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Hi everyone! We're releasing a small update, together with two new languages! And not just any language... the game is now available in Icelandic thanks to our friends from Nrd Norursins!
Fixed
Hi everyone, today we're excited to release a new content update for the game and a few other changes! In this patch, we introduce a new game mode called the "Weekly Gauntlet". This mode has been teased in our previous post and you had the chance to playtest it on the beta branch and give feedback - thanks to all who participated and gave feedback, we've made some adjustments and it is now added to the game. The Weekly Gauntlet offers introduces a new element: alternate win conditions! You will be challenged to complete a series of three tasks and settlements without losing, each featuring a different objective to complete. The set of tasks will reset every week on Wednesdays and add in a new rotation. Each week, you will have three attempts at completing the tasks and top the leaderboard! We are looking forward to extending some elements to other game modes if you guys like this new kind of challenge and look forward to your feedback See you in Iceland! Mario, Michael & Mathias
Hi everyone! We've just opened a beta branch for Landnama's v2.3 content update which brings a brand new game mode with alternate win conditions: the Weekly Gauntlet! It is available for play testing already and we would love to hear your feedback, suggestions... and bug reports. In the Gauntlet, you are challenged to complete three tasks in a succession without failing. Each task introduces a new win condition to the settlement for which you will have to strategize and make the best of the randomly selected region and clan. Choose your task, complete all of them and win the Gauntlet! Here's a sneak peak at the new tasks and win conditions for the mode:
Hi everyone! Our next free content update is now live and brings balancing changes, some visual improvements, quality of life features, two new clans to unlock, new daily trial modifiers and a new difficulty level! The Mastery system has been changed to grant more points (from 3 to a total of 6 now). The design goal is to make the choice less restrictive, the power curve steeper and generally allow you to have more tools at your disposal to tackle challenging maps. You will be able to try more versatile builds depending on the needs. Support production buildings (all except Shipbuilder) can now also be built on any biome type (except Glacier). With this change, we want to allow you to create more interesting and fun synergies by connecting production lines which the biome type hard requirement was preventing in most cases. We also swapped the default and quality bonus for Hallowed Grounds (and halved their build times) so the Gothi/Hallowed buildings are much less dependant on RNG and become more accessible. We hope you like the changes and wish you happy holidays! Mathias, Mario & Michael P.S.: Some of the changes we made unfortunately made the save games incompatible; once you update and play the new version, any previously saved sagas, expeditions or daily trials will be reset.
Hi everyone! We've just opened a beta branch for Landnama's v2.2 update! We'd love to get your feedback on the content patch over the weekend. The update brings balancing changes, some visual improvements, quality of life features, two new clans to unlock, new daily trial modifiers and a new difficulty level! The Mastery system has been changed to grant more points (from 3 to a total of 6 now). The design goal is to make the choice less restrictive, the power curve steeper and generally allow you to have more tools at your disposal to tackle challenging maps. You will be able to try more versatile builds depending on the needs. Support production buildings (all except Shipbuilder) can now also be built on any biome type (except Glacier). With this change, we want to allow you to create more interesting and fun synergies by connecting production lines which the biome type hard requirement was preventing in most cases. Let us know what you think about those changes and share your feedback to help fine-tune the update before the release! Thank you for your support! Mathias, Mario & Michael
Hi everyone! While we're already prepping the next content update, we have a smaller update for you, which brings some fixes, quality of life improvements and visual improvements we're excited about. Enjoy and stay tuned for more soon! Added
Hi everyone! Were thrilled to release the first major update to Landnama, and its a big one! Weve overhauled the game quite a bit and are really excited to hear what you think. One of the main areas we really wanted to focus on was how difficulty worked in the game. Weve tried to move away from anything that felt too random or unfair, and changed events to allow more player choice with less punitive outcomes. Frequency of negative events is now tied to player chosen difficulty levels and the region selection has become part of the difficult scaling. Overall we wanted to give players autonomy around deciding what kind of challenge they wanted and when. Another big area we wanted to focus on was adding depth, especially with how a settlement played out. With this in mind, the building system has been rethought entirely and has been completely rebuilt around production. From there we streamlined how the upgrading system works, basing it on harvest thresholds for a more organic path to the objective. These two rethought systems work in tandem to make settlements feel exciting and engaging throughout. The following is an overview of the biggest changes, but there have also been many more quality of life tweaks. This is a big shift, so please share with us what you think, what you want to see, and any feedback you have on these core changes. For those of you that would like an experience more in line with the launch version, there is Landnama Classic branch available on Steam. Theres more coming, but we want your help and ideas as we move forward, so please do continue to share your thoughts! A massive thanks to our Discord community for providing crucial feedback and bug testing, especially with the recent beta of this update. We honestly appreciate it so much. Your feedback around what you like and what you would still like to see is crucial in helping us continue to evolve Landnama. Were excited to get this in your hands for feedback, thank you so much for playing our game and we hope you enjoy the changes!
Hi everyone, We're excited to share our first big update for Landnama! It's been almost exactly two months since the release and we have been hard at work to address all your feedback, and we'll continue to listen so we can evolve Landnama into the game you want it be. While staying true to the core gameplay mechanics, we've overhauled many of the game systems to add more depth and strategy, reworked difficulty scaling, and removed a lot of the punishing random elements that didn't feel fun. To play the beta version of v2.0.0 right-click Landnama in your Library and choose "Properties". In the following menu select the tab "Betas" and choose the branch "v2_beta". Please note the beta branch is fully localized only in English, German and French as of now. We'd love to hear your feedback on the changes, it has been and still is crucial in helping us shape the future of this game! Heres what this update is bringing to the game:
Hi everyone, Thanks for your patience while we plan and work on this big update. Weve really tried to take in everyones feedback and evolve the game in a way that addresses how you want it to grow while maintaining the elements you enjoy. We wanted to share an overview of what were working on and get your feedback so we can make Landnama as good as it can be. So please, share any of your thoughts and feelings about this, we want to hear from you! The main areas we are currently working on are making the randomly generated elements less punishing and not as much of a focus, and adding more depth and replayability. Here are some of the solutions were working on. Wed love to hear as much feedback as possible from you over the next week or two while we work on this update, then well share a detailed breakdown with a version for you to test as soon as we can. We can then continue the conversation from there. Difficulty All difficulty levels will now be available from the start, with additional rewards gained from higher levels. The Althing wont appear in the normal difficult level. Challenges are being reworked to feel less punishing and encounters to feel more rewarding. World Generation Weve made a significant change with how tiles spawn, now appearing in clusters of the same biome. Each region's predominant biome spawns more often as well, and quality tiles can now be found on the sea biome. Winter's Toll Were simplifying the calculation of Winters Toll. Instead of basing it on explored tiles, buildings and home upgrades, it will increase it by a certain amount each year that scales with difficulty. Winters Toll will also have a smaller range it rolls from. Challenges and Encounters Instead of having a guaranteed negative event every year, there will be an equal chance its a positive one, and positive events will now have a choice of reward much like the negative ones. Events you encounter while exploring then will no longer only be positive, but can be negative as well. Masteries Masteries in their current form have been removed with the most fun and powerful effects moved to clans so they can be accessed without relying on a random roll. Buildings This is probably the biggest change were working on. We've changed buildings to work with production as a system, and almost all buildings will have adjacency requirements and production multipliers. Buildings will retain their special abilities, but only if built on a quality tile. Example:
Hi everyone! This update doesn't have any balancing or new content yet, for this we will need some time we want to get this right and deliver you a content update that makes as many of you as happy as possible. But we're very happy to release a new update with an completely reworked Chinese localization and some bugfixes in the meantime: CHANGED - Completely reworked the Chinese localization - The Vegvsir button on the winter screen now has a confirm dialog to avoid misclicks - Default music volume is now at 75% FIXED - The pause button now always has the correct state at the start of a settlement - The exploration time cost no longer displays negative values but the correct value of 1 month Thank you for your support! <3 Mathias, Michael and Mario a.k.a Sonderland
Hi everyone! Thank you again to all that purchased, played the game and gave us feedback or left a review so far! Were really humbled by the response the game received at launch. Were a small studio, it is our first game as a team and we definitely didnt expect it to get that much exposure. Unfortunately, we also hear from those of you who have not found the game to their liking, be it for its simplicity, overall difficulty and balancing, lack of content or replayability or the subpar chinese localization. Were sorry the game did not live up to your expectations and wanted to thank you again for your feedback. The past days have been a roller coaster of emotions for us as you can imagine. We worked on this project for almost two years, took risks, tried our best but ultimately ended up letting some of you down and many more who have it on their Wishlist waiting to see how we stir the ship before committing to purchasing the game. That is fair and understandable were Steam shoppers too.
Hi everyone! First of all, thank you to the many players who purchased and played the game! We're thrilled to have had so many of you excited about the game's release and received a ton of feedback. We understand that many of you were disappointed with the general difficulty of the game and reliance on RNG. We want to say we're sorry that the game did not meet your expectations. We hear you and assure you we're working hard to take the game to the next level! As a first step in that direction, we want to highlight two changes from the patch notes below. Casual is now the default difficulty and called Normal We hear you on the difficulty levels and realize that the "Normal" difficulty level was the wrong entry point for new players. If you found the game too difficult, we strongly recommend starting a new saga on the new, improved "Normal" difficulty! Masteries now only grant bonuses, no more maluses We removed the maluses from Masteries to make the game more rewarding and make sure you get to experience the many different strategies and builds possible with those. These are the first of many changes to come. Keep the feedback coming so we can make the game as good as possible together. We are also in the process of reworking the Chinese localization of the game, that many of you reported was subpar. Thank you for your support! Mario, Michael and Mathias a.k.a Sonderland PATCH NOTES v1.1.0: CHANGED
Hi everyone! Landnama is officially out! Iceland beckons your Viking clans, go forth and try to settle the land of fire and ice! Thank you all who have helped us along the way with feedback, suggestions and support! We're thrilled to enter a new chapter for both our studio and the game. We are a tiny self-funded independent team of three from Germany, France and Canada. We've put our humble hearts and souls into this game and we hope you will enjoy it See you in Iceland! Mario, Michael & Mathias a.k.a. Sonderland https://store.steampowered.com/app/2339040/Landnama/
Hi friends! To start off, wed like to thank all of you for your awesome support, patience and feedback! After almost two years of hard work, we're thrilled to announce that Landnama will release on Steam on 31/07/2023! Yes, in just two weeks time. We've also just updated the demo with many changes and language options (DE, FR, RU and CN). So jump in and check them out until the full release is here! We can't wait for everyone who's been waiting and many more to embark on epic sagas! Cheers, Mario, Michael & Mathias aka Sonderland https://store.steampowered.com/app/2339040
Hey everyone,
we're happy to announce our livestream to celebrate the Steam Next Fest!
Two thirds of our team will be answering your questions and will try to settle Iceland with you.
We'll also be showcasing a new mechanic that will be in the release version of the game, so even if you've played the demo or playtests, you have a reason to tune in! ;-)
We're looking forward to seeing you, ehrm, being seen by you?
Michael, Mario & Mathias
Hey everyone,
we're happy to announce our livestream to celebrate the Steam Next Fest!
Two thirds of our team will be answering your questions and will try to settle Iceland with you.
We'll also be showcasing a new mechanic that will be in the release version of the game, so even if you've played the demo or playtests, you have a reason to tune in! ;-)
We're looking forward to seeing you, ehrm, being seen by you?
Michael, Mario & Mathias
Hi, friends! We're super excited to announce that we've just released the DEMO for Landnama! Be ready to set sail and survive the Icelandic winter for four cold years with the clans of your choice! Learn the ropes of establishing a thriving homestead that you will need to settle the whole island in the upcoming full version of the game! It's a huge milestone for our tiny team, and it has been an awesome (and crazy) journey from the early sketches to the version we have now! It wouldn't have been possible at all without all the support we received from the community and during our Alpha #1 and Alpha #2 playtests on Steam! THANKS TO YOU ALL! You can add Landnama to your Wishlist on Steam to stay up-to-date with future news and information about the game! :) Do you have friends who missed the last playtests? Share the news with them that they can now try it out! Cheers, Michael, Mario & Mathias
Hey friends! the first playtest a few weeks ago was tremendously helpful for us and we walked away from it with weeks worth of work. Now we're happy to announce that we've implemented most of the feedback we got from you so this coming weekend we're inviting you to round two of the public alpha playtest for Landnama!
ADDED
- You can now pan the camera with WASD keys or the right thumb stick
- Added tutorial steps about difficult terrain and unique tiles
- Added new daily trial modifiers
CHANGED
- The maximum yield per tile has been removed
- The Woodcutter and Pasture now gain bonus yield for unbuilt adjacent tiles of any quality
- The Hunter and Peat Farm now work exactly like the Woodcutter and Pasture
- Winter now increases by 1 for every 2 explored tiles (previously every 3)
- The progress bar on tiles now has segments equal to months
- For challenge events you now have a choice between two effects
- The wharf and dragonship chain each give +1 interest per 5 heart (previously 3)
- Base chance to find encounter event upon exploring is now 15% (previously 10%)
- In the first year of a settlement there now are no challenge events
- Salvaging buildings now uses your construction workers
FIXED
- The game automatically pauses when the window is not in focus
- The law which disables sacred buildings now does so properly
- The Providence chain progress no longer shows if you've already unlocked it
- The UI on tiles is no longer affected by the winter tint
Hey friends! we're happy to announce the first public alpha playtest for Landnama! If you've registered for the playtest, you will be able to play the game the coming weekend!
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