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✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Dear players, Recently we received a lot of complaints about the black screen bag in the Chinese version of Egypt: Old Kingdom. We issued an update for the game on March 7th, 2021 to fix this problem. Please help us to check if the problem is gone. If the problem still remains, please leave a comment below. If you left a negative review regarding this problem, and the problem is now fixed, please consider removing a negative review or changing it to less negative :) It really means a lot for the game. Thank you for your support! P.S. This problem is only relevant for the Chinese version of the game, played on the Chinese language OS.
Steam hosts thousands of amazing games made by dedicated developers from every corner of the world. Every gamer can find a game or two (or more) suitable for their tastes, and we hope that Egypt: Old Kingdom also became a favorite game for many players. If you are one of them, please consider nominating Egypt: Old Kingdom for the Steam Award!
As per Steam's rules, older games such as this one can only be nominated for the "Labor of Love" award, and this game is 100% suitable for this nomination, seeing that it was created out of our love for games and history.
It will mean a lot to us if you will nominate Egypt: Old Kingdom for the Steam Award! Our chances aren't huge, but it's the thought that counts! :) Besides, with your support, everything is possible!
Egypt: Old Kingdom was released 2 years ago, but you still don't have it? Today is your day because Egypt: Old Kingdom participates in this huge Steam City Builder sale! 75% discount - what else are you waiting for? This game will show you what it's like to live in Ancient Egypt. It's all about pyramids and gods. Build and worship. Rinse and repeat. Tough, but you'll make it. We believe in you! But if Egypt is too ancient for you, check out our new release Marble Age: Remastered. It's about Ancient Greece. :)
Situated in Ancient Greece, Marble Age: Remastered lets you explore its early history through one of three famous Greek city-states: Athens, Corinth, or Sparta. The game covers over 3000 years of history of Ancient Greece, starting from the earliest prehistoric settlements to the creation of the cross-continental Empire. Each polis has unique gameplay, where Athens relies on its excellent diplomacy, Sparta on its powerful army, and Corinth on its endless money. Choose your polis and see if you can conquer the world!
We made a new game! Well, almost :) Marble Age is a casual strategy about Ancient Greece, released back in 2014. It was good, but not great, so we decided to improve it! Marble Age: Remastered will be released on November 3rd, 2020, and it's a whole new game:
Tune in for the test stream of Egypt: Old Kingdom this Sunday, 10 pm (MSK UTC+3)! Full disclosure, we organize this stream to test the broadcast feature before the Steam Autumn Festival. Steam Autumn Festival will start on October 7th. Our new game Marble Age: Remastered is going to participate in this event. The game is not yet available on Steam, but during the Festival the demo-version will be available for everybody! Don't miss the opportunity to play the demo version before the release! ;)
Happy Halloween! Great news for our Spanish fans, Egypt: Old Kingdom is now available in the Spanish language! Huge thank you to our volunteers from Spain: Yasin 'AlMurSi' Delgado, Irene Gmez, Alberto Gmez Herrera (MirageIonova) and other contributors! And as usual, we invite you to become our volunteer contributor on Crowdin! Not only will you get early access to our new games, but also your name will appear in the titles, and by your request, we will provide you a certificate confirming your contribution!
Dear friends, do you remember Egor, our ex-programmer? He left Clarus Victoria team a while ago to develop his own project. A couple of days ago he finally presented it to us and it looks really cool! The project is already live for beta testing and it needs your participation! Name of the project - notigame.me and it is a Discord bot. This bot makes life easier for everybody who wants to follow the news about their favorite games but got tired from losing information in an endless social network feeds. With the service, you can find news from official sources about all the games you select. All you need is to build your collection of games you want to follow and the bot will send news right to your Discord. What service can: aggregate news from Steam. send it to user's Discord. Plans: aggregation news from official websites and developers social network accounts. the personalized news feed on the website. mobile application. feedback tools for developers. What service can't: send ads. The website is in the early development stage and your feedback and request will take into account during future feature development! We think that the project looks great and invite everybody to join https://notigame.me, follow favorite games and give feedback to Egor. With this service, you will never miss anything! :)
Many improvements in the PC version of the game became possible thanks to our work on optimizing the game for the mobile devices. That's right, Egypt: Old Kingdom is now available on App Store and Google Play as well! But back to the PC version, here is whats new:
Have you guys tried our new DLC? If not, hurry up and try, and let us know what you think! Here is the full list of changes we made for this big update:
Egypt: Old Kingdom - Master of History might be the most unusual DLC you have ever discovered. We heed the community’s critique and reinvented the game anew, presenting the opportunity to forego every possible constraint. Play away and develop your state and technologies endlessly. Turn off the trials and events. Add more enemies - Sea peoples, mummies, and even aliens! Create the history, as you wish, according to your own tastes. It’s your history and you are the Master!
Guess what? Our dream came true!
Thanks to our amazing volunteers Egypt: Old Kingdom is now available in Brazilian Portuguese and Malay languages!
We're happy more people from Brazil, Malaysia, Brunei, Indonesia, Singapour and other countries can now join our community and discover the world of Ancient Egypt!
If you wish to make your input and translate Egypt: Old Kingdom in your language, welcome to join our Crowdin project: Click here to go to Crowdin
The week has begun, and for us, it is a busy start because we've prepared an update!
Dear friends, the long-awaited day has come - Steam achievements are now available for Egypt: Old Kingdom!
Besides, we added new tasks and features on the city map and the map of Egypt, we made some balance improvements and fixed some bugs.
Bug fixes
Discover all secrets of Ancient Egypt during this Summer Sale with our games:
✔Newest Clarus Victoria game, Egypt: Old Kingdom - 35% discount!
✔Egypt: Old Kingdom Deluxe version - 50% discount!
✔Artbook and soundtrack DLCs, 40% discount for each one!
And of course, don't forget about our bundle:
✔Clarus Victoria Bundle - 49%
Get them all, live like a king!
The weekend is right around the corner, and we must remind you of two important things:
Here comes the long-awaited day - we finally added Egypt: Old Kingdom trading cards! While the rest of the team fixed bugs and updated the game, our artist Max Yakovenko created 12 trading cards, new Steam backgrounds, and badges. As you probably know, only popular games on Steam are allowed to add trading cards, so it would not be an exaggeration to say that it's all your deed. Catch 'Em All! ;)
The state of the developers 24 hours before the release can be compared to passing exams to the university: you feverishly trying to make sure you prepared as good as you can in order not to fail the exams, you worry about the grade you're going to get, etc. Players for us are like the strictest judges and teachers, and we're passing our exam tomorrow!
But we have a few things up our sleeve to impress the judges! This time we decided not only release the game but also added two DLCs.
Deluxe version of the game will include two DLCs: the first one is artbook in which you will find all of our concept art and game art, and the collection of soundtracks from Predynastic Egypt and Egypt: Old Kingdom. You can check the preview of the soundtrack on the DLC's Steam page!
The price of the game will be $15 USD, each DLC costs $5 USD and the Deluxe package with the game+2 DLCs will cost $20 USD.
After this long time of waiting and delays we’re finally ready (and very happy too!) announce the final release date! Egypt: Old Kingdom will be released on Steam on May 24th, 2018! Hooray!
10 days is quite fast, but we have a way to make them pass even faster ;) Ladies and gents, we present you our new video, which should have become an introduction video at the beginning of the game. Due to some technical problems, we couldn’t insert it in the game, but we think it’s a must-see video! It presents the cosmogony of our world the way Ancient Egyptians from Heliopolis have seen that. You’ll understand a bit more about Ancient Egyptians, and it’ll help you during the game.
Watch the cosmogony video on our YouTube channel!
And the last but not least! Every single one of you now has the chance to test and try the free demo version of Egypt: Old Kingdom, which includes the first 53 turns of the game!
Links:
For Windows: http://clarusvictoria.com/files/OldKingdom_0.4.1_demo_w32.zip
For MacOS: http://clarusvictoria.com/files/OldKingdom_0.4.1_demo_mac.zip
Enjoy your week and don’t forget to share your impression about the game!
Cheers!
Dear friends! Lina is here. I wish you all happy holidays if you celebrate May 1st like we do here in Russia. If you don't, then I just wish you to have a fun spring :)
And using this chance I'm going to make a quick update about everything we do now.
As you probably already realized, the date of release is delayed again... We apologize for making you wait even longer. Don't repeat our mistakes and don't announce the date of release until you will have the full beta version of your game. Honestly, we didn't expect it will take so long to fix bugs and make all necessary improvements, but every day is precious and even during the holiday we work to improve the game.
The full version of Egypt: Old Kingdom is almost ready, but I'd rather refrain from telling you the final date until our beta version will go from being "almost ready" to being "completely ready". We're going to announce the final date of release during the next week.
Besides, we're going to upload the free demo version of Egypt: Old Kingdom on Steam very soon!
***
We're preparing for DevGAMM conference in Moscow. Besides the game itself, we were busy making business cards, souvenirs and some other surprises for other participants and guests. We're going to showcase our game on the first day, so if you'll swing by the conference - welcome to come to our table and chat! :) Besides the conference, I and Mikhail are planning to visit the Center for Egyptian Study and meet with our scientists' friends. I'm very excited about it and I promise to take pictures and record some videos for you!
***
Another exciting news - we're going to participate in the Game Access'18, an international conference which will take place in Brno, the Czech Republic, in June! We're lucky to have one of our programmers, Egor Piskunov, to live nearby Brno, so he'll be able to go there and to present the game at the conference. By the way, we've got a free invitation from the conference manager, and we are of course very pleased by this fact. :)
That's it for now! Huge thanks to all of you who keeps waiting, asking and believing in us!
A trailer is such an important thing for any game! It should demonstrate the best features of the game, but not reveal too much. It also should attract and intrigue more players. No wonder it takes some time to figure out how to create the best trailer for your game. We're also experimenting. We came up with the idea that two trailers would show off the game better than one. Our first, "historical" trailer is finally out! Check it out on our YouTube channel While our second gameplay trailer is in progress, the creators of "historical" trailer will reveal how did they come up with the idea.
We hasten to share the good news! Last week we sent the application for the DevGAMM international game event. And today we've got the letter of confirmation from them, saying our application is accepted and we're going to participate in the DevGAMM Award and also in the showcase! This is our first event of such scale and we're very excited! Please wish us luck!
It's time for the long-awaited closed beta test!
We're looking for volunteers who would like to join the test!
Before applying, please read the rules first. By applying, you admit that you have read and accepted these rules.
To apply, please leave a comment below with answers to following questions:
1. Your age;
2. Did you play our games before? If yes, which one?
3. Your PC configuration: OS version, RAM, screen resolution, CP model, graphics card model (including its memory capacity);
4. Do you have any additional knowledge of Egypt history, besides the basics?
5. Your English level. Please let us know are you native or not?
6. Testing experience (if any).
Please keep in mind that the application does not guarantee participation in the test. After approving your application, we'll send each new tester an invitation to a closed Steam group which contains further instructions for the test. So... that's it! We're waiting for your applications!
Dear friends! We did our best to release the game in February. Now February is over and we realized the game is still not ready for demonstration. We believe it's better to spend a bit more time polishing the game instead of releasing a bad product in hurry.
The release is delayed until the end of March with a chance of delay until April. In the meantime, we'll fix bugs, finish localizations, improve the game in order to make sure you'll enjoy it fully after the release. We're doing our best to refine the game.
We apologize unreservedly for making you wait, and we hope for your understanding and support!
Thank you!
Do you want to play our game before the official release?
Are you a German native speaker? Is your English good?
Did you reply "yes" to all three questions?
Join our project on Crowdin and bring happiness to fellow German players who will be able to play Egypt: Old Kingdom in their native language right after release!
https://crowdin.com/project/egypt-old-kingdom/de#
Game localization is a very important, but not the most apparent step in game development. No matter how small your game is, a good translation can increase the number of potential buyers. On the other hand, a not so good translation can scare them off. Our games - Stone Age, Bronze Age, Marble Age, Predynastic Egypt and soon to be released Egypt: Old Kingdom are translated into 13 languages in general. We'll be glad to share our experience and talk about a few unexpected problems we had to deal with during localization.
The original language of our games is Russian, so the first step was to translate it into English. When our team still had only one member and when the first game, Stone Age, was created, there was no choice but to pay for translation. It wasn't the best choice not only because of money but also because translators-outsiders probably would not be aware of what game they are translating. It makes mistranslation possible. Thus, we decided to translate the next game, Marble Age, ourselves. The translation we made knew no proofreading, no editor's eye... well, you can guess how "great" this translation was. We got criticized for it a lot. Nevertheless, the goal was achieved - both games got translated into English. Later both translations were revised and edited by natives.
Now to get the game translated into English is only half a battle. It helps to attract more players among English-speakers, this includes people who speak other languages as well. Thanks to the fact that we put a lot of efforts in making our texts interesting and informative, we soon got many offers of help from people who wanted to translate our games to their languages! Needless to say, we were only happy to accept.
The first volunteer came from Spain, and Marble Age got its Spanish version. Since then our friend from Spain became one of our most supportive volunteers and helped to translate other games as well. Later another volunteer from Turkey appeared. Then another one from Germany. They all had to spend several weeks, helping us to localize our games. But as we all started to work together, we found out that our games are not designed to accommodate translations. These are basic problems we encountered:
1. Correct display of translated texts. Other languages can contain diacritics - special symbols which can be all around the letter, for example sometimes you can see the word "naïve" with two dots instead of one, or like in many French or Spanish words, like "Rêver" or "niño". The most extreme case of this problem, though, is when the new language is not Latin alphabet based, for example, Chinese or Hindi.
2. The screens of our games were designed to fit Russian language sentences. Sometimes when the text got translated into other languages, the length of a sentence changed, and it didn't fit into the screen anymore. Sometimes the translated sentence was too short, it also didn't look pretty.
This is how we shortened English words:
German also didn't look very well:
3. The most difficult problem was about words order. Every language has different sentence structure. For us, it was important because we like to replace some words with symbols for people, food, resources, etc. But in order to construct the correct sentence, all symbols must appear in the right places. During translation, words order was often messed up and we had troubles placing symbols in the right places.
4. Finally, the text files exchange with translators was very inconvenient. For smaller games, like Bronze Age and Marble Age, it was bearable, but it didn't fit for a bigger game.
While working on Bronze Age and Marble Age localization, we were looking for solutions. We uploaded more fonts and language packs, adjusted some settings for encoding. We worked closely with translators, adjusting the length of sentences to fit the limited space on the screen. Later we came upon Crowdin - a platform developed by Ukrainian programmer, which allows developers all over the world translate their applications, programs, games etc. with the help of volunteers. With the help of this platform, we slowly started to upgrade our localization process.
The first problem was solved relatively easy by uploading additional fonts and language packs. When Predynastic Egypt was created, we designed it with the thoughts of future translations. The text space was designed to extend automatically to adjust the text of any length.
Problem no.3 has solved thanks to a new text writing system, the idea of our programmer. We inserted text symbols everywhere where pictures should be inserted. For example, here is a short sentence: "The (number) dynasty came to power" we need to use different numbers. So we replaced it like this: "The {0} dynasty came to power", and this allows translators move the number around to suit the correct word order of their language. Here is the example of code, to give you a clearer idea of what we're talking about:
The process of localization became much more convenient. Bronze Age already got several localizations by the time we uploaded it on Crowdin, and it helped us to improve translations and attract more volunteers for new localizations. Our games gained some popularity and we even got a small community of fans from different countries. Thanks to that we had a chance to start Predynastic Egypt translation early, and the game was released both in Russian and in English. English language translation was supported by a volunteer from the USA, whose input is especially appreciated due to his respectable age. It's nice to know that our game in interesting to many different people.
The translating platform also offers a convenient way to leave comments on suggested translations. Volunteers can always contact us or other translators to ask questions or to check something, and the work goes smooth and interesting.
After Predynastic Egypt was released, another volunteer joined our team. He was from China, and right away he brought with him a whole team of volunteers who started to translate Predynastic Egypt in Chinese! That was a huge luck because it let us sell our games on the Chinese market. As you probably know, Chinese-speaking countries make one of the largest game markets in the world, if not the largest. But it's almost impossible to sell there a game which has no Chinese translation. That's why the help of our Chinese friend was truly invaluable, and he keeps helping us and consulting us about China and Chinese market.
As the game was released, more and more volunteers offered their help. They not only translated Predynastic Egypt but also other games. Eventually, we had our games translated into 13 different languages, including French, Italian, Czech, Polish, Japanese and even Hindi! And this is not the limit, who knows where our future volunteers will come from!
The new game Egypt: Old Kingdom will be fully translated into English before the release, and we have French, Czech, Chinese, Spanish and Turkish translations in progress. Most of the translators are our long-time supporters, who translated previous games as well.
We're doing everything in our power to reward volunteers' input. We provide them all necessary support, issuing certificates for their CV, confirming their work, we share free game keys with them and put their names in subtitles. We'll certainly keep it up and we'll think of new ways to encourage them.
You're welcome to join our new project on Crowdin, especially if you can help us with German, Portuguese (Brasilian), Korean, Polish and Japanese languages.
https://crowdin.com/project/egypt-old-kingdom
And that's the essential information about our localization experience. If you have more questions, please don't hesitate to ask!
When one's recreating the historical reality, battles are just as important as an economic development. Establishment of almost every civilization included some sort of military actions. Some computer games are sometimes more focused on the battles rather than economic development. Depending on developers' priorities and desires games' battle systems can look very different. For some games it's just a simple event, not outstanding at all, but in others, it's almost like a game inside a game, a huge event which requires a lot of actions and efforts from the player, something like what we can see in Total War.
We're making a historical strategy, and we're trying to make it as close to the truth as possible, so it's important for us to balance out every sphere of life in the same way as it was balanced in the Old Kingdom. Ancient Egypt was not a military state, and that's why we decided to let the player focus more on the development of the country rather than military actions.
Our first games had no separate battle mode, and the player got the result of the battle after a few clicks. In Predynastic Egypt we added the battle mode, but all the battles remained blended into the story, only slightly highlighted in comparison to the other events.
Predynastic Egypt battle mode:
Egypt: Old Kingdom battle mode:
In the Predynastic Egypt conquering hostile tribes took several steps. Preparation took a few turns, then a couple of skirmishes to weaken the enemy, and then the battle royale. Of course, players could go without skirmishes if they were sure they'd win. The process of the battle was demonstrated in a separate window, but a player could not influence it or make any decisions in the battle. The only thing (s)he could do is to retreat from the battleground.
This simple system was sufficient for Predynastic Egypt. But for the new game, Egypt: Old Kingdom, we needed something more elaborate. From the feedback we got from Predynastic Egypt, we also knew the audience requested to improve the battle. Some people even asked us to make something similar to Total War. With all due respect to this game, it was inappropriate for our game to have this kind of a battle mode. Not only because Egypt wasn't a military state, but also because there are not much data available for a detailed reconstruction of battles of the Old Kindom period. All we know is that Egypt had an army that they have had some kind of military actions, but there is no information about the enemies or about battles' dates, times and locations, no information about the number of troops. No information about the results of battles. Without this information, all we could do is to fantasize about what their battles were like, but that is not something we need.
Still, we wanted to improve the battle mode, and the question was - how could we do it? We went through players' suggestions, as well as through our own ideas. We wanted to keep the ease of Predynastic Egypt's battle mode, but add a few features to make it more interesting. In the end, we added a few buttons, which were the result of a painstaking analysis and synthesis. We had to analyze as much of possible battle actions as possible, and then synthesize this information to make a few new buttons for a battle mode. Eventually, we got a system that is deeper and more flexible, than the original one, but at the same time, it's not entirely different.
So, before the battle player's troops are going to the enemy's territory (Egyptians on the left, enemies on the right side):
As soon as the player will choose to fight, the battle preparation will begin. The player will learn basic information about the enemy, and on the screen below we can see the first added button "Risk". What does it mean?
Even at the Old Kingdom period battles started long before the troops stood on the battleground face to face. Scouts were sent to investigate the enemy's troops condition, sabotages, tricks and set-ups were used in order to weaken the enemy's army before the battle. If those actions were effective enough, they could upset the initial power balance and a less powerful, but more cunning army could win the battle. These actions are hidden under the "Risk" button. It does not guarantee the victory, but sometimes it can save the army when the battle is unavoidable, but the army is not strong enough. On the picture below you can see the exact case when the button "Risk" can be used. Without it, the battle most certainly will be lost. The "Risk" button increases the chance of both good events (by 100%) and bad events (by 75%). The battle will become highly unpredictable, but also with a chance of victory.
After the player chose his actions - to fight or to risk - here comes the second step of the battle. The battle itself. Here you can see two more buttons which allow the player to select the tactic. He can order the army to attack, and it will increase the damage to the enemy's army. Or he can order to defend, and in this case, the player's army will suffer less damage, but also the chance of bad events will increase.
In Predynastic Egypt, when the battle was over the player could only accept the result without the chance to react somehow. In Egypt: Old Kingdom the player can now choose his actions after the battle. He can exterminate the enemy or to let them go home. The first option will slow down the progress of the enemy's tribe. The second option will improve the relationships with all neighbor tribes/nations.
If the player loses the battle, his enemy can capture his troops. In this case, the player can beg his enemy to release part of them. Regardless the result, it will damage the relationships with the other tribes, and additionally, the enemy may not return the troops. So the begging only effective if the army was big. Otherwise, the player can just accept the defeat and do nothing about the lost troops.
Besides the main battles, the player can also do raids. They have slightly different results. The successful raid will allow the player to enslave the enemy or to desert their lands (to destroy the fertility of the land by mixing it with salt). This will slow down the development of the enemy's tribe. In case if the raid will be failed, player's troops will be enslaved.
Besides the number of troops, a few other factors will influence the results of the battle. These modifiers will randomly be chosen before every battle. There are organization factors and religion factors. For example, successful raid or god's support can help the player. On the other hand, long distance from Memphis to the battleground or god's indifference can weaken the army.
And that's all about basic changes in our new battle mode! Trust me, it will be quite challenging!
Construction After the menu of cults and the discoveries menu, it would be obvious to talk about the menu of construction... but we don't have it. Instead, we decided to make a new construction system, which will comply with the following criteria:
How to turn a history into a game?
Today we’ll try to reply the question we’ve been asked a lot: how do you turn a history into a game? The answer is, by deeply researching Egypt’s history.
To think of it, what kind of deep research is necessary for a strategy game, where you don’t exactly recreate everyday life of a citizen? It’s not like we’re making an RPG, right? Right but not quite. For a strategy like ours, historical research is still very important, because it helps to make the game itself deeper and more interesting, while still keeping it historically correct. Let’s get an example.
Talking about the setting. For a strategy choosing a setting is almost equals to choosing a plot of a game, and the plot should be as interesting and diverse as possible. That’s why it’s important to choose a very well-researched place – without it, there will be no way to collect necessary materials. Looking back to Predynastic Egypt, we had to choose between Hierakonpolis and Thinis. Both of them were big and well-developed centers, but Thinis was destroyed too badly by time, there was not enough data about this city. In the case of Egypt: Old Kingdom Memphis was a much easier choice, being a well-known ancient capital with many data available for us.
Possible location of Memphis
After the place is chosen, we start to do a detailed research on it, collecting as many data as possible for a certain period of time (in our case it is Early Dynastic Period and Old Kingdom period). Every little thing is studied thoroughly in order to immerse the player in the game deeper. We learn about kings’ deeds, their authority, did they properly worship gods or not, did they start any wars or not. We study climate, soil, vegetation, natural disasters of that period. We learn about the appearance of ancient Egyptians, their dress, their food, their houses.
Phragment of a historical database:
Sketches of Ancient Egyptians' appearance:
Little by little, we collect some kind of a database about a chosen period. But this database is not yet ready to become a game. First, we bring these data to the scientists from the Center for Egyptian Study, who help us to make the game historically correct. This part of work has its tricky sides because sometimes scientists do not have a consensus about some questions. For example, Memphis original Egyptian name is “Inbu-Hedj”, which translates as “the White Walls”. Regarding this, there is no consensus about what exactly is “the white walls”? Two versions exist 1. it is walls of king’s palace or 2. It is walls of all funeral complexes in Memphis.
Discussion with scientists:
Instead of taking sides and choosing one of these options for the game, we decided to play safe and let the player decide this and many other controversial issues.
Together with scientists, we choose the most important events, and they become the essentials for the game’s plot.
Some of them are easier for gamification, some harder. Let’s take a look at some cases. One of the challenges players is going to have to bear is the challenge of Egypt Unification. It was an extremely important event for Egypt, after the unification, it became stronger, more solid and more developed, which is essential for following pyramid building era. However, the problem is that the player plays for Memphis, which is in Lower Egypt, but Egypt was unified by the king Khasekhemwy, who was the king of the Upper Egypt! So basically the player has to win the game by “losing” to Khasekhemwy. We had to find a way to let the player realize the importance of unification and to accept it as a “winning” strategy. So in the game player will have to fight those who support the separation, and this is how the goal of Egypt Unification can be reached.
Another example? No problem!
One of our goals and our game’s unique points is that we want to make the player fully experience the life of an Ancient Egypt, we want to make a player think like Ancient Egyptians! In order to do that not only we have to know how exactly they were thinking, but also through the gaming process, we had to put the player in the same conditions as Egyptians had.
In short, Ancient Egyptians strongly believed that if they would not worship their ancestors and gods properly, the country would experience all kinds of disasters. This belief was unconscious and unconditional, that’s why they were building all those funeral complexes, made a sacrifice, trying to please their ancestors. Even cities were built only as a way to please gods and ancestors! They were sure, if they will stop properly worship them, the country will be doomed, because ancestors will stop to protect them.
Inside of tomb:
We wanted to nudge the player to build all these pyramids for the same reasons as Egyptians did, and this is how the stat “Like by gods” appeared. This stat is mostly necessary to worship the gods’ cults, and a player can earn it by working in temples and worshipping ancestors. But what really makes a player feel like Egyptians did is the feature of “Like by gods” stat – it degrades by 0,1 every turn. It happens because people are dying; hence, there are more and more ancestors that must be worshipped. If a player will not pay attention to this stat and it will degrade too much, more and more disasters will start to happen, such as fires, earthquakes, droughts, etc. If will greatly influence the economy and the result of the game.
That’s it for now. If you like this issue and want to know more about historical part of our work, please let us know in the comments! We have a lot more to tell!
We're happy to greet you in the new community for the Egypt Old Kingdom!
From now on here we will post our news, Dev Diaries and other interesting stuff, so we encourage everybody to follow us and add the game to your wishlist!
As you can see, we have already uploaded the old issues on Steam. It's available in Russian, English, and Chinese. We would really appreciate and encourage the translation to other languages as well. Please let us know if you're up to translating the Diary to your language, and we'll upload the text to Crowdin. No pressure though :) Only free will. Thank you and enjoy your time in our community!
Discoveries menu
Now, let's continue to talk about game menus. Same as in Predynastic Egypt it's called "Discoveries", but this time it will include more than just technological breakthroughs.
Before and during the construction of pyramids Egypt developed very actively, and people made a lot of new discoveries. But starting from the III dynasty the pace of development slowed down so much that during next 400 years or so there were almost no changes at all. For our game, it meant we need to find a filling for about hundreds of turns. On the other hand, there were a lot of important things happening in different spheres of Egypt. For example, Pharaoh, how always considered to be a god and couldn't be seen by mere mortals, becomes a public figure. For Egyptians, it was an extraordinary event! Or another example, in the sphere of religion a new concept of souls multiplicity was born. These and others processes were as important as technological discoveries, so we decided to unify them in one menu. There are some more examples of technologies and discoveries from the new menu:
Traditional technologies:
Marine expeditions
Glass treatment technology
New discoveries:
Pharaoh publicity
Concept of souls multiplicity
The most difficult part of the menu development was to sort out all event from game designers' database. They had to be divided into three groups: challenges, game events and finally discoveries. Each group had to contain comparable events, so that, for example, a creation of writing wouldn't be compared to some less significant event. As a result, we selected 69 discoveries, and almost all of them already complete, except the last three. This number of discoveries allowed us to perfectly spread them from the beginning to the end of the game. After the selection was over, next step is to create a description of the discovery and then to draw an art. And when it's done, it's time to define the bonuses for each discovery.
Concerning the appearance of the menu, we decided to use the same concept as it was in Predynastic Egypt because everybody seems to like it and we got many positive reviews about it. All of the discoveries are presented as a long strip divided into three rows. In Predynastic Egypt, we used papyrus as the background, as if all of the events from the menu were just a long list of Ancient Egyptians deeds. This time we decided to change the background. Memphis was a big settlement, so now all characters from the pictures are living in houses and working in workshops.
Each little picture should clearly represent the essence of discovery, and this task wasn't simple. We even had to refuse a few ideas, simply because we couldn't get the image right. In other cases, the images our artist created didn't fit the historical truth and he had to change it. This happened with the "taming of cats" discovery. As the most of us do, the artist imagined ancient Egyptian cats to be no different from the modern cats so he drew the First Version of the picture. After consulting the scientists we found out that ancient cats were still half-wild animals who only lived near humans because they found it convenient for themselves. So the Second Version of the picture present cats in the right way.
Taming of cats:
Ver.1
Ver.2 (historical)
On the opposite, people on our pictures are drawn in the historically accurate way, when even the size of a pictured person matters - the bigger this person pictured, the higher position in the society it has. So from our pictures, it'll be easy to understand, who is who.
The new menu has one more new feature. The first three discoveries are already made for the player by default. These discoveries are "Tribe", "Permanent Settlements" and "Agriculture". We decided upon it because we wanted to let the player better understand the situation at the beginning of the game.
In general, don't you think that discovery menu resembles a comic a bit? Our artist worked hard to picture various situations and characters with vivid mimic. How about we play a game? I'll give you a few images, and you try to guess which discovery they represent? They will not be the most obvious, but also not the most difficult. Let's try! Write your suggestions in the comments! Those who already know the answer, please let others guess! ;)
Cults
In the previous issue, we were talking about the difficulty of turning historical events into a game. But back then we purposely avoided talking about religions, because there is enough information to create a separate issue. Here we go!
In the Egypt Old Kingdom, we will present a new cults menu with 12 Egyptian deities: Horus, Seth, Hapi, Sokar, Ptah, Bastet, Seshat, Neith, Hathor, Ra, Thoth, and Osiris (see the picture below). They are divided into two equal groups: worshipping the first group of gods will supplies player with some quick bonuses for a short period, and worshipping the second groups will instead provide a steady growth of all stats. From the start of the game, only 3 gods will be available for worshipping: Horus, Seth, and Hapi. The rest of them will gradually appear later, after discovering the new technologies or after certain historical events.
It took only a few minutes to describe, but the actual R&D (so to speak) process tool quite a lot of time and efforts. The problem was to choose those gods, who were mostly worshipped in Memphis during the Old Kingdom period and then determine their functions in the game so that we could adjust the balance.
Existing historical sources gives us some idea about Egyptian gods, but at the same time, there are lots of spaces which don't let us to exactly determine the relationships between some gods, their functions, their position. Besides their functions often overlapped. Most gods had several forms and names, acted illogically, could be good and bad at the same time... to put it short, were quite unpredictable and complex. Some gods were more popular in certain areas, some less... One example will explain it better than tons of explanations. We had to choose between Bastet and Sekhmet, who were often identified as each other. But it's not until the New Kingdom that their images will finally gain more difference: Bastet will become a kind cat-goddess of home and hearth, and Sekhmet will stay a fierce lioness, exterminator of king's enemies. During the Old Kingdom, period cats were not associated with home yet, they were half-wild, and Bastet was also pictured with the lioness' head and was considered to be the "light" side of Sekhmet. In order to avoid unnecessary complexity, we decided to feature Bastet in the cults menu and to give the player a chance to "tame" wayward goddess from time to time. Worshipping this goddess will lower a number of disasters cast by the evil Seth.
Sekhmet:
Bastet as a lioness:
There are some other gods whos complexity made it difficult for us to define their place and functions. Sokar, for example. He's a patron god of Memphis' necropolis, and also had other functions, he was a very important deity for Memphis. But due to his diversity, it was difficult to fully reflect his nature in the game, so we had to limit his abilities in order to adjust the balance of cults menu. Worshipping Sokar will give the player +0.2 points of "Loved by gods" stat per each turn.
Here we will also speak a word or two about the rest of the gods from the menu so that their names would not sound completely meaningless :)
Worshipping cults not only will help the player to engage in the world of the Ancient Egypt and to realize the meaning of the religion in their lives, but also will make the game more diverse. Depending on the strategy, the gamer can choose to worship the gods with quick bonuses, in order to swiftly solve problems. On the other hands, if the player prefers a stable and sure growth, he might prefer to worship the gods who give long-term bonuses. In this case, he will have a steady growth of all stats regardless the circumstances.
Besides the direct worshipping of gods, there will also be a possibility to choose one patron god of Memphis. This function is available at the beginning of the game in the prologue menu. The player can choose among three gods: Horus, Seth, and Ptah (this would be the historical choice). This choice will greatly influence the style of a game - each god has his own tasks and bonuses.
Horus:
Ptah:
Seth:
Choosing Ptah, the player will be able to speed up the construction of buildings. Horus will enable the player to swiftly mobilize the army to keep the country safe. Seth will show the player all treasures hidden in the dunes. Each god, being the patron of Memphis, also has his own unique features and options. Imagine, there is a caravan of merchants came to your city. They are hoping for good deals, but poor merchants have no idea that god Seth is the patron of your city, so over next few days they find their merchandise is stolen and you have no shame for doing so Bwahaha! >:] So if you choose Seth as the patron, you'll get the chance to rob merchants or even curse people, but we'll hold more cards close for now! (wink) But honestly, I can't wait to play for Seth! Maybe it has something to do with me watching Thor: Ragnarok a couple days ago and falling hopelessly in love with Loki yet another time XD But I guess I can summon some patience and wait till the first playable version which should be out soon for a beta-test!
Gameplay
When the thoughts of a game about Ancient Egypt started to form, it's not immediately that we knew it will be just a single game or a series. We had a lot of ideas, but when we started to work on Predynastic Egypt, it became more and more clear we will not be able to realize all of our plans in just one game. That's how we knew it will be a series of games, each game about its own historical period.
The idea was not just to make another historical strategy, but to make the player feel the reality of that time, let him experience first-hand how did this ancient civilization work.
Predynastic Egypt was the first step on the way to fulfilling this idea, and the "Egypt: Old Kingdom" will continue to develop this idea, being the result of two years long work on this series. Today we're presenting to your judgment Egypt: Old Kingdom's gameplay.
The idea of workers cards received a good feedback from Predynastic Egypt Players, so we decided to keep it this way and enhance the system. As before, the player will be interacting with the map via workers cards, by placing it to any selected area. If the selected area is still uncovered, a worker will become a scout and will begin exploration of this area. It may last from 1 turn to 40-60 turns near the end of the game!
As soon as the area is uncovered, scout goes back to the worker cards deck. The player can return him back again as a worker when the knowledge of the new area becomes available after exploration. Every new area has its own features. Depending on what was found in the area, the player can give worker different tasks. For example, in case if papyrus was found, the worker can be appointed to pick up the papyrus gradually, receiving a stable growth of the resource, or he can be appointed to exterminate all of the papyrus at once. In this case, the player will at once get some bigger amount of this resource.
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Another example: the map can reveal several kinds of animals, let's take antelope for our example. When antelope is revealed, it might be friendly or unfriendly toward people, and depending on this player will have to decide the method of interaction with them and give a certain task: tame them, pray to them or exterminate them. Extermination will give the player one-time increase of food (in case of antelopes), praying to animals will help to improve the relationships with them, which eventually will allow the player to tame them. Tamed animals can earn resources to the player, as usual, but they also will give some culture bonus, same as from praying to gods.
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The same way the player will discover about 20 more different effects, which should make map revealing much more interesting.
In the city, there will be other functions available. By placing the worker card in the city region, the player will be able to know more about this region - what kind of buildings are there, how much resources it consumes and provides, etc. Besides, depending on what kind of technologies were researched at the moment, a worker can be assigned a task to build several types of buildings. On a side note, it's interesting to know that one worker card represents about 250 people - not only workers but also their families, elderly people, and children.
Besides described above effects, there are occasional tasks, such as plagues, fires, great personalities. They also have different ways of handling.
All of the cards are animated. We adopted skeletal animation. It made movements smoother, and characters on the cards are now more diverse, with different hairstyles and clothes. Almost every character has a background which explains his/her appearance. Here is a comparison of our old animation from the Predynastic Egypt and the new one from the Old Kingdom game.
Altogether new features made every turn last longer. In the Predynastic Egypt the player made 2-3, max 4 actions per turn, but in the Egypt: Old Kingdom it's possible to make up to 10-12 actions per turn.
Introduction Here comes the day of the first issue of the Developers Dairies! The dairy will tell a story about the development of Egypt: Old Kingdom, and in the first issue, we will talk about the first stage of production, about the plot, and how Egypt: Old Kingdom did not become an RPG. By the beginning of the development process, we already had a decent amount of groundwork. It came from our previous experience and ideas, which wasn’t used in the Predynastic Egypt, and also from the feedback we got from the users who played the game after it was released on 10th of October 2016. Somewhere around the end of 2016, our artists Maxim and Ivan started to work on the visual part of the new game. Both of them were looking for references for new concept arts and new maps of the city of Memphis. During the Old Kingdom period, Egypt looked like a partly deserted savannah, so the best place for a reference in the modern world became the nature of the South Sudan. Natural conditions of this country are similar to the nature of Nile’s floodplain before it was inhabited and exploited by the first settlers. Flying over South Sudan Gradually the rest of our team members started to switch from the Predynastic Egypt to the new game, and around January 2017, we had the first concept of the Egypt: Old Kingdom. According to this concept, Egypt: Old Kingdom was going to be an RPG. The player would have to play the role of an Egyptian who had his own family, property, title and a certain position in the ancient society. This type of game required a lot of research in order to recreate the world of Egypt, its day-by-day life, surrounding, houses, things they used, places they visited, etc. Soon enough we realized that such research is much more time and money consuming than we could accept, so the idea of RPG was delayed and instead we decided it would be better to make a good interesting strategy about the Old Kingdom. The plot of the game covers the history of Egypt from 3500 till 2150 years B.C. and will be situated in Memphis, the ancient center of Egypt. The player will have to go all the way from the foundation of Memphis until its decay in 340 turns, meanwhile forming the domestic and foreign policy of Egypt, dealing with natural and man-made disasters and eventually fulfilling the most exciting task of building the greatest structures of all time – pyramids. The final task would be to keep the reign of kings of VIII dynasty as long as possible. Regardless the result, the player will be able to continue to play the game endlessly. The new game is planned to be much better than the previous one: improved graphic, renewed interface and new ways of interaction with the world of Egypt. At last, here is a little hint about the release time – new game approximately will be released in November or December of 2017. In the following issues of development diary, we’ll continue to introduce you the world of the Egypt: Old Kingdom and next time we’ll talk about the graphics and new maps more thoroughly. Feel free to ask us any question in the comments below; we’ll try our best to reply to you there or make a whole new issue based on your questions!
Maps and graphics
As promised, in this issue we will talk about the graphics and maps.
The main goal of maps creating process was to recreate the city of Memphis and the nature of Nile region as close to the historical truth as possible. Originally we planned to implement 2D graphics, same as for Egypt-1. The main reason for this choice was the fact that neither of our artists had experience in 3D. After finishing work on the Egypt-1, both of them begun to work on the maps for the Egypt-2, and originally the project looked somehow like this:
The map should have been randomly composed out of these tiles, limited by a certain region border. But this composing process later revealed some mistakes which had a negative impact on the visuals of the game. For example, it was impossible to make a seamless alignment of the fields - in some place, a field could end up composed out of two unequal parts: half linen, half grains. And this is why one of our artists, named Max, came up with the idea of finding a 3D artist and try to make a 3D map. This idea was met with enthusiasm, except a little notice from the rest of the team: "Why would we look for another artist when we have you, Max?" And this is how Max had no choice but to start learning 3D graphics. This is one of the first attempts to draw a map:
But working hard and constantly refining their skills out artists are progressively improving the appearance of the city. This is another intermediate version:
Our artists, as well as the rest of the team, hope 3D maps will possess the same warm and cozy atmosphere as a 2D world. They experiment a lot with the textures and lighting, and in our future issues, we promise to show you the result of their work - finalized views of Memphis and other locations.
Located on the green shores of Nile, Memphis will be divided into 51 regions. Each region will possess different types of landscape and vegetation, and also will be inhabited by different animal species. Those animals will not just be there for fun, they will actively influence the daily life of the citizens. Depending on the game complexity level, chosen by the gamer, regions will also have different starter effects, such as food and sources. The development of the city will be done by regions, and players will be able to select the location of every region. The choice is limited only by one rule: new region cannot be built away from the previous buildings.
On the second map - the map of the whole Egypt, Memphis will only be a small dot, not even a region. This map will be divided into 60 regions or so. Exploration principle is basically the same as in the Predynastic Egypt, with a few new features. Exploration will start from one of 5 randomly selected regions and can be carried out in every direction. Besides, the first region and one random region will be explored for the player for free.
Is there anything else you would like to know about maps and graphics? Please don't hesitate to ask in the comments section. We really want to share with you the process of creating the game, the only problem is sometimes it's hard to select which aspect would be the most interesting. See you in the next issue!
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