Hi Guys, My second solo project is now live! Civitatem, a medieval city builder, where you help your villagers raise a new settlement in dangerous lands by making use of their skills and available world resources. https://store.steampowered.com/app/670820/Civitatem/ If you like city builders, give it a try, but remember its Early Access. Thanks!
[ 2018-05-21 22:25:03 CET ] [ Original post ]
The upcoming medieval city builder Civitatem has now a coming soon page on Steam. If you are interested about the game, please follow and wishlist on the page: http://store.steampowered.com/app/670820/Civitatem/ Since a few fans asked for a way to support the game early, i also launched the Pre-Orders page. If you Pre-Order you get following benefits:
- Name a Villager!
- Have access early to the all closed tests and previews
- Have your name in credits as an early adopter
- Special forum title and icon in LW Games forums
- Receive DRM Free copy and Steam key on EA release (Q1 2018)
[ 2017-12-02 03:16:51 CET ] [ Original post ]
The upcoming medieval city builder Civitatem has now a coming soon page on Steam. If you are interested about the game, please follow and wishlist on the page: http://store.steampowered.com/app/670820/Civitatem/ Since a few fans asked for a way to support the game early, i also launched the Pre-Orders page. If you Pre-Order you get following benefits:
- Name a Villager!
- Have access early to the all closed tests and previews
- Have your name in credits as an early adopter
- Special forum title and icon in LW Games forums
- Receive DRM Free copy and Steam key on EA release (Q1 2018)
[ 2017-12-02 03:16:51 CET ] [ Original post ]
In the current version of Civitatem a season lasts for one day, and one day lasts between 10 to 20 mins, based on what speed you use: normal or fast forward (150% speed). Each seasons has its own challenges since food decays from season to season unless is stored in salt, food like meat or dairy products. At the same time, each season influences what food you can forage, if any, farm, hunt and fish. Farming and Animal husbandry takes seasons, so you always have to be prepared. Winter is always coming!
During the day all healthy villagers are available for work, but how much time will work and how fast, depends on their skills, their needs status and morale. A hungry or thirsty villager with no access to either of these, will work a few hours at most, and he might get sick, die or even leave your settlement. During the night, the villagers will sleep and replenish their energy, unless you call for an emergency time to work, which you can do once per year without morale losses, and once per season with some serious morale repercussions, but if you have an emergency or an incoming event, you have to react or hope for the best.
To keep you busy at nights, beside events, the Village Elder can be used for any task the villagers usually do, since his energy replenishes very quick and is immune to morale debufs. He also works twice as fast than any villager, so you can always count on him when the villagers are sleeping or are too busy with other things.
Temperature is another factor, mostly in cold seasons, when if the villagers are not properly dressed they will work only in short burst of time, so at first you might want to have your hunters hunt and then craft a few leather clothes, until you have resources to and a tailor to create wool clothes and later linen, and keep the leather for armors.
Thats it for this week. Alpha has been postponed to July for the moment so it can be as polished as is possible, and of course the closed alpha test, will be held a few weeks before release, with the most active newsletter subscribers and early adopters of Centauri Sector (my previous game).
[ 2017-06-13 10:54:37 CET ] [ Original post ]
In the current version of Civitatem a season lasts for one day, and one day lasts between 10 to 20 mins, based on what speed you use: normal or fast forward (150% speed). Each seasons has its own challenges since food decays from season to season unless is stored in salt, food like meat or dairy products. At the same time, each season influences what food you can forage, if any, farm, hunt and fish. Farming and Animal husbandry takes seasons, so you always have to be prepared. Winter is always coming!
During the day all healthy villagers are available for work, but how much time will work and how fast, depends on their skills, their needs status and morale. A hungry or thirsty villager with no access to either of these, will work a few hours at most, and he might get sick, die or even leave your settlement. During the night, the villagers will sleep and replenish their energy, unless you call for an emergency time to work, which you can do once per year without morale losses, and once per season with some serious morale repercussions, but if you have an emergency or an incoming event, you have to react or hope for the best.
To keep you busy at nights, beside events, the Village Elder can be used for any task the villagers usually do, since his energy replenishes very quick and is immune to morale debufs. He also works twice as fast than any villager, so you can always count on him when the villagers are sleeping or are too busy with other things.
Temperature is another factor, mostly in cold seasons, when if the villagers are not properly dressed they will work only in short burst of time, so at first you might want to have your hunters hunt and then craft a few leather clothes, until you have resources to and a tailor to create wool clothes and later linen, and keep the leather for armors.
That’s it for this week. Alpha has been postponed to July for the moment so it can be as polished as is possible, and of course the closed alpha test, will be held a few weeks before release, with the most active newsletter subscribers and early adopters of Centauri Sector (my previous game).
[ 2017-06-13 10:54:37 CET ] [ Original post ]
To build a stable village and later a town/city, in Civitatem we need resources like: wood, stone, iron. Some of these resources regenerate every few seasons or so, like trees, bushes with berries, and others are limited like stone, iron, salt, but with research more can be discovered in the mountains or they can be gained with trading.
For common major actions, we have the ability to assign jobs to a larger number of villagers and specialized jobs like hunting, fishing, herbalism to only a few per building. The system selects the most qualified (based on villager skills) but the selection can be done manually as well.
Actions like tree cutting, stone cutting and so on, are assigned to a desired area and the villagers will be assigned automatically to the area based on their current job, which can be changed anytime to speed up any action.
At first we have only the technology to raise building made of wood, later with education and research, we can build stone based buildings that are tougher and safer.
Every villager and his family has needs, common needs, like a shelter/house, food, water and more. As your village transitions to a small town/city, villagers will get other needs. They might acquire a need entertainment, education or religion. When not fulfilling the needs, the villager and his family might die, get sick or most likely leave the village, after a season or two. Fulfilling the needs, it will raise the morale of each villager and they will work faster and for a longer time.
That's it for now. On the next dev blog i will talk about seasons, time and how it affects every bit of your village.
Find out more about the features at: http://lw-games.com and be sure to subscribe to the newsletter since i will hold an Alpha Preview gameplay test with the subscribers in a few weeks.
[ 2017-05-12 14:58:31 CET ] [ Original post ]
To build a stable village and later a town/city, in Civitatem we need resources like: wood, stone, iron. Some of these resources regenerate every few seasons or so, like trees, bushes with berries, and others are limited like stone, iron, salt, but with research more can be discovered in the mountains or they can be gained with trading.
For common major actions, we have the ability to assign jobs to a larger number of villagers and specialized jobs like hunting, fishing, herbalism to only a few per building. The system selects the most qualified (based on villager skills) but the selection can be done manually as well.
Actions like tree cutting, stone cutting and so on, are assigned to a desired area and the villagers will be assigned automatically to the area based on their current job, which can be changed anytime to speed up any action.
At first we have only the technology to raise building made of wood, later with education and research, we can build stone based buildings that are tougher and safer.
Every villager and his family has needs, common needs, like a shelter/house, food, water and more. As your village transitions to a small town/city, villagers will get other needs. They might acquire a need entertainment, education or religion. When not fulfilling the needs, the villager and his family might die, get sick or most likely leave the village, after a season or two. Fulfilling the needs, it will raise the morale of each villager and they will work faster and for a longer time.
That's it for now. On the next dev blog i will talk about seasons, time and how it affects every bit of your village.
Find out more about the features at: http://lw-games.com and be sure to subscribe to the newsletter since i will hold an Alpha Preview gameplay test with the subscribers in a few weeks.
[ 2017-05-12 14:58:31 CET ] [ Original post ]
Hi Guys,
I've been working on the this project for almost a year and now that i am approaching the Alpha launch (4-6 weeks) , i am gona start this week a series of dev blog posts to keep up to date with the development.
Read the first dev blog post here: lw-games.com/blog
Civitatem is a medieval city builder where you help your villagers raise a new settlement in dangerous lands by making use of their skills and available world resources. Shape the future of your people by managing and assigning the most skilled villager for each task. Educate them and research new technologies, fight off the natural elements or raiders and explore the land for new villages to develop new trades routes, acquire new technologies and develop diplomatic relations.
Find out more about the features at: lw-games.com and be sure to subscribe to the newsletter since i will hold an Alpha Preview gameplay test with the subscribers in a few weeks.
[ 2017-04-11 15:29:08 CET ] [ Original post ]
Hi Guys,
I've been working on the this project for almost a year and now that i am approaching the Alpha launch (4-6 weeks) , i am gona start this week a series of dev blog posts to keep up to date with the development.
Read the first dev blog post here: lw-games.com/blog
Civitatem is a medieval city builder where you help your villagers raise a new settlement in dangerous lands by making use of their skills and available world resources. Shape the future of your people by managing and assigning the most skilled villager for each task. Educate them and research new technologies, fight off the natural elements or raiders and explore the land for new villages to develop new trades routes, acquire new technologies and develop diplomatic relations.
Find out more about the features at: lw-games.com and be sure to subscribe to the newsletter since i will hold an Alpha Preview gameplay test with the subscribers in a few weeks.
[ 2017-04-11 15:29:08 CET ] [ Original post ]
Hi Guys,
This is the second major update since the first patch, even though i have released hidden patches during this time, to fix bugs or similar issues. The biggest feature that this update brings, is a new save system. This system auto-saves the game every 2 turns on two saves files and their is also the old save and exit on different slot. This will help the players continue from certain points during their game, but the saves will be deleted once you loose the game.
To celebrate this new update, Centauri Sector is 50% off for 6 Days.
Additional fixes, improvements and additions:
- Double shield regeneration ammount
- Improved the event system spawning
- Morale change is displayed when a friendly fleet wins an engagement
- fixed a bug with the camera stuck or zoomed in
- fixed a bug where the flagship range was missing on load game
- fixed a text bug on intro
- fixed a bug when friendly fleet got stuck on certain situations
- fixed a bug when on skipping the tutorial the game spawned more enemy ships
Thank you all for your support and have fun playing the game!
George Neguceanu,
LW Games
[ 2015-11-25 18:08:47 CET ] [ Original post ]
Hi Guys,
This is the second major update since the first patch, even though i have released hidden patches during this time, to fix bugs or similar issues. The biggest feature that this update brings, is a new save system. This system auto-saves the game every 2 turns on two saves files and their is also the old save and exit on different slot. This will help the players continue from certain points during their game, but the saves will be deleted once you loose the game.
To celebrate this new update, Centauri Sector is 50% off for 6 Days.
Additional fixes, improvements and additions:
- Double shield regeneration ammount
- Improved the event system spawning
- Morale change is displayed when a friendly fleet wins an engagement
- fixed a bug with the camera stuck or zoomed in
- fixed a bug where the flagship range was missing on load game
- fixed a text bug on intro
- fixed a bug when friendly fleet got stuck on certain situations
- fixed a bug when on skipping the tutorial the game spawned more enemy ships
Thank you all for your support and have fun playing the game!
George Neguceanu,
LW Games
[ 2015-11-25 18:08:47 CET ] [ Original post ]
Hi Guys,
Update: Builds are now set as live, no need to opt in for Beta.
Linux:
The game is on 32bits but it was tested on Ubuntu 12.04 (64 bits). It might ask for libudev1 and libnotify
libudev1 most likely the i386 one
sudo apt-get install libudev1:i386
and if it asks for libnotify
sudo apt-get install libnotify-bin:i386
Mac:
It was tested on OS X Mavericks 10.9. It shouldn't have any problems, but i heard of a rare bug when at launch the loading bar turns to red.
Please post on the steam forums if you have any problems.
Thanks and Have fun!
[ 2015-07-20 14:10:24 CET ] [ Original post ]
Hi Guys,
Update: Builds are now set as live, no need to opt in for Beta.
Linux:
The game is on 32bits but it was tested on Ubuntu 12.04 (64 bits). It might ask for libudev1 and libnotify
libudev1 most likely the i386 one
sudo apt-get install libudev1:i386
and if it asks for libnotify
sudo apt-get install libnotify-bin:i386
Mac:
It was tested on OS X Mavericks 10.9. It shouldn't have any problems, but i heard of a rare bug when at launch the loading bar turns to red.
Please post on the steam forums if you have any problems.
Thanks and Have fun!
[ 2015-07-20 14:10:24 CET ] [ Original post ]
Hi Guys,
Here is the first update after ten days since release. This update brings major bug fixes, new features like zoom in/out in tactical combat, rebindable keys, improved engagement on campaign map, tool tips and more.
Lots of the things i introduced in this update, were requested by the community, so ask and you shall receive, that if is possible and makes sense to me.
Update 1.00.30 Notes:
This update is not save compatible with the previous version, but you can continue to play the previous version by reading the instructions at the bottom of this page. Major:
- Rebindable keys are now possible by accessing the Control option, in the Options menu. At moment almost any key can be rebind, beside the firing controls and zoom, which are fixed at the moment. Also i added another key for firing fixed cannons, so now you can use Space or Right Mouse Button.
- Added the ability to engage only specific events, targets, so now you can pass over them, and engage only when your fleet stops at the location you told it to go.
- You can now Zoom IN or OUT while in space combat with the Mouse Scroll.
- When a friendly fleet enters a combat event, near that event a small icon blue icon will be displayed to let the player know that there will be friendly reinforcements in that mission.
- Fixed a rare game breaking bug, where player ship became invisible in tactical combat, and the camera moved in corners on campaign map.
- Fixed a bug which activated the options/help menu while in tactical combat or ground missions(speed buttons)
- Added a safe check to prevent scout units or waves of units to not move in ground combat.
- camera on ground mission can now also be moved by using W,A,S,D or Arrow keys.
- player's corvette escorts have now more hull hit points (around 30% more)
- tool tips have introduced for every skill/action displayed on ground combat and tactical space combat.
- in inventory, the cannons weapons have now a special tag [Cannon] which will tell you that this type of weapon can be equipped only on cannon slots on frigates and destroyers.
- hud scheme displayed during the space combat tutorial
- intro story doesn't finish until you press the escape key
- sound/music settings are saved locally so you don't have to change them every time you play
- skip tutorial works anytime during the tutorial on the campaign map (S Key)
- fixed several text issues from the tutorial and from other parts of the game.
- various minor fixes and tweaks.
Thank you all for your support and Have fun playing the game! George Neguceanu, LW Games
[ 2015-07-04 13:30:43 CET ] [ Original post ]
Hi Guys,
Here is the first update after ten days since release. This update brings major bug fixes, new features like zoom in/out in tactical combat, rebindable keys, improved engagement on campaign map, tool tips and more.
Lots of the things i introduced in this update, were requested by the community, so ask and you shall receive, that if is possible and makes sense to me.
Update 1.00.30 Notes:
This update is not save compatible with the previous version, but you can continue to play the previous version by reading the instructions at the bottom of this page. Major:
- Rebindable keys are now possible by accessing the Control option, in the Options menu. At moment almost any key can be rebind, beside the firing controls and zoom, which are fixed at the moment. Also i added another key for firing fixed cannons, so now you can use Space or Right Mouse Button.
- Added the ability to engage only specific events, targets, so now you can pass over them, and engage only when your fleet stops at the location you told it to go.
- You can now Zoom IN or OUT while in space combat with the Mouse Scroll.
- When a friendly fleet enters a combat event, near that event a small icon blue icon will be displayed to let the player know that there will be friendly reinforcements in that mission.
- Fixed a rare game breaking bug, where player ship became invisible in tactical combat, and the camera moved in corners on campaign map.
- Fixed a bug which activated the options/help menu while in tactical combat or ground missions(speed buttons)
- Added a safe check to prevent scout units or waves of units to not move in ground combat.
- camera on ground mission can now also be moved by using W,A,S,D or Arrow keys.
- player's corvette escorts have now more hull hit points (around 30% more)
- tool tips have introduced for every skill/action displayed on ground combat and tactical space combat.
- in inventory, the cannons weapons have now a special tag [Cannon] which will tell you that this type of weapon can be equipped only on cannon slots on frigates and destroyers.
- hud scheme displayed during the space combat tutorial
- intro story doesn't finish until you press the escape key
- sound/music settings are saved locally so you don't have to change them every time you play
- skip tutorial works anytime during the tutorial on the campaign map (S Key)
- fixed several text issues from the tutorial and from other parts of the game.
- various minor fixes and tweaks.
Thank you all for your support and Have fun playing the game! George Neguceanu, LW Games
[ 2015-07-04 13:30:43 CET ] [ Original post ]
Hi Guys, To spice up things a little, lets start with an event. Share your best screenshots or/and videos from Centauri Sector on the Community Hub and get a chance to win 3 Centauri Sector Steam Keys! Event ends at the end of week (28 June) Thanks for playing!
[ 2015-06-24 00:16:54 CET ] [ Original post ]
Hi Guys, To spice up things a little, lets start with an event. Share your best screenshots or/and videos from Centauri Sector on the Community Hub and get a chance to win 3 Centauri Sector Steam Keys! Event ends at the end of week (28 June) Thanks for playing!
[ 2015-06-24 00:16:54 CET ] [ Original post ]
- Centauri Sector Depot Linux [154.45 M]
After each successful mission, players gain prestige (money/credits) and experience, to level up and unlock skills like speed boosts, shield upgrades and more. The level ups also allow fleet slots to add ships to a squad. Not only can different ship types be added, but each ship has different weapon and module slots depending on the class. Players can also purchase and add modules that increase shield capacity, buffer a weapon’s overheating rate, and speed up engines.
Features:
- Pilot your flag ship in an awesome top down 2D combat.
- While in combat manage your shields, power, weapons capacitor and more.
- Engage in advanced tactical combat by forming your own fleet and issuing commands to destroy the pirates.
- Gain new active and passive skills and bonuses by climbing through the ranks.
- Equip your ships with a wide variety of modules and guns.
- Engage in a dynamic war powered by a turn based dynamic campaign that doesn't always plays the same.
- Participate in ground defense missions.
- OS: Ubuntu 14.04
- Processor: 2 GHz Dual CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 512 MB NVidia or ATI Graphics Card
- Storage: 300 MB available space
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