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Hello. Just want to quickly address a new issue that has popped up. The windows defender warning. This is a peculiar thing. It started happening long after I had patched V67 for the last time. I managed to find the offensive files in the game .jar, and remove those, and I thought the problem was solved. But now it seems to have found something else to complain about. The particular files it's nagging about is the framework "lwjgl", which is all about rendering things to the screen. This exact copy of it is also in V66, which to my knowledge passes the defender tests. With the files being identical, I can only surmise that this must be something about dates and modification dates. My own personal theory, which is probably not correct, is that there are variations of SoS floating about on the internet, and some of them contains a virus/malware. The defender then sees all SoS copies of this and that modification date as threats. I can only say that I have not uploaded anything dangerous. This I can prove with the fact that this started happening long after I had patched V67. (I have patched since to remove the offending malware warning. It was useless files in any case). So, I'm at the mercy of the whims of windows defender here. Since I have no knowledge of the matter, all I can do is pray. And you can help me out by reporting the file to Microsoft. There should be a button somewhere when you get the warning. I am 99.99% sure this is a false flag thing. I can't say 100%, because I'm not all knowing in the matter. I'm also not overly worried, since this only affects V67 beta, and I'll look into it seriously for V68. Also, make sure you let steam verify the installation. Might be that you haven't gotten the latest version, and that this version is fine. If you have any information about this, of things I can try to do, please let me know. /Jake
Greetings friends! Finally some progress from your beloved developer (now with some company). This patch is special in that it's save-game compatible with V66. However, it will not move to stable, and it will not be translated, as I want to make more of these patches. Note that you can't load a V67 save in V66 though, so keep backups. It revolves around what is already in the game and making it better and live up to its potential. Some highlights are maintenance, raiders and events. You can access the game by selecting it as a beta in the steam-thing (V67). I will now go back to coding V68. This patch should be relatively bug and issue free, although I've probably made a few oopsies here and there that I will fix in the coming days. [previewyoutube=0gFIw25sULI;leftthumb][/previewyoutube]
Esteemed Despots, What a ride, and what a toll on my delicate nerves. A beta release + the influx of a huge number of new players, a poor logistics implementation, etc. That was a bad combination. But now it's over, the bugs have been squashed, strange choices remedied, oddities swept in under the carpet. Stable V66 is now released, praise be the Astari. that means that the default branch on steam will be updated to V66, and your V65 saves will not work. To continue playing those, you must manually check out V65 as a beta in the steam client. As always, I planned for V66 to be perfect, however under scrutiny, many issues has been revealed. That means that I will continue to patch the game with a few more mini-versions. The gamechanger here is that I will not break saves, I will just rebalance things. And the patches will be smaller, more frequent and narrower in scope. The rough plan is this:
The time has come. It is time for a new of my world-renowned dev-log videos. I've got so much to say, yet so little time, and so much confusion. Beta is now released. You check out the beta manually from the steam client, or your other store's clients. This beta is in a good state, but there might still be bugs I need to fix, and rebalancing, so it might be a bumpy ride. It will also be updated, sometimes several times per day. So if you're not into that, wait for the official stable release, else, I am very grateful to you who give it a shot. You got the patch notes in the previous announcements, so instead I'll talk a bit about this nice little marketing push I've received. As you know there was a 20% sale, and a huge video by Seeth - the youtuber. SoS made it to the top 20 worldwide on Steam, and #4 on another store who's name shall not be mentioned. This increased sales indeed. I basically made 6 months normal revenue in 24h. I'm not gloating, I just think some of you might be genuinely interested. It didn't stay in the top very long though, sadly. I planned on releasing V66 along with it, to create extra buzz, but there were too many bugs. I was defeated. All in all, I'm very happy with it, and I might do sales in the future, since the response has only been positive. And I'm confident 1.0 will be a good. [previewyoutube=L8keRTj5EWM;full][/previewyoutube]
It is here! This version can now be checked out as beta in the steam client. Right click the game and there should be something like "betas" or "properties -> betas". [previewyoutube=EKCzZpcLSvg;full][/previewyoutube] Patchnotes:
My dear despots. Apologies for the radio silence. I have not checked the steam boards for a month, because I've been spending all my time on programming, and while doing so I've become more and more anxious about coming here. Of course I've been available on email and on the discord. I'm now half-way through the next update V65, code name water. In reality it is more about polish, getting as many mechanics into a 1.0 state as possible. So far each update has been about adding some new mechanics, while trying to maintain the game in some kind of playable state, but spending as little time as possible on balance and polish. Now, focus has shifted to refinement and making the mechanics that are in, good as a whole. I am happy with the raw potential the game now has. I have now finished up the overworld mechanics into a state that I wished would have been in V64. But there was no time, (and it's always good to let things mature and collect feedback). UI reconstruction has been the focus, so that you can truly use all the mechanics present regarding AI faction management and building your realm. Manual trade agreements have been re-added. Trade in general has been the secret to expansion for very long, mostly because it's a semi-exploit. I'm now deferring trade to a later stage, and the game will play like a classic colony sim for the first part. I've completely remade the world buildings to make it more interesting and have a sense of progression. There are now many more Special buildings that upgrade your kingdom as a whole, meaning the more regions you have, the more specialization, and the greater the kingdom as a whole. The AI aggressiveness will of course scale according to that. The AI also communicates with you. From time to time they will send proposals, such as trade agreements, but also requests and gifts. For instance, a disgruntled king might demand of you to give up a region or face their armies. As for the city-builder, I'm now getting started on that part, and I have big changes in mind. For instance, I will separate services such as wells and baths, so that they will use both. Wells will have a small radius while the bath will have a huge one. That will force you to build a city centre as the city grows, and allow final results to look more organic. I will also separate the entertainment building such as the arena into fighting pits and Colosseum. Fighting pits you will have to spread out everywhere in your city, while a single Colosseum covers mostly your whole city. Similar to this, I'm planning shrines vs temples. Food stalls (replacing eatery) vs restaurants (replacing canteen). I also want a new building bazaar with all equipment and furniture for you citizens. Housing will have more precise settings, allowing you to easily set up districts that do not burn down in brawls. As for the balance, I want a streamlined experience that lets you set your own pace and difficulty. If you want a cosy little city-builder, then you can have it by expanding carefully and slowly, and if you want a challenge worthy of 100s of hours, then you must expand and face the challenges. As for the water, I'll keep it simple. A bridge will be needed to clear deep water. You will be able to remove/add shallow water around the natural bodies of water. For irrigation, you will need a water pump, and connect canals to it. It will in other words cost you some manpower. Water table will be scrapped, but settling close to water will be equally important. Visually, I'm happy to announce that I've gotten help from a very talented artist, and all the icons of the game have ben redrawn to perfection. I will also dive into battle balance this time around, and make sure its well balanced. Speaking of which, I've added a very moddable equipment system with different kinds of damage and protection. I have added slash, blunt and pierce damage types, with equipment to go with it. I will leave magic to the modding community. release of the game is approaching. Apart from the 1.0 quality of existing features, I still have the following to add:
Hi everybody! I just want to say, that you never have to worry about the state of the game. It's going to be finished, I've got enough funds to keep at it now for another decade, and I've already been at it for about a decade, so it would be a bit silly for me to stop now. I'm working on the game every day, sacrificing PR and community management for the sake of coding, that's why I'm not super active on the forum ATM. Work on V64 has been a bit frustrating and slow, and it's going to be the longest wait you've ever had to endure, so I made a little video on the current state of it. Excuse the quality and the cohesion of my scattered thoughts. [previewyoutube=gFbYKEZUbuU;leftthumb][/previewyoutube]
Hello! I'm finally done with the new patch. The patch is currently in the beta branch on steam. To enable it, right click the game -> properties -> betas. Select "ea V63". It might be unstable, but has been alpha tested. With it, I'm pretty happy about the city building experience of the game, and now feel ready to start on the world map and its mechanics that I've promised. I kept notes this time! [previewyoutube=LRwjquKRB_4;full][/previewyoutube]
I shall tell thee a bit of what's going on and why.
The main focus of this update has been polish. I thought it was just a couple of things, but once you open one Pandora's box, it leads to others.
A lot of work has gone into a brand new climate simulation, that allows for snow, and a living world that looks much better. Wind stroking the grass for instance. Animals have gotten an overhaul, with fixed spawn spots, and hunters work more predictably. Animals are also quite dangerous, so heads up.
I've dug through all UI panels, rearranged them, fixed them up, added new ones, removed others. Adhering to countless suggestions and bad reviews.
A big thing has also been to refactor code, so all rooms use a new sprite system that allows for upgrades. All refiners now have upgrades and some of the workshops.
Other from that it's just been about refining systems, and make sure everything works well. When this update is done, I consider the city-builder game to be very close to 1.0. That doesn't mean it's done, but in an acceptable state.
Heck, I'm sorry, I'm not good at this, I refer just toiling away at the code. I realize polish might sound bleak to players who have already made the effort to understand the game, but I'm sure there's something here for you as well. And, I'm getting close now to checking the last item on the list, in which case I'll start adding some new content.
The new content will be the ability that, through choices, get a public image that is either tyrannical or beloved. Choices can be public handouts, buying subjects drinks, or have your guards shake down a neighbourhood. Being a tyrant will be good for law and loyalty, while beloved increases happiness.
There will also be tourists, which will rate your city and throw you a coin based on their experience.
There will also be a lot more monuments, decorations and benches for your subjects.
Now, unfortunately, this is going to be the longest wait you'll ever had to endure. I plan on releasing V63 in early January. The reason for this is I'm on a working holiday for a few months, and I don't have the equipment to make my technically marvellous release videos. I'd also like more time doing this update, In the long term, it's a good thing, since a release is a lot of overhead.
Alpha testing will start mid December though, so if you're up to that, keep eyes peeled for the call, and join the discord if you haven't already!
Next version is going to be all about the world map. Factions, diplomacy, trade, and region development. I'm looking forward to that.
Greetings, noble ones. Thank you for your patience and confidence. A bunch of new features and fixes are now available for consumption. I've started alpha testing with this patch, so it's pretty stable. I will be at the bug reporting section for a week or two before I start working on the next batch. We now have:
I thought it was time to check in before you start lynching me.
First off, I'd just want to say that I'm officially not keeping up with the community. I used to read everything, but there's just too much now. That's why I've created a special sub forum:
https://steamcommunity.com/app/1162750/discussions/3/
Please, don't hold back from posting there if you have anything directed to me, it's what it's there for. I don't want to be left in the dark. I'll also read bugs and suggestions of course.
Progress regarding V62 is slow but steady. The primary feature is health, and I haven't gotten around to that yet, but here's what's in so far:
Private housing:
All subjects will require their own 3x3 house to live in. You get to set what race and class lives where. They require materials, which the subjects will go fetch for themselves if allowed. This visually upgrades their houses!
I've also remade techs and the tech tree, according to rewarding discussions here on steam.
Now each node has the possibility to be upgraded several times. Some nodes are one-ops though, that contain special stuff and unlocks.
Bonuses can now be either factors or terms, making for more interesting combinations. And the hideous forgetting mechanics is scrapped, you now get a penalty towards all bonuses instead.
Health will be easy enough to add, so I'm not to worried about that. I would like to catch up with my backlog regarding quality of live and suggestions though, so this might still take some time.
A potential problem with housing would be space. I've estimated that you'll need 25% of the map dedicated to housing for a 10k city. We'll see if this is a real problem or not from your impressions later on. The map can be expanded, in fact a 1500x1500 map has been tested, and performance is ok, but I haven't decided. RAM usage will be severe and there will be slowdowns.
Greetings, Gratitude to those who have tested and been patient about V61. It's now stable enough and moved to the default branch. The demo has also been updated to V59. As always, the new version is not save-compatible, so if you want to continue building a V60 city, you need to check this version out manually in the steam client. To my great surprise, there weren't many tasks left on Trello, which means 1.0 will be done in a foreseeable future, which is fun. That doesn't mean I'll quit the game, it's just a milestone. Next up is mainly health.
[previewyoutube=9knYxqj7VGc;full][/previewyoutube] New version is now available as beta in steam. Beta means you manually have to select it in your steam client. Right click Songs of Syx and there should be something about betas there. It will break saves, but, you can deselect the beta and continue on V60 saves if you want. Beta means there are still bugs. And this time probably a few. Most bugs will be harmless, some might crash the game. However, I've always managed to fix the game in the beta progress, so you most probably won't have to restart. Just make sure you save regularly. This update is focused completely on military aspects. It adds archers and artillery to the game and an AI that can attack walled settlements and fight you on the field without causing too much weirdness. It's still raw, and in need of some balancing. Thank you for waiting so long for this one. It's been an intense ride. Next up is an update focused on health and sickness. It's quite simple, so I think I'll manage to add quite a bit of polish and quality of life into it. The coming updates will focus a lot on polish for the city builder.
Hello everyone, I must regretfully inform you that the next major update is further delayed with a few days! I said end of March, then I bought time to Monday, 4th of April, but now I need even a few more days. I theoretically could release on Monday, but there are still a few features that are sub-standard that I want to refine, such as the battle AI doing weird stuff, and it would be stressful for me, and annoying for you, if I released it in the current state. These update has not been too fun, with a lot of challenges and brick walls along the way. Bare in mind though that I'm not making a new room or service, I'm trying to reverse engineer a "Total War"-game engine. This has absolutely been the toughest and most code intense update and I've set a new record, there having been 3 months since the last update. I'm not too happy about that. I also have another one of those damn kids around since 2 months, and that haven't helped. I just want you to know, I'm working every day, I haven't abandoned anything. The reason I might seem quiet is because I'm putting 99.9% of my time coding to give you as much substance as possible without the fuzz. So, It's hard to say how long it will take for me to adjust these minor shenanigans that the AI is doing, but I don't think it will take more than a few days, Absolute deadline will be 9th of April. What is on offer? You guys primarily wanted ranged combat, and I added that, and cracked opened the fundamentals of the battle mechanics and re-did them.
[previewyoutube=_raSyfOxeWw;full][/previewyoutube] Shadows and Dust adds Entertainment and Religion to the game. It also changes and improves on a lot of things. In fact, so much that I've forgotten all about it. Songs of Syx is now going strong thanks to you esteemed players. I am very thankful and in admiration that you can actually play the game and build awesome cities (now that I've played a little myself). We now have 1000 reviews and the game has sold enough to fully finance the remaining years of EA development. This version is now available as a beta in steam as usual. It should be quite bug free, but if you encounter something, please shout it out. Up next, I'm going to do a military overhaul and add a more fulfilling experience. /Jake
Deer despots, The latest conquest update really propelled the game to new heights in terms of exposure and sales. It's both good and bad, I would prefer the game to stay under the radar until I feel it's polished and fleshed out enough for no one to find any complaints and be able to have a close relationship with anyone getting involved, or playing it. And crash-free of course. Not that I'm complaining. This is all unbelievable to me and a huge thanks to every one of you, and especially those who come back with praise/criticism/feedback. I'm just sad, I might not be able to give you the response I used to be able to do. The hours of the day just isn't enough, and I have to focus on game progression for everyone sake in the long term. The next update will be rich in "quality of life" features, based on suggestions. For one, we'll see a bulk copier tool that allows you to select anything (rooms, jobs, roads, etc. ) of any size, rotate it and slap it down somewhere else. It also contains the possibility to save room-plans between games. Logistics within the city will be more or less finalized, with multi carry for everyone, and a new transport-room that has animal powered carts that will ship huge amounts anywhere on the map. Knowledge will also be polished and finalized. New features includes procreation that will take place in nursery rooms. subject will visually have gender and there will be children. Immigration will now be but a second way of boosting your workforce. The benefit of procreation is that you get to educate your children in a school system. You can choose to either teach them stuff, which boosts productivity and gains you knowledge, or indoctrinate them, making them easier to control. Tyranny will be a new term, and can be gained through indoctrination and by other means, such as statues, soldiers on active duty (I'll try to make them march around), executions, or secret police. With more tyranny, you can have lower happiness without risking riots. I'll also attempt to balance the game. As it stands currently, I think there are many exploits there that allows you to basically skip the mid-game and tax your way to world dominance. I'm planning on making it so that you need a much bigger army presence in regions to be able to tax them without them revolting. The game released in September last year, and I hope to release V59 before a year has passed, so that I can say I do 6 major updates per year. A year ago, I thought I'd work on the city builder part of the game for 3 more years, now I think it's closer to 2 years. This is what I'm still aiming at doing: Religion (temples, cultists, human sacrifice, power struggles and riots between religions) Entertainment (stage for actors, singers, maybe arenas for gladiators) Health (pandemics and epidemics. Doctors, wards) Nobility (Smarter, interesting nobility that has wills of their own and needs to be pleased for gains. Nobles will have their own homes and families and require some micro) Once the city builder has all this, I will consider it to be 1.0, and move on to military related updates (which I know many of you are eagerly waiting for, sorry). And after that, I'll focus on the world map and empire management. I hope this sound good too you, I'm here, (and now also getting payed) to serve. If you want a chat, I'm here, or at the discord. https://discord.gg/eacfCuE
Adds conquest to Sys. Have fun. Don't forget that if you want to continue your saves of V57, you can check that out as a beta in the steam client. Big patches are never save-compatible.
Sorry for having kept you waiting. For three long moths I have added basic Civilization/Total war mechanics to songs of Syx. You can now sally forth and conquer your foes and do that which Conan the Barbarian loves so. It is now available as a steam beta - V58 Beta. It will remain there until the bugs are sorted. I will try to keep it save-compatible during this time. [previewyoutube=FJdNf9m6n7E;leftthumb][/previewyoutube] I lost tracks of the path notes the first month, but here is what I've got:
This update is taking quite a bit of time, and in fear of nightly pitchforks and torches, I'll attempt to explain a bit what I'm working on and what you'll get to play soon.
I finally caved to the pressure of the community that wanted expansion of the battle mechanics of Syx. My reluctance was based in the fact that city building stuff is pretty solid ATM, and adding the few more features I want in would be fast. The world management were still just loose ideas I had, and seeing them to completion would take a lot of effort. And it has!
So, having said that, this update will take some time. I'd say at least another month. But hopefully, it will be worth it.
As we all know, the world map is divided into regions. What's new is that each region now has an urban centre. If you control that, you control the region.
You'll now conquer regions with world armies. A world army is a marker on the world map, which you attach garrisons from regions / cities. You then move around with your armies, fighting other armies in field battles, or conquering rebel/AI regions.
Your regions make up your kingdom, and you can tax and manage them. And there is depth here, to satisfy all our needs. You'll be forced to focus on different things to achieve a strong kingdom.
On the city-building side, there will be two new rooms.
Army Depot - works like a trade depot. Battlegear, food and clothes will be collected when your city garrison is attached to an army somewhere else. this is your supply line. If you fail to deliver stuff, your army will fail.
Administration - This will employ clerks, that produce administration points, used to control your regions. It will work the same way as with knowledge.
Apart from this there will be some QoL improvements.
This was supposed to be a small update, but it turned out big. And I don't remember what I was supposed to do, half way through, I decided to flesh out the slave mechanics. The results were marvellous. As usual, it will be in beta for a few days to find the bugs, so you have to check it out manually. We've also got a bunch of new stuff, cannibalism rooms, taverns, eateries, funeral services. I've had a lot of fun playing through it. It took me 3 days to reach 750 people. Here's a video about it: [previewyoutube=VGfywE5zjds;full][/previewyoutube]
[previewyoutube=e9RDveADLVw;full][/previewyoutube]
Hello fine folk! I'm finally done. Focus has been on introducing a new law mechanics, but also did a lot of other stuff. To check it out, you must manually opt it out in the steam client as a beta. It will become default as soon as I've gotten some feedback. Here's a video about it: [previewyoutube=e9RDveADLVw;full][/previewyoutube] Here's the changelog:
Hohoho! Here's a small Chrismas present from your devoted dev. This update changes a lot of things and adds stuff you could only dream about!
Game is now updated to V54. It is not save-game compatible with V53, but V53 can still be checked out in the steam client and you can continue playing it.
In the steam client, right click Songs of Syx, and click properties.
Now, on to the goodies!
Whenever the game updates in steam, you can now easily get a sense of what updates has occurred in the launcher:
Two new tiers of sleeping. One suited for the nobility.
UI iteration 2563. Might not be perfect, but better than before. Thanks to the community and especially Rowen in the Discord for the help in getting there.
A bunch of complicated stuff enhanced and modifiable. The goal of this update has really been to nail down the city population framework, to make the game more complex, while also opening it up to modding. feel free to start making your own species!
Nobility. This is kind of hollow ATM, but you can appoint people as nobility. Nobles will walk around boosting their assignations.
There is lot's lots more features and fixes. You can have a look in the in-game launcher for details.
Finally, I'm done-ish with nobles and slaves and tons of suggestions and bugs!
I've put it in the unstable branch for now. There is a lot of new stuff and changes that requires a lot of testing, and while I'll be testing myself, it will speed things a lot if those willing will help.
Here's how to check out the unstable branch:
Now on to the goodies!
Hello!
I felt the time was right for me to show you that you're getting a return on your investment.
I've been refactoring like crazy, basically ripping out part of the old AI and inserting a new one that allows for extensive moddability for races and more flexible code for me to flesh out.
Now, all resources can be made "equippable" and you can define what boosts they give to a subject. You can also define traits with similar properties and chance of occurring. Reputation is now called standing and is also fully modifiable per race. You can also define what trades your race likes, making it more important with trade or race diversity in your city.
Thanks to some feedback, I've also been experimenting with a new UI layout, especially to improve trading and other aspects.
I want to get rid of the full screen ones in general and trying to figure out ways to convey a lot of information in a simple way. I really like the standing main panel. Not only is it clean, it also allows me to crop the main game somewhat, which saves a few % in performance.
I've also tried to fix the most pressing bugs in the current release. the rest will have to wait for V54.
Currently the main challenge is not to starve from waves of immigration. I plan on tipping this over. You'll have a toggle to allow immigration and Instead we'll have emigration when your standing is low, and "retirement", meaning that it should be more of a challenge as your city grows and not the other way around.
Then there will of course be the nobles and slaves, which I hope to get to next week. Other from that, lots of QOL, bugfixes and tweaks for a better experience. Hope you'll like it.
Hi everyone. I'm very happy you guys are playing and keep sending me bugs!
I have spent most of the time since launch trying to calm my nerves and fixing some of the bugs that makes sense right now. the problem is that I've already started on the next update (54) and it gets very complicated when fixing the same bug in two different places.
so, I'm postponing a few bugs to be fixed in v54, just so you know.
So, what progress is being made?
New face generator. A bigger face in general with many billions of possible variations.
Here's how it's done:
I'm also more or less rebuilding the reputation mechanics and improving on the AI in general.
And what's really cool is that is mostly all modifiable. You can add items to equip, traits and new services, and you can change how each race feels about them.
The big thing to come though is the nobility class and slaves, even though this will be a bit barebones in the beginning.
I also have a list of hundreds of bugs and minor suggestions that I hope to address before launch.
I probably shouldn't give you an ETA, but I'm hoping for 6 weeks. Pray for me :)
/Jake
53.51 - fixed tribute from claimed regions - fixed forgetting knowledge from affecting all techs. 53.52 - fixed a CTD that occurred when building baths that I introduced in 53.51 :)
The game has sold beyond my expectations. With 1000 copies in less than 12 hours. Please excuse me if this post makes no sense, as you can imagine, I haven't slept much. So, a big thank you to all who have supported me this far. If you weren't aware, Songs of Syx was kickstarted 4 months ago, found here: https://www.kickstarter.com/projects/songsofsyx/songs-of-syx With those funds, and the ones I'll receive now, another year of development is firmly secured. Also big thanks to the volunteers in the community and its managers! You are really taking a load off my shoulders! Thanks to Superwutz, who is now part of the development team. First off, some bug fixes:
The time is nigh, even closer as in the last announcement. A new age is upon us! Songs of Syx is releasing on steam September 21st (more or less exactly at 4 pm UTC)!
Finally you will be able to play the full game in its current state here on Steam and enjoy all the little benefits we have implemented from Steam so far (Workshop, Rich Presence, Achievements).
The time is neigh. A new age is upon us! Songs of Syx is releasing on steam September 21st and all efforts in regards to this update has been focused on eliminating some of the annoyances fresh and veteran players might have encountered. For some reason, which I've forgotten, I've also increased modifiability by a lot, tried to squash bugs and implemented a few minor suggestions.
The world map has been redone visually and is now generated better. Check out those mountain ranges!
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