Hi folks, Based on a lot of feedback we took a look at the UI and decided it needs a bit of improving for more readability and to easily find and remember where certain things are. Please let us know what your feedback on this new UI version is and have fun in Communia! Patch notes include: - Major UI Layout changes, hopefully things are a little easy to grasp and remember now, let us know what your feedback is - The researches: Use Both Hands, A Helping Hand, Ruler's Presence and Leading Through Example now also increase the rate at which enthusiasm is generated - Various font adjustments, various typo and text formatting adjusments - Circlets should now display properly - Your Strange Sightings now have a clickable chest at the end that will show you exactly what rewards you got from the Sighting - You can now unequip Unique Ornaments if you click on the slot and select Empty Slot - Covinari cost reduction for buildings, troops, culture, food have been capped at 75% - Various achievement trackers that weren't carrying over between colonies should now carry over properly - Fixed some rare rounding issues with population numbers - Some issues with Divine Ability charge icons have been fixed - You can now see the total damage and health of your army in the military tab - Some missing icons have been updated Stay awesome! VSI Team
Hi folks, Based on a lot of feedback we took a look at the UI and decided it needs a bit of improving for more readability and to easily find and remember where certain things are. Please let us know what your feedback on this new UI version is and have fun in Communia! Patch notes include: - Major UI Layout changes, hopefully things are a little easy to grasp and remember now, let us know what your feedback is - The researches: Use Both Hands, A Helping Hand, Ruler's Presence and Leading Through Example now also increase the rate at which enthusiasm is generated - Various font adjustments, various typo and text formatting adjusments - Circlets should now display properly - Your Strange Sightings now have a clickable chest at the end that will show you exactly what rewards you got from the Sighting - You can now unequip Unique Ornaments if you click on the slot and select Empty Slot - Covinari cost reduction for buildings, troops, culture, food have been capped at 75% - Various achievement trackers that weren't carrying over between colonies should now carry over properly - Fixed some rare rounding issues with population numbers - Some issues with Divine Ability charge icons have been fixed - You can now see the total damage and health of your army in the military tab - Some missing icons have been updated Stay awesome! VSI Team
Hi folks, So today brings us a few fixes and the tentative Mac and Linux builds for those of you who use those operating systems. If you have a Mac or are running Linux on your machine, please test the new builds and let me know if you find any issues. If you run the game and the resolution is wonky under these new builds, please switch to windowed mode and then back to fullscreen mode using your Operating System's relevant keyboard shortcut. There's also a few new Steam achievements and more will come. A short summary of the patch is the following: - All towns should be clickable on the map now - Fixed behavior on some local and Steam achievements - New Steam achievements - F1-F12 now work as hotkeys for the tabs in game (population, buildings, research, etc.) - The effect of the Relic of Endless Coins has been changed - Other various minor fixes - Various behavior improvements for better game stability
Hi folks, So today brings us a few fixes and the tentative Mac and Linux builds for those of you who use those operating systems. If you have a Mac or are running Linux on your machine, please test the new builds and let me know if you find any issues. If you run the game and the resolution is wonky under these new builds, please switch to windowed mode and then back to fullscreen mode using your Operating System's relevant keyboard shortcut. There's also a few new Steam achievements and more will come. A short summary of the patch is the following: - All towns should be clickable on the map now - Fixed behavior on some local and Steam achievements - New Steam achievements - F1-F12 now work as hotkeys for the tabs in game (population, buildings, research, etc.) - The effect of the Relic of Endless Coins has been changed - Other various minor fixes - Various behavior improvements for better game stability
Hello folks, Well, it's been quite a while and I am sorry. I know a lot of you gave up on us actually finishing this project and thought we disappeared forever into the great abyss that is the "Unfinished Early Access Games" and you had all the right to think that. But we are back and we are sorry we vanished in the first place and that it took so long to get the game on track. The estimated two months of EA turned into six but we hope we're close to the end now. We thank you for your patience and we humbly invite you to check out the new Idle Civilization. We have new graphics and some new content for you! - The Covinari have found their way to your kingdom - fabled mercenaries that will work and fight for you if you build a Keep. 10 classes with distinct talents and traits await you to recruit them. - Archons might now deem your colony worthy of their attention and start watching over it when your population is great enough. - You can now undertake Pilgrimages if you have enough Archons. Pilgrimages will reward you with powerful relics - Being active in the game generates Enthusiasm. You can use your enthusiasm to hold speeches that bolster various aspects of your colony. - Over twenty new unique ornaments have been added to the game - Several new strange sightings have been added to the game - Several new random events have been added to the game - Some more typos have been addressed - Villager allocation now properly triggers achievements once more - You no longer need to swap in and out of the exploration panel for it to acknowledge manual soldier allocation - Belts, Cloaks, Bracers added to Hero items - Exploration buffs added to hero items - Various interface elements have been redone. - New achievements - New researches for your keep - Many other changes that we invite you to find for yourself We invite you to explore the new version. There will most probably be bugs and we will fix them ASAP. Thank you again, you are truly amazing people! I'm going to be updating the game trailer and adding some Steam achievements until the weekend, so look forward to that too. NOTE: Minor note but some of you might've noticed that our username changed. This was due to some bureaucratic reasons that have to do with accounting and such, nothing interesting. So don't panic if some of our forum posts no longer have the [developer] tag. Also, CraetoV is an official staff member so his word is gold when he replies to things :) Have an awesome day, Ioan Sima of Very Simple Idea Studios
Hello folks, Well, it's been quite a while and I am sorry. I know a lot of you gave up on us actually finishing this project and thought we disappeared forever into the great abyss that is the "Unfinished Early Access Games" and you had all the right to think that. But we are back and we are sorry we vanished in the first place and that it took so long to get the game on track. The estimated two months of EA turned into six but we hope we're close to the end now. We thank you for your patience and we humbly invite you to check out the new Idle Civilization. We have new graphics and some new content for you! - The Covinari have found their way to your kingdom - fabled mercenaries that will work and fight for you if you build a Keep. 10 classes with distinct talents and traits await you to recruit them. - Archons might now deem your colony worthy of their attention and start watching over it when your population is great enough. - You can now undertake Pilgrimages if you have enough Archons. Pilgrimages will reward you with powerful relics - Being active in the game generates Enthusiasm. You can use your enthusiasm to hold speeches that bolster various aspects of your colony. - Over twenty new unique ornaments have been added to the game - Several new strange sightings have been added to the game - Several new random events have been added to the game - Some more typos have been addressed - Villager allocation now properly triggers achievements once more - You no longer need to swap in and out of the exploration panel for it to acknowledge manual soldier allocation - Belts, Cloaks, Bracers added to Hero items - Exploration buffs added to hero items - Various interface elements have been redone. - New achievements - New researches for your keep - Many other changes that we invite you to find for yourself We invite you to explore the new version. There will most probably be bugs and we will fix them ASAP. Thank you again, you are truly amazing people! I'm going to be updating the game trailer and adding some Steam achievements until the weekend, so look forward to that too. NOTE: Minor note but some of you might've noticed that our username changed. This was due to some bureaucratic reasons that have to do with accounting and such, nothing interesting. So don't panic if some of our forum posts no longer have the [developer] tag. Also, CraetoV is an official staff member so his word is gold when he replies to things :) Have an awesome day, Ioan Sima of Very Simple Idea Studios
- Fixed a bug with the game crashing when exploration/sightings text isn't loaded properly - Food requirement calculations have been improved. A lot! - No more negative numbers in villager allocation when you have really high population (over 2 billion) - Offerings to Chrysantema works properly even when you have really high population (over 2 billion) - You can now sell your extra unique ornaments. Each unique ornaments sells for 2 or 3 normal ornaments (random) - Creating a colony or resetting your game will no longer show you the unique ornament you previously had equipped in the Town Hall tab - Heroes above level 10 will properly stay at level 10 - You can no longer grant experience to heroes that are level 10 - Faith requirements for kingdom quests have been drastically reduced - Resource tracking now properly takes into account all possible sources of resource income (events, quests, explorations, etc.) - Food requirement for villagers updates with better accuracy now (I might revisit this in the future, see how the math is holding up) - Olympic games are now called Pan-Communian games. There's no Mt Olympus in Communia (or is there?...) - Winning the Olympic games will now reward you with an unique ornament: the Crown Of Laurels - Your Wage rate now properly remembers what it used to be when you load for the first time after starting the client - Some tooltips have been updated - Several new events have been added to the events system (5) - The game is currently LOCKED to Windowed Mode while I solve some aspect ratio and display issues.
- Fixed a bug with the game crashing when exploration/sightings text isn't loaded properly - Food requirement calculations have been improved. A lot! - No more negative numbers in villager allocation when you have really high population (over 2 billion) - Offerings to Chrysantema works properly even when you have really high population (over 2 billion) - You can now sell your extra unique ornaments. Each unique ornaments sells for 2 or 3 normal ornaments (random) - Creating a colony or resetting your game will no longer show you the unique ornament you previously had equipped in the Town Hall tab - Heroes above level 10 will properly stay at level 10 - You can no longer grant experience to heroes that are level 10 - Faith requirements for kingdom quests have been drastically reduced - Resource tracking now properly takes into account all possible sources of resource income (events, quests, explorations, etc.) - Food requirement for villagers updates with better accuracy now (I might revisit this in the future, see how the math is holding up) - Olympic games are now called Pan-Communian games. There's no Mt Olympus in Communia (or is there?...) - Winning the Olympic games will now reward you with an unique ornament: the Crown Of Laurels - Your Wage rate now properly remembers what it used to be when you load for the first time after starting the client - Some tooltips have been updated - Several new events have been added to the events system (5) - The game is currently LOCKED to Windowed Mode while I solve some aspect ratio and display issues.
New patch released, introducing the framework for Strange Sightings and a lot of fixes. - Explorations can now sometimes generate Strange Sightings that you can choose to investigate or ignore - The Blood of Komun can now be obtained through one of the strange sightings - Buffs have been revamped and now have descriptions. You can click on the lightning symbol on screen to see a description of all your buffs - You can now manually set the population threshold where drafting will stop (default is still 50) - Researches now have an indicator in the tooltip that shows how long until you can afford the research based on your production (like buildings) - Chrysantema's Rebirth no longer displays the post 10-stack message when you have less than 10 stacks - Your population will no longer vanish while exploring if you click out of the Exploration tab and back into it while an expedition is on-going - Various typos have been fixed - More negative army bugs have been fixed - Offerings to Markeeth will no longer affect production if you don't have wages set or researched - Resources should never go below 0 anymore - Food requirement calculations should not lag up your game anymore when you have very high population - Reaching very high numbers of population and going over the food requirement maximum should no longer break your game - When you lose population or send then on an adventure or draft them, the population will be drafted rather equally from all jobs and not only in order from top to bottom - Population that returns from exploration will automatically go back to their previous jobs (one or two stragglers might remain once in a while) - You can now auto-allocate peasants to any number of roles, not just one. Consequently the evenly option and the nothing option in the allocation menu have been removed - Switching to the military tab while the UI is minimized will no longer pop up the 1k and 10k modifiers - Academies now properly grant the bonuses they were supposed to grant and they should make an impact on your production as intended - Being raided by an enemy kingdom will now return your dead troops as drafted soldiers as per usual - When mass-buying buildings, the amount of buildings created is now properly tracked once more, resulting in better civ score gains and stats tracking - The Ruins info box is a bit more consistent throughout fights now - A bug that made your hero both get an item from an adventure while near max capacity and tell you that the item was lost has been fixed - Glory is now properly granted everytime you have Kaamos' double glory buff - The Advisor tab has been renamed Town Hall and will be seeing expansion in the near future. The Advisor tab is now always enabled - The Advisor research has been replaced with Colonies. While the Advisor tab is always enabled, you will need this research the first time around in order to start a new colony - The tutorial has been updated to reflect the advisor changes - Academies and stalls now grant civilization points
New patch released, introducing the framework for Strange Sightings and a lot of fixes. - Explorations can now sometimes generate Strange Sightings that you can choose to investigate or ignore - The Blood of Komun can now be obtained through one of the strange sightings - Buffs have been revamped and now have descriptions. You can click on the lightning symbol on screen to see a description of all your buffs - You can now manually set the population threshold where drafting will stop (default is still 50) - Researches now have an indicator in the tooltip that shows how long until you can afford the research based on your production (like buildings) - Chrysantema's Rebirth no longer displays the post 10-stack message when you have less than 10 stacks - Your population will no longer vanish while exploring if you click out of the Exploration tab and back into it while an expedition is on-going - Various typos have been fixed - More negative army bugs have been fixed - Offerings to Markeeth will no longer affect production if you don't have wages set or researched - Resources should never go below 0 anymore - Food requirement calculations should not lag up your game anymore when you have very high population - Reaching very high numbers of population and going over the food requirement maximum should no longer break your game - When you lose population or send then on an adventure or draft them, the population will be drafted rather equally from all jobs and not only in order from top to bottom - Population that returns from exploration will automatically go back to their previous jobs (one or two stragglers might remain once in a while) - You can now auto-allocate peasants to any number of roles, not just one. Consequently the evenly option and the nothing option in the allocation menu have been removed - Switching to the military tab while the UI is minimized will no longer pop up the 1k and 10k modifiers - Academies now properly grant the bonuses they were supposed to grant and they should make an impact on your production as intended - Being raided by an enemy kingdom will now return your dead troops as drafted soldiers as per usual - When mass-buying buildings, the amount of buildings created is now properly tracked once more, resulting in better civ score gains and stats tracking - The Ruins info box is a bit more consistent throughout fights now - A bug that made your hero both get an item from an adventure while near max capacity and tell you that the item was lost has been fixed - Glory is now properly granted everytime you have Kaamos' double glory buff - The Advisor tab has been renamed Town Hall and will be seeing expansion in the near future. The Advisor tab is now always enabled - The Advisor research has been replaced with Colonies. While the Advisor tab is always enabled, you will need this research the first time around in order to start a new colony - The tutorial has been updated to reflect the advisor changes - Academies and stalls now grant civilization points
Hi folks, So I've been quiet these weeks. I'm going to blame it all on the holiday season and hope you don't all hold it against me :) So Happy Holidays to everyone! So what are we doing with Idle Civ and how far along are we with doing it? I promised a patch before Christmas but I didn't get it in, again because I was gone and didn't finish work in time. It'll be here on the 2nd or 3rd of January (depending on testing being done and hangovers not impeding work). What can you expect to see in the patch as far as content goes? Well, we're introducing Strange Sightings, a complementary feature to exploration. Each exploration party will have a chance to trigger a sighting. If you decide to investigate it...well...things will happen. Usually good things. Things will happen even if you decide to ignore the sighting. The bonuses of Royal Blood (for those who come from Kongregate) will be attainable through one of the sightings. We're also introducing the concept of Unique Ornaments (which you will find, for now, through sightings). Your Town Hall (which is now replacing the Advisor tab) will hold a special place where you can show off these unique ornaments and gain their bonuses. You will start off with one slot and eventually gain more slots for these ornaments so you will have to choose which bonuses you want active. I've also fixed a lot of bugs, typos and other such things. What can you expect down the road? We've started work with a graphical artist and the good news is that Idle Civ will be receiving a graphical makeover. The bad news is it's quite a bit of work and I expect it'll take around a month to get it all done. Updates and previews will be posted as the material comes in :) Music and sound is still pending. In terms of content, there is a lot of it planned: - Cultural elites - Archons - a special kind of Deity-generated unit that will govern your province in unique ways - Covinari - mercenaries - Your very own Keep - Enthusiasm that will exist alongside happiness and will influence your people's moods, combat abilities and other things - A bigger world map that will keep you interested with things to conquer, places to loot, locations to explore - Cross-colony accountability - An overhaul of combat and the introduction of siege weapons - The City of Gods! Now this will be the biggest feature really and it'll expand the game and allow for you to interact with other players. The City of Gods will get its own discussion thread soon and we will be gathering feedback for it. - Races - Other undisclosed things that we need to keep a surprise for now. Obviously these things won't happen tomorrow but they will be rolled out more or less in the order I've written above. There is still only one of us coding and another of us writing and challenging me with new ideas. I thank you all very very much for all the support and patience so far and I hope the game will continue to entertain you for a looooong while :) (THIS MESSAGE ALSO EXISTS ON THE DISCUSSION BOARDS, PLEASE DIRECT YOUR COMMENTS THERE :) )
Hi folks, So I've been quiet these weeks. I'm going to blame it all on the holiday season and hope you don't all hold it against me :) So Happy Holidays to everyone! So what are we doing with Idle Civ and how far along are we with doing it? I promised a patch before Christmas but I didn't get it in, again because I was gone and didn't finish work in time. It'll be here on the 2nd or 3rd of January (depending on testing being done and hangovers not impeding work). What can you expect to see in the patch as far as content goes? Well, we're introducing Strange Sightings, a complementary feature to exploration. Each exploration party will have a chance to trigger a sighting. If you decide to investigate it...well...things will happen. Usually good things. Things will happen even if you decide to ignore the sighting. The bonuses of Royal Blood (for those who come from Kongregate) will be attainable through one of the sightings. We're also introducing the concept of Unique Ornaments (which you will find, for now, through sightings). Your Town Hall (which is now replacing the Advisor tab) will hold a special place where you can show off these unique ornaments and gain their bonuses. You will start off with one slot and eventually gain more slots for these ornaments so you will have to choose which bonuses you want active. I've also fixed a lot of bugs, typos and other such things. What can you expect down the road? We've started work with a graphical artist and the good news is that Idle Civ will be receiving a graphical makeover. The bad news is it's quite a bit of work and I expect it'll take around a month to get it all done. Updates and previews will be posted as the material comes in :) Music and sound is still pending. In terms of content, there is a lot of it planned: - Cultural elites - Archons - a special kind of Deity-generated unit that will govern your province in unique ways - Covinari - mercenaries - Your very own Keep - Enthusiasm that will exist alongside happiness and will influence your people's moods, combat abilities and other things - A bigger world map that will keep you interested with things to conquer, places to loot, locations to explore - Cross-colony accountability - An overhaul of combat and the introduction of siege weapons - The City of Gods! Now this will be the biggest feature really and it'll expand the game and allow for you to interact with other players. The City of Gods will get its own discussion thread soon and we will be gathering feedback for it. - Races - Other undisclosed things that we need to keep a surprise for now. Obviously these things won't happen tomorrow but they will be rolled out more or less in the order I've written above. There is still only one of us coding and another of us writing and challenging me with new ideas. I thank you all very very much for all the support and patience so far and I hope the game will continue to entertain you for a looooong while :) (THIS MESSAGE ALSO EXISTS ON THE DISCUSSION BOARDS, PLEASE DIRECT YOUR COMMENTS THERE :) )
Hi folks, After a very intense week, I've finally released a new patch that addresses some of the game's issues. Not all of your requests are in yet, but rest assured I am working on them and more updates are coming. As far as content goes, Exploration has been added to the game. I hope that this will give people a little something to do especially early in the game while waiting for resources. I've also started working on rewriting parts of the game's inner workings to make it more suitable to the desktop platform and to better support future content. Exploration as well will be heavily expanded in the following week with a lot of features that we hope you will find interesting and amusing. Patch notes (also includes the hotfixes from the cloud saving patch): - You can now send out exploration parties! - You can now build monuments in the culture tab with ornaments you find while exploring - Cloud saving! - Touch the future now properly grants your production of faith - Preservation technique is now a lot cheaper and has 5 ranks, gradually easing the birth rates transition - You can now load your game from a string from the main menu - Building costs now have icons instead of text - Research panel scroll is smoother - Toggling to sell an item will disable item trading and vice-versa so that you can no longer sell stuff you didn't mean to. - Framerate capped at 30 now - Kaamos' Decimate ability can now properly be toggled off - Kaamos' Charge icons now properly display tooltips - Various typos have been fixed - Markeeth's Resolute will only give you buildings of the last two tiers you own ( no getting a tier 1 building when you have tier 3 and 4 of that type already built) - You can now right-click on a notification to dismiss it - An undo button has been added to the hero inventories, allowing you to undo your last item sale, in case you sold something you didn't mean to (ONLY THE MOST RECENT ITEM) - Conscripts and other events that give military units will no longer make your army go into the negative if you're over 4 billion troops - Buildings will now indicate the proper cost when used with multipliers above x1 multiplier - The x1000 and x10k modifier are now only available when training military - You can no longer click on other towns/ruins on the world map while you already have a town/ruin open - Opening a loot crate will now update the tavern info with remaining loot crates - Raiding an allied kingdom now immediately breaks the alliance
Hi folks, After a very intense week, I've finally released a new patch that addresses some of the game's issues. Not all of your requests are in yet, but rest assured I am working on them and more updates are coming. As far as content goes, Exploration has been added to the game. I hope that this will give people a little something to do especially early in the game while waiting for resources. I've also started working on rewriting parts of the game's inner workings to make it more suitable to the desktop platform and to better support future content. Exploration as well will be heavily expanded in the following week with a lot of features that we hope you will find interesting and amusing. Patch notes (also includes the hotfixes from the cloud saving patch): - You can now send out exploration parties! - You can now build monuments in the culture tab with ornaments you find while exploring - Cloud saving! - Touch the future now properly grants your production of faith - Preservation technique is now a lot cheaper and has 5 ranks, gradually easing the birth rates transition - You can now load your game from a string from the main menu - Building costs now have icons instead of text - Research panel scroll is smoother - Toggling to sell an item will disable item trading and vice-versa so that you can no longer sell stuff you didn't mean to. - Framerate capped at 30 now - Kaamos' Decimate ability can now properly be toggled off - Kaamos' Charge icons now properly display tooltips - Various typos have been fixed - Markeeth's Resolute will only give you buildings of the last two tiers you own ( no getting a tier 1 building when you have tier 3 and 4 of that type already built) - You can now right-click on a notification to dismiss it - An undo button has been added to the hero inventories, allowing you to undo your last item sale, in case you sold something you didn't mean to (ONLY THE MOST RECENT ITEM) - Conscripts and other events that give military units will no longer make your army go into the negative if you're over 4 billion troops - Buildings will now indicate the proper cost when used with multipliers above x1 multiplier - The x1000 and x10k modifier are now only available when training military - You can no longer click on other towns/ruins on the world map while you already have a town/ruin open - Opening a loot crate will now update the tavern info with remaining loot crates - Raiding an allied kingdom now immediately breaks the alliance
Hi folks! Thank you all for the awesome reception and the great feedback so far! I've updated the game today with a few of your suggestions and some fixes: - the game can now be run in windowed mode from the options menu - buildings achievements have been fixed - the exit button has been fixed - links towards social media have been fixed - the tutorial no longer restarts on a new colony I'm working on getting the Linux version running, some issues with the resolution still need to be fixed before that. More updates coming soon!
Hi folks! Thank you all for the awesome reception and the great feedback so far! I've updated the game today with a few of your suggestions and some fixes: - the game can now be run in windowed mode from the options menu - buildings achievements have been fixed - the exit button has been fixed - links towards social media have been fixed - the tutorial no longer restarts on a new colony I'm working on getting the Linux version running, some issues with the resolution still need to be fixed before that. More updates coming soon!
Idle Civilization
Very Simple Idea Studios
Very Simple Idea Studios
2015-11-23
Strategy RPG Simulation Singleplayer EA
Game News Posts 16
🎹🖱️Keyboard + Mouse
Mixed
(159 reviews)
https://store.steampowered.com/app/418910 
The Game includes VR Support
Idle Civilization Depot Linux [273.42 M]
So what is this?
Much like the title says, the game has its roots in the "idle" genre and indeed it was such when it first started out. But it has evolved into so much more that, in the current incarnation, I can proudly say it's a full-fledged civilization builder.
Idle Civilization offers depth and complexity that most idle games do not. Yes, you will see big numbers, yes, you will only go upwards and rarely downward, yes you will have a prestige system and other classic elements, but you will have so much more to manage and entertain yourself with than in your average game in the genre.
Alright, so what should we look forward to?
- over 30 buildings
- over 60 researches
- 6 deities to worship with unique powers
- a randomized map full of towns and villages to conquer on each colony
- ruins to explore in search of ancient magical fragments
- mighty heroes to send on epic adventures to gain loot and glory
- unique wonders of the world
- diplomacy and cultural events
- random events
- lots of achievements
- a compelling colony system
- offline progress
- and more... (there's always more and more)
So what this game isn't
This game isn't something like Sid Meier's Civilization. This is a management game where you oversee your civilization from various panels and buttons and sliders and commands. Well I guess you can see that from the screenshots and videos but it doesn't hurt to state it again.
And who are you?
I'm a fledgling developer from Romania, working on this project mostly alone (with help from a dear writer friend for the lore, game newspaper and quest texts/direction) and hoping to bring you something that you will enjoy for hours upon hours. Others have!
Wait, others have already enjoyed this?
Yes, I've been working on this game since early 2015 and the game started out as a browser game and it's currently enjoyed over 500,000 plays. You can still play it on Kongregate but the Steam version will have features, wonders, areas and generally content that the web version will not have going forward. I feel the game has matured enough so that it can be considered a full (albeit small) indie game that deserves a PC release. If you feel the same way, please vote for it. If you don't like it, please let me know what exactly you would like to see or what bothers you.
I'm always available for inquiries through the discussion thread or through email at support@verysimpleideastudios.com
[ 5951 ]
[ 3198 ]