furthermore, the full game has received a number of additional features that we didn't plan for originally:
Hello everyone! I'm Dusty! The 3D artist working on Citizens: Far Lands! As part of our dev diaries, I thought it might be interesting to show you the art side of game development :)
When I first joined the team, I was asked to improve already existing designs of buildings. It wasnt long before my affection for the game has translated into more than just a little rework however.
I had to rework over 50 buildings that were already in the game and it was quite a task. I'm used to creating realistic models which take more time than what Citizens required, and good news was that the buildings were very simple. Because of the sheer quantity however, it took a lot of time anyway. As you can imagine, creating an art asset, even a low poly one, can take anywhere between a few minutes to a few hours. If you want something really satisfying, you might find yourself even working for a few days! To save us time, I created a colour palette which would be applied to all graphical assets in the game. This resulted in easier texturing work and better game performance. I am pretty proud of the results!
Here's the palette at this point in production:
Most of the assets in the game use this one texture. We also have one like this, but with gradients to create smooth transitions between one colour and another.
At first the houses used to look like something out of ancient Greece. They were heavily inspired by Godus. Worker's House then and now:
Citizens has clearly defined "Civilisations". We meet a few of these in the game, but the inspiration for player's Civ comes from medieval Italy, France, Germany and England.
Hello everyone. I figured it might be a nice idea to write a little post about the mechanics of our combat system in Citizens: Far Lands. It has taken a little while to develop, and has gone through a major overhaul, so I think the lessons I've learned on it could be shared with a wider community for the greater good :) For those of you who are not into programming, I tried to keep it light. You might still find it interesting to see how it all works "on the inside". Initially the combat system in Citizens started as a turn based system. From the beginning it was written to be as reusable as possible. Although I'm not a good programmer, I try to make my systems like plugins: something I can just easily drop in and out of the program I'm working on. Initially the basic requirements were:
It's been quite a while since the demo went live. Thanks to your feedback we identified a number of aspects of the game that could be improved, or that just weren't fun altogether. One of these was the battle system. Currently the battles in Citizens are turn based. They take a long time and aren't really exciting. For this reason we overhauled them completely! We opted in for a real time system. The battles will now be fast paced, taking anywhere between a minute, to three minutes max. You'll be able to place your units on the board, much like you can do currently, and then all hell will be let loose! Although your army has automatic AI command, you'll be able to override individual orders. You can see the teaser of the battle here: [previewyoutube=raBR0h6wErk;full][/previewyoutube] We kept the terrain modifiers, so moving into the woods, or ordering your archers to fire from a hill will provide certain benefits to your units. Another thing we want to show you is the thematic "Worker Trailer". Everything here is recorded in game. You'll see many updated building meshes AND villager animations! That's right - most buildings now feature villagers walking around and doing various tasks. [previewyoutube=Ow0etgCbZJw;full][/previewyoutube] We hope you like these previews, and as always we look forward to your feedback. Remember to wishlist the game if you haven't already done so, and send the links to your friends!
Hello everyone! To celebrate halloween this year, we have a little treat for you. We're releasing a brand new, themed level! Play it now on our demo - gather pumpkins and exchange them for weapons, and then defend yourself against a brain-eating horde of zombies! It will not be an easy task, so be careful! There are many of them! This update also shows off a new mechanic which you'll see more of in the full game: Enemy Invasions. We hope you enjoy this little event and as always, we really want to hear your feedback! :)
This Next Fest we're taking an opportunity to show off our work! Come meet the team behind the game, see how we work, and chat with us :) Meet the Game designers, programmers and artists!
Join the lead dev as he falls into traps set by the level designer. This Next Fest we're taking an opportunity to show off our work! Come meet the team behind the game, see how we work, and chat with us :) Meet the Game designers, programmers and artists!
Hello everyone, and welcome to our very first dev diary. Well try to post these semi-regularly, although I wont be giving a time frame just yet. There are weeks when a lot happen, there are weeks when were just bugfixing, so Id rather wait until an appropriate moment to give you some juicy content. Today, is one of those moments!
So far, 226 of you have played our demo. Weve had a few streamers give our game a go, for which were very grateful! Shoutout here goes to Geesebreath, Chameleon_TBN, Ketobbey and BlueZestTV.
Firstly, lets talk about the changes that affect the demo. Weve made a few quality-of-life improvements. Tutorial is a little bit better and explains a few more things for the newcomers and there are more tooltips in several places. More importantly, every resource can now be locked which should help you manage your economy without needing to pause every production building individually. You can also stop the peasants from eating if you so wish. Just dont expect them to pay you!
Weve added support for four additional languages: German, Italian, Polish and Russian! Some translations might be missing, and some might have little mistakes, but well fix it ASAP when noticed. If you do spot something, please let us know. You can switch the language in main menu options.
Combat is a little prettier, with units walking around rather than just hopping to their destination. Weve also increased attack, defence, and health values since weve added tile modifiers. Enemy camp can now be attacked with archers it just wont take that much damage. Combat AI was also improved a little. Archers use better arrows and no longer shoot at enemy feet.
Clicking on buildings in game will play a sound now, which should add a little bit to immersion. We hope you like the sounds and dont find them annoying Talking about annoying sounds, we increased the cooldown of voice notifications (Our supplies are running out!) to two minutes. Talking about buildings, we added a few new icons, especially for animal farms.
Weve been very busy at work with new systems for the main game. We added a system for triggering global events, meaning we can now do some cool stuff, like levels where youll be fending off enemy invasions! If you watch the trailer, you might spot a few new features which well talk about in due course.
Thats all for tonight, and we hope youll come to our live stream happening on October 2nd, at 1PM PDT | 8pm GMT.
Lastly, here's something cool:
[previewyoutube=KFONsBiYsNw;full][/previewyoutube]
All best to you all and happy city building!
This Next Fest we're taking an opportunity to show off our work! Come meet the team behind the game, see how we work, and chat with us :) Meet the Game designers, programmers and artists!
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