Happy New Year!
In these first weeks following the Early Access launch, Ive been working hard to improve the game in every aspect.
To start, Im focusing on enhancing the games graphics to create a more immersive and detailed medieval atmosphere.
These graphical changes will also have a significant impact on the gameplay, so in the coming months, the game will evolve noticeably to deliver a more complete and engaging experience.
Among the improvements are the various buildings:
Hut
Sawmill
Church
More Buildings
Characters
In addition to the buildings, Im also working on the characters. The games graphics will remain low-poly but with more realistic textures, which means the characters wont be fully realistic. However, compared to their current state, the improvement is drastic and much better.
Terrain
The game currently features a hexagonal terrain, but due to the graphical changes, Ive decided to redesign the terrain to better align with the other elements. This change will also enhance the gameplay experience, as everything will feel more seamless and fluid instead of tile-based.
I hope that, with these changes, once implemented and visible in the game, youll enjoy the gaming experience much more than before. Thank you for reading!
[ 2025-01-03 21:42:06 CET ] [ Original post ]
Hello! While Im working on a major overhaul of the games graphics, this time Ive only made a small update. Ive implemented a new mechanic: the game will be lost if you run out of units, military forces, and ways to keep building houses. In other words, when you can no longer progress in the game, it will result in defeat. Ive also done a general balancing of the early game levels. Previously, players started with little food, which caused some to lose their villagers without realizing it. Now, you start with a substantial amount of food to help players adapt better to the gameplay. As I mentioned earlier, all the games graphics will take a huge leap in quality with the major update I have planned for January. I also plan to make significant changes to how resources are managed and how the game is controlled, but Ill talk more about that later.
[ 2024-12-24 16:57:03 CET ] [ Original post ]
In this patch, I fixed a screen resolution issue in the game where the buttons for the Cities didnt work when a city was selected.
Now, when a city is selected, the buttons will function as expected in all resolutions.
Another change is related to the UI. Previously, the UI panels were blue, but now they are black. Ill continue improving the UI design in future updates to provide a better experience, but with this change, I hope the game looks a bit more appealing.
[ 2024-12-18 21:36:48 CET ] [ Original post ]
In this patch, the game logo in the main menu and options was updated.
Additionally, the shape of the menu buttons was changed. Previously, they had a gradient that didnt align well with the panels; now they have a transparent black color with borders.
Its a small update today; I plan to continue making small updates until the big one arrives.
[ 2024-12-14 14:39:47 CET ] [ Original post ]
Cities Domination comes with notable changes following the demo launch in October. Now, it is prepared for its official launch on December 13. In this update, I will explain the most important changes for you:
Better graphics
Previously, everything in Cities Domination had fixed colors. I have updated the graphics to make it more realistic, which will immerse you further in the gameplay experience.
Better clarity in buildings
Previously, the games structures included multiple builds, which could be confusing. To address this, I simplified the buildings so there is only one version of each type. Now, it will be clear which is a sawmill, which is a mine, and which is a windmill, as well as all the other buildings.
Single-unit crops.
I also improved the food system. Previously, food was produced directly inside the windmill, but now you can plant crops in multiple locations. Each crop will have a villager assigned to it, based on the number of villagers working at the windmill. This will help you decide how many crops you need to expand your kingdom.
Soldier creation.
This is the most important update and adds a lot of dynamism to the game. Previously, the soldiers created would stay inside buildings, and when attacking an enemy building, it was impossible to know what kind of defense they had. Now, you will need to create each soldier in a free hexagon, and they will detect when an enemy or enemy building is nearby and will attack it. This way, you can create an army and know how many soldiers your enemy has. Battles are in real-time, and you can create strategies to determine when and where to attack.
Improvement in gameplay.
The overall gameplay has improved, and I hope the experience is to your liking. Remember, Cities Domination will be released on December 13. After the launch, more updates with additional content will follow, so I hope you continue playing. Thank you very much for reading, and I look forward to seeing you on December 13 for the launch!
[ 2024-12-04 01:57:27 CET ] [ Original post ]
Cities Domination Demo is on Steam Next Fest!
Were thrilled to announce that Cities Domination is part of the upcoming Steam Next Fest! The demo of our game is now available, giving you a first look at the world of city-building, strategy, and conquest. In this demo, youll be able to:
- Learn the basics with a step-by-step tutorial, perfect for new players.
- Explore the unique cities with detailed descriptions of their roles and strategic importance.
- Get a taste of the intense decision-making that comes with managing your kingdoms resources, building up your defenses, and expanding your empire.
Features of the demo
Select up to 20 maps
Gestion units for collect wood, stones and food
Options for change volumen of audio, music and language (en/es)
Detailed description of the cities and what they produce
Notifications of attack
And more!
[ 2024-10-13 19:54:43 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
Cities Domination is a game where you have to build various medieval cities, each with specific functions. Manage units between these cities to collect resources like food, wood, and stone. Use these resources to construct more towns, expand your units, craft tools, weapons and train soldiers to send to enemy cities. Build and defend your cities, dominate enemy towns, and rule the castles to win the game.
Features:
Build cities to expand your domination in the map.
Manage units and resources between your cities, choose what to send and where.
Collect food, wood and stone.
Use all resources for the survival of your units.
Craft tools and weapons.
Train soldiers and attack enemy cities.
Each map is procedurally generated.
BUILD YOUR CITIES
Each city has a unique function and require necessary resources to build, you have to choose which city you want to build to collect resources, create weapons or train units to become soldiers.
MANAGE ALL UNITS
You have the power to share units between cities, each city will produce more or less resources which will depend on how many units you have.
RATION FOOD AND RESOURCES
In this game each unit will eat every night and you have to be careful with how much food the cities and units have to sustain themselves, if one unit can't eat, they will leave the city. Like the units, you can share all resources between cities.
ATTACK AND DEFEND
You have to attack the cities of the enemies and conquer the castles to win the game! Prepare your army, attack strategically and defends your cities from them.
- OS: Ubuntu or similar
- Processor: equivalent to Intel Core i5 2.60GHz
- OS: Ubuntu or similar
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