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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:
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.
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.
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.
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:
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.
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.
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.
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.
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.
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