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Hello, Creators!
Were excited to bring you another update for The Universim, filled with some fresh features, expanded modding capabilities, and improvements to enhance your experience. As always, thank you for your continued feedback and support - its at the core of everything we do. Lets take a look at whats new in this update!
Greetings, mighty creators of infinite Universims!
Making worlds is a true adventure! And, as it happens on adventures, sometimes the heroes need to rest and regain their strength on some peaceful, faraway planet. After we released TU 1.0, our dev team needed just such a rest - for it's been a perilous journey! But then, on one tranquil day, as we were farming and decorating our cottages, we again felt the call of the deep space. So, we restarted our engines and gathered around our spaceship's command table, planning our next course.
Infinite space means infinite possibilities. Which way do we set sail this time? Before, we had a single goal - the release. With that great quest done, the possibilities before us are practically endless. What better time than now for you, our fantastic community, to take part in steering this project! This is why today's release is all about giving power to the players!
Hello Creators!
We hope you are all doing great and having a blast! We have some great news for you related to the long-awaited addition to the game, and we would also like to invite you to check out The Crust game that just got released from our friends at VEOM Studio. We truly think that you will enjoy it!
After our previous blog, we received many messages from you. Some of youve got really excited to learn that the team has also started working on our next project - Solarpunk Life Sim Farming and Automation game - Farm Folks (Join Farm Folks Discord). In contrast, others felt sad that we plan to stop introducing new features to The Universim after calling the game complete. Today, we have additional info for you.
We want to clarify that were not stopping support for The Universim. We will continue improving the gameplay, releasing quality-of-life updates, and fixing critical issues and bugs.
Seeing your love and passion for the game, we decided to spend just a little bit more time with the game and give you what youve been asking for so long - the ability to mod the game, which will provide you with the real creator powers you've been seeking from the beginning.
We always wanted to add modding to the game, but we knew it would require overwhelming work due to the complexity of The Universim code and systems (weve been developing it for 10 years, wow!). Despite that, we gathered the team, discussed the work ahead, and have been working on it behind the scenes.
We are happy to announce that we have made significant progress. As a test, we have already added one modding system, allowing us to add new factories to the game. We aim to make modding as simple and convenient as possible, even for new users. We plan to release mods in parts/categories (buildings, factories, resources, quests, nuggets, etc.). Our first release will focus on factories. Afterward, we will work on other buildings and nuggets. We are currently working on integrating the modding system with Steam (it already works outside of Steam). Once this is done, we will release this patch with the first-ever modding tool for The Universim!
If you have modding experience or mod suggestions for The Universim, please join our Discord and share them with us in our new Mod Talk channel.
JOIN DISCORD
We are still gauging how much we can allow to be modded, and any of your input might be very valuable to us. Modding will enable many of you to create and share your creations with our community via the Steam workshop, potentially infinitely extending the amount of content in the game. Were incredibly excited about this, and we hope you are as well.
THE CRUST BUNDLE
Another exciting piece of news: were thrilled to let you know that our friends at VEOM Studio have just released the moon colonization and factory automation game, The Crust, on Steam. We invite you to check it out; we think its right up your alley. We partnered with them and created The Universim X The Crust Steam Bundle, which can be found here. It should offer you guys an extra discount, even if you already own The Universim.
CHECK IT OUT
The Crust is a lunar base automation and colony management game where you must automate a lunar base to become humanity's savior. Think of it as a mix of Factorio and a bit of RimWorld. If you enjoy these kinds of games, definitely check it out!
https://store.steampowered.com/app/1465470/The_Crust/
You are the best community we have ever had, and we hope you all have an awesome day!
Sincerely,
The Crytivo Crew
Hello everyone,
I trust you're all doing well and making the most of each day. I wanted to share some updates from our end regarding the future of the company and our game.
Let's dive into the game first.
We're currently crafting a new update, one that injects fresh content into the game. The primary focus of this update is to provide players in the later stages, from modern and beyond, with avenues to utilize their surplus resources. Many players have amassed substantial resources with no clear direction for their use beyond planetary colonization.
To address this, we're introducing a new feature inspired by the Tower of Babel. This building will serve as a resource sink, allowing players to contribute resources and engage in a mini-game within its confines. You'll have the opportunity to establish and expand a small colony within the tower, earning a score based on your progress. This score will determine your position on a leaderboard, adding a competitive edge to the game for those who have already conquered its primary challenges.
Our team has been hard at work on this update for the past month and a half, laying the groundwork for the system. We're expecting to release this update within the next 1-2 months and were excited to share previews of what's to come in the near future and eagerly will be waiting for your feedback.
Concept art
Now, let's talk about our broader plans and the future of Crytivo.
Developing The Universim has been an incredible journey - one filled with challenges, rewards, and unwavering support from each of you. We've released over 50 content updates, alongside numerous bug fixes and improvements, all aimed at enhancing your experience. Your support has meant the world to us, and we're deeply grateful for it.
As with any journey, there comes a time for closure and new beginnings. While The Universim holds a special place in our hearts, it's time for us to embark on a new adventure.
We invite you to our next project - Farm Folks
Farm Folks is an open-world life simulator multiplayer game that combines resource management and automation in a customizable farm-building experience. It is a mix of games such as Satisfactory, Sims, Fortnite, Escape from Tarkov, spiced up with ghost hunting and much more.
With The Universim's final content update on the horizon, our focus will shift entirely to Farm Folks.
We would like to invite you to join Farm Folks Discord and Wishlist the game on Steam.
If you're curious to learn more about our second game you can do so by using the link below:
https://store.steampowered.com/app/895160/Farm_Folks/
Were planning to offer something special for our The Universim players in the game and we will share what exactly at the later date.
We're excited about this new chapter and grateful for your continued support as we forge ahead.
P.S. We want to make sure this is clear: We will continue to introduce bug fixes, quality of life improvements, and balance adjustments to the game ( The Universim ) going forward.
Warm regards,
Alex
Hello Creators, Today, we released a new patch with some improvements and fixes. This patch addresses several localization issues as well as crashes that were reported to us. We are also happy to announce that Macs with M chips should no longer see a broken main menu. The issue was related to a Unity bug and our system not cooperating well with each other. As we move forward, we are encountering more edge case issues and fewer bugs that affect everyone. With this in mind, we are moving towards improvements and balance for the game based on the feedback we received on Steam and in our Discord channels. As we progress with this update, we will keep you informed about the estimated release dates. Currently, it is a bit early to provide specific dates. We will continue to iron out bugs and address any issues that arise as quickly as possible. Now, let's review what was fixed in this patch:
Hello Creators!
We hope you're all having a fantastic weekend. We rolled out another update yesterday, and we're excited to share the details with you. Below, you'll find a list of what we've been working on and all the fixes we've implemented. Every week, we strive to address as many issues as we can, and we're incredibly thankful to all of you for helping us by reporting those issues. With each passing week, we're receiving fewer reports of critical issues, which makes us even happier. Our goal is to resolve as many issues as possible as we move towards the next update. We had hoped to begin work on it this coming week, but unfortunately, there are still a few issues that need our attention. Once the majority of these issues are resolved and only low-level ones remain, we'll dive right into the update.
Heres whats been worked on:
Hey Creators!
Happy Friday! Were back with a new update and new patch notes! Thanks to the community, weve been able to squash more bugs and make the game a better experience!
Heres what we worked on this week and what weve fixed!
Hey Creators! Hard to believe weve been in 1.0 for over a week now! Weve been busy working on bugs, and were back with more hotfixes thanks to your valuable feedback. Heres a quick list of whats been fixed:
Hey Creators!
It's Friday, and as the sun sets on yet another exhilarating week, we can't help but feel the excitement in the air! The Universim team extends its heartfelt gratitude to each and every one of you for your unwavering support throughout this incredible journey. It's almost been a full week since the launch, and your valuable feedback has been instrumental in refining The Universim. We've been hard at work addressing your suggestions and enhancing the overall gameplay experience. As we approach the weekend, we're thrilled to share some exciting updates with you in our latest patch notes. Thank you for being an essential part of The Universim community, and we can't wait to see you in the game with these exciting new improvements!
Heres whats been worked on:
Hey Creators, Wow, it's already been a full two days since The Universim 1.0 launched, and we're super excited to see so many of you having a blast with it. Just so you know, we've been on our toes squashing bugs and smoothing out the wrinkles before and after the release. I'm here to give you the scoop on what we've tackled in these first 48 hours. Heres whats been fixed
Hey Creators,
We're super excited to let you know that The Universim 1.0 is finally up and running on Steam! A massive shoutout to all of you for joining us on this incredible ride. This game is a product of your feedback and support, made especially for you. We started this journey a decade ago, just a bunch of newbies in game development, fueled by a dream and a burning passion to create something awesome. Your excitement and support for our ideas have been the driving force behind this project.
https://youtu.be/lyWUUHzGyJE
It's been a wild ride, to say the least. Tackling The Universim as our debut game was a massive challenge. We've had to rethink and redo stuff along the way, working hand-in-hand with you, our amazing community. It's your input that has really shaped The Universim. Sure, there have been tough times and nail-biting moments, but we never lost sight of what we set out to do.
We're proud to say that we've not only met our original goals but went above and beyond, adding more cool features and elements than we first imagined all thanks to the buzz and energy from you guys. Some things changed along the way to make the game even better, and we're standing firm and proud of what we've achieved. We really hope you'll love playing The Universim as much as we loved making it and appreciate all the hard work our team has poured into it.
Also, a note about languages. When you start the game, you'll notice the game is available in English, Russian, German, French, Spanish, Portuguese, Simplified Chinese, and Korean. These are the languages that have been professionally translated and localized. Languages like Turkish, Latin American Spanish, Traditional Chinese, Czech, Italian, and Japanese have been removed for the time being due to additional text added in 1.0. We are considering adding them back in the future if the translations can be achieved and the need for them is there.
IMPORTANT:
Due to the complexity and size of The Universim, extensive efforts have been made to fix bugs and enhance the user experience. Nevertheless, it's likely that some issues may still arise. We've been working overtime and through weekends, right up until the last moment, to address these concerns. Despite our diligent efforts, we acknowledge that some issues may have slipped through the cracks. Rest assured. We are fully committed to promptly addressing these through hotfixes to improve your gameplay experience continually. Your patience and understanding in this matter are greatly appreciated.
Due to recent architecture changes in Mac hardware, some MacBook players might experience issues. Please report them to us; our team is investigating and actively working on fixing them.
For bug reports or issues, please visit: https://crytivo.io/tu-bug
Grab your Nuggets and get ready to research your way to the full Space Age!
[Trailer]
With the expansion of space in the game, there have been a LOT of major changes that you can expect to see, and we're so excited to show you what we've been up to! Since our last update, our team has made around 4,552 commitments to the game, addressing various issues, making improvements, and introducing new content. Here are some key bug fixes, enhancements, and new (spoiler-free) content updates for you to check out.
Keep in mind, though, this isn't the full list. We've put a lot of work into the game, and there's a lot more that you'll discover as you play. So while we're highlighting the big changes here, be prepared to find many more adjustments and surprises as you explore the game's expanded universe.
Bug Fixes:
UFOs
The Universim is Now Available on Steam!
Jump straight into managing your own planets as you guide a civilization through the ages. Build the ultimate empire in The Universim, a new breed of God Game in development by Crytivo.
The moment we've all been waiting for has finally arrived! We are beyond excited to officially announce the full release date of The Universim 1.0 [previewyoutube=o3r2rB3eH2s;full][/previewyoutube] A Decade of Development Culminates Our journey over the past ten years has been nothing short of extraordinary. With your unwavering support, evidenced by over 6,000 Very Positive reviews on Steam and more than half a million wishlists, we've crafted a universe that's rich, dynamic, and endlessly engaging. Now, we're ready to deliver the complete experience. MARK YOUR CALENDAR January 22, 2024 What Awaits in The Universim 1.0 The Universim 1.0 isn't just a game; it's a living, breathing universe at your fingertips. Prepare to immerse yourself in an experience where your choices shape the destiny of entire civilizations and the balance of entire planets. Youll be able to launch Nuggets into the space age! This update brings end-game content to life with more technology to unlock in the research tree, new planets to explore (or exploit for resources), and so much more! Along with these exciting features, we've focused on quality of life improvements: Unlimited Space Exploration: Unlock the space map and colonize any number of planets you desire. Each planet, from Toxic and Ice to Lava or Terrestrial, presents unique conditions and challenges. Resource-Rich Planets: Discover planets teeming with valuable resources essential for the expansion and prosperity of your Nugget civilization. Enhanced Narration: More voice-over lines add fun and functionality, providing entertaining commentary and critical updates on your civilization's status. More than 600 new voiced lines by our favorite narrator. Complete Storyline: Embark on a journey to discover your true self with a fully developed storyline, adding depth and context to your gameplay. Even after the story concludes, continue to expand and evolve in the endless universe. Space Age and Advanced Technologies: Launch your Nuggets into the space age and unlock more technology in the research tree, expanding your reach across the cosmos. Enhanced User Interface: Enjoy a more intuitive and user-friendly UI, making your journey through space and time smoother and more enjoyable. Game Balance Changes: We've fine-tuned game mechanics for a balanced and rewarding experience, ensuring each decision has meaningful impact. Bug Fixes and Optimizations: We've squashed bugs and optimized performance for a seamless gaming experience. And more surprises await! We hope you are all as excited as we are! Professionally Translated In our commitment to bringing The Universim to a global audience, we're excited to announce that the game will launch with professional translations in several languages, ensuring a more immersive and accessible experience for players around the world. The launch languages include: Simplified Chinese German French Korean Spanish Portuguese Russian Additionally, we're considering expanding our linguistic horizons with more translations post-release, based on the game's success and community feedback. INDIE TO THE CORE At the heart of The Universim lies a story of passion and perseverance. As a small indie team, we have poured our hearts and souls into this massive game for a decade, never wavering in our commitment. This journey has been more than just developing a game; it's been a labor of love. We understand that, despite our best efforts, perfection is an ambitious goal, and there may still be unforeseen bugs during your playthrough. We ask for your patience and support as we navigate these challenges. Our promise to you is a steadfast dedication to fixing issues promptly and efficiently. The Universim is not just our first project; it's a dream that we've nurtured from concept to reality. It's crucial for us to get it right, and your understanding and support mean the world to us. We're excited to cross the finish line together with you, our incredible community. See you over the line! - Crytivo Team
Hey everyone!
We might be fashionably late to the trailer reveal party, but hey, perfection takes time.
After 10 years in the making, we're finally gearing up to release The Universim V 1.0!
Release Trailer for The Universim drops on FRIDAY, DECEMBER 15 at 10 AM PT
Hello everyone!
We're thrilled to invite you to join us for a live stream event tomorrow, November 9th, at the following times:
12pm CST | 1pm EST | 10 am PST
Catch the action live on Twitch as we dive into the fascinating world of The Universim, straight from the current public build on Steam.
What to Expect:
Raw Gameplay: No edits, no cuts just us playing The Universim, demonstrating the game in its purest form.
Q&A Session: Have burning questions about the game or our development process? We've got answers! Let's chat and share insights.
Storytime: Join us as we reminisce about the early days of development, sharing the highs and lows, laughter, and tears that shaped the game to what it is today.
What's Next: Curious about our future plans? Get an exclusive sneak peek at what we're working on for The Universim.
To ensure your questions get answered during the live stream, join our Discord community and post your queries in the #livestream-questions channel.
We can't wait to see you all there, ready with your questions and enthusiasm!
Sincerely,
Crytivo Crew
Hello everyone,
Today, were excited to update you on the progress of The Universim development. Our team is completely focused on the Full Game release - V 1.0. As we are getting closer to full release, were going to introduce less new, big features to the game. Instead were concentrating on Quality of Life improvements. This includes enhancements for old systems, balancing of new ones, new tutorials, and so on. A lot of our fans expressed their interest in learning more about our current progress and the work our team is doing.
We would like to honor that and provide you with a short update that will showcase some systems that our team has worked on and some things that are still in progress. If this short update finds your support, we will gladly share more of them on a frequent basis to keep you up to date.
Lets begin!
The very first exciting change that we added (and are currently finishing up) is our new Building placement UI. As you know, in the construction site, we do list all of the information about the building, but due to a large amount of it, we noticed that a lot of players simply ignore or miss certain important elements. Especially the ones that are related to Crime | Happiness | Pollution.
In order to improve the visibility and give an overhaul of our outdated UI, we created and expanded the functionality of it.
We hope that these changes are more functional and will help players to better understand the information while playing the game.
With those changes, we did some additional functionality work. The current name for it is Sample Building. This name might change upon the full release, but we are keeping it for now internally.
This new functionality allows you to sample the building and produce an identical one!
By pressing a combination of buttons (CTRL + Middle Mouse Button) and moving your cursor over any building structure that you currently have within the world, you can instantly bring the ghoster of this building and place it without having to open the Construction menu. We hope that a lot of people will find this functionality extremely useful, especially at later stages of the game.
Next, we tried to tackle the issue that a lot of players experienced while playing the game: Nuggets Drinking from Lakes. This is something that we were battling constantly for quite some time. Initially, there was a bug related to that functionality that was quickly fixed, but the issue stuck. After studying over a dozen different save files from players, we realized multiple common factors: 1) there were not enough wells 2) wells were not scattered throughout the city and 3) wells were concentrated in one place. In order to tackle this issue, we decided to use 2 different approaches. One per each issue.
Now, each well will have a radius that will define and show how efficient it is. If the well is closer to another well, the efficiency of the well will drop. The further wells are from one another, the higher the efficiency of those wells. This efficiency visibility functionality aimed to help new players to better place their wells across the city and avoid the issue where Nuggets would have to travel a very long distance to the opposite side of a city to get some water. You are still able to place wells next to each other, but their efficiency will be lower.
The second improvement added to tackle this problem provides a better indication on the amount of water that is left.
We added a subtle visual effect to the water icon and, if you move the mouse over the icon, a tooltip will now display the aggregated amount of water your wells have. This should help to keep track of water in the wells across the city and warn players earlier if more wells need to be placed.
Now let's move to tutorials.
Multiple different tutorials were added to the game, but the most important ones we believe are: Creator Power Tutorial and a Builder Bot Tutorial.
We received a lot of requests from the community and we heard a lot of people saying that they were struggling with using the creator powers or figuring out how to use the builder bot. Both of those systems will now be accompanied with a tutorial that will teach players how to utilize those features of the game.
Previously, we shared WIP Nugget clothing with you. Our talented artists were working pretty hard to make them stand out among other Nuggets and bring some more variety during later stages in the game. All of those Nuggets were finalized and now you can see them as their colorful selves in the game.
Lastly, we would like to share some visual improvements to our new planets. These changes may not have a functional implication, but they create a completely different atmosphere for your planets. We expanded our initial orbital system to have many different objects such as multiple suns, asteroid belts, rings, other planets, etc. This should diversify the look of the planets and bring joy to your eyes. Here are some examples of these effects:
All of these changes are just one portion of what was added to the game. We do have more things to share and if this is something that you guys enjoy seeing, we will surely make these updates more frequent as we near the end. So please, let us know in the comments below if this is something that you would enjoy seeing or if you would rather be surprised!
Things that our team is working on currently:
3D Art Department:
The last mile is always the longest.
Hello, The Universim game community! We're here to update you on our progress as we wrap up the game's final touches. It's been a while, and we want to communicate with our fans. Here's our message:
First and foremost, thank you so much for being a part of our journey. It's been hard, it's been challenging, but we've made changes, improvements, and we're thrilled with the results. The Universim has been an incredible journey for our team. We've learned so much about game development and game communities, and we're incredibly proud of our achievements we hope you are too.
The Universim is a truly unique game, unlike any other. It was an immensely challenging experience due to the complexity of the idea, technical limitations, and our rookie knowledge at that time. But no matter what, we kept pushing and pushing. We know it took us a while to get here, but if you ask us if we would do anything differently if we could start over, the answer would be no. We did what we could with an extremely limited budget. With a game like The Universim and its scope, you need a lot of financial support to make it happen. We managed to deliver almost all of our promises, but it took some time.
Today, we want to let you know that the game is almost complete. We're T minus 5 minutes from an epic gaming experience. Our development team has confirmed that all game systems are nearly a 'go' for launch. We've completed our final level checks, graphics are looking out-of-this-world, and the soundtrack is ready to blast off. Our game control check is complete, and player guidance is now internal. Communication channels between players and the game are crystal clear. The fun payload is secure, and we're ready to embark on this incredible gaming adventure. Strap in, gamers, and prepare for an exhilarating ride!
We're currently going through just a few final touches, addressing some areas that need balance checks, and then it's all in. The Universim will be FULLY COMPLETE. We estimate no more than 3 months of extra work before takeoff. So buckle up, Creators it's been an amazing adventure, and we love you all. Expect a game trailer with the release date soon'ish.
Meantime, we are releasing a small update to improve some game aspects.
This small update provides Bug Fixes and improvements to the game.
Improvements:
Hello, Creators!
Its almost time for the holidays!
This year was challenging and difficult for many people. From our entire team, we hope that everyone has a great holiday season. Let your close ones be next to you to share some amazing moments and create new, wonderful memories. We hope that next year will bring plenty of good times for you and your families. Thank you to everyone who stayed with us and supported us regardless of the circumstances. It means the world to us. We have the best community ever and we are happy to have you all with us. Happy holidays!
At this moment, we are relieved to say that we are at the finish line. We just finished with 4 main events that will lead to the ending of the game. We are left with the task of balancing a portion of those events as well as the main event taking place on another planet. After that, we will enter a polishing stage which will involve work such as fixing bugs, visual issues, localization issues, gameplay issues, and balance tweaks. This is the final update before we go live with 1.0. It is hard to believe that we are almost there. It was an amazing time and we are happy to see everyone who stayed with us through the years and helped us grow. Once again, thank you!
Now, let's talk a little bit about this update. This update brings some of the most requested content to The Universim. More military and combat. We reworked our exile system in order to support the combat along with our flying units system. It was a large scope addition and it took a bit longer than we expected, but it is finally here. You are now able to build your military Nuggets alongside Tanks and Helicopters. Exiles will do the same. Make sure you are staying on their good side. Not feeling friendly? Destroy the exiles before they can even get a chance to build and expand their forces. Up to you. This update also introduces new buildings to support new units along with bug fixes and some improvements.
Let's get to details now.
Tank Hangar & Heliport
Both buildings will help Nuggets to start the mass production of Tanks and Helicopters, respectively. Each building is able to contain a maximum of 5 units. More units can be built with the addition of extra Hangars and Heliports. You will be able to build up to 5 buildings, totaling the amount of Tanks and Helicopters to 25 each.
Bomber Building
Bombers have received their own building. Each Bomber building can contain up to 5 bombers, similar to the Hangar & Heliport. Previously, Bombers were unlocked along with regular soldier Nuggets. This time around, they were moved towards the Modern Age and will be unlocked along with Modern Age upgrades for the Soldiers.
Combat System
Overall, the combat system works similarly to the rock, paper, scissors approach. Tanks are quite strong against Soldiers and Buildings with their main power being the destruction of ground units. Helicopters, on the other hand, deal a great amount of damage to Tanks and other Helicopters but tend to be weaker against Soldiers. Soldiers can easily eliminate a squad of Helicopters, therefore punishing forces that have a limited amount of heavy military vehicles.
New UI Panel
Along with the new additions to combat, we also reworked the entire panel. Now, every military building can be placed within one panel, eliminating the tedious process of adding a new building via the construction panel. Along with this newfound functionality, you will be able to see all exiles on a radar, their creator, and their military power. Through this panel, it is also possible to send all units from the Barracks, Hangars, and Heliports to attack or send only a single squad to be selected for the attack.
Improvements:
Happy Halloween, everyone!
We hope you have already prepared plenty of treats and costumes for Halloween. The spookiest time of year is almost upon us and, today, we would like to present you with some exciting changes. These changes are related to the Halloween holiday in addition to the actual game. With that said, this patch is a bit unusual regarding content.
This patch contains some things that were set to be released in one big combat patch (one that is happily on the way). We are finishing some things and are excited to enter the polishing stage within the next couple of weeks. For now, lets concentrate on the new thrills youll find in this newest patch.
First and foremost, as many of you have noticed, our Halloween event has returned to The Universim! In launching the game, you will be greeted by our Skull Moon. Once you have entered the game, you will have your choice of a regular planet (for players who wish to forgo the Halloween event and its various challenges) or the Halloween Planet by clicking the pumpkin checkbox. This action will switch all of the planet sizes to the Halloween Planet.
The Kraken
Playing on the Halloween Planet will allow you to encounter the Kraken. This evil creature can arise from deep waters and will spawn unusual zombies. These zombies will attack your civilization from time to time until you destroy the source of their creation.
Mysterious Portals
Demonic Nuggets will invade your world during Halloween! You may recall a mysterious portal being opened for brief periods of time. Well, now you will uncover the cause behind it as a protector of your civilization. Closing the portal will provide you (and your Nuggets) with a handsome reward. Close the portal by destroying it. Your military Nuggets may be able to assist you.
Witches
Witches will appear during nighttime! You may see them flying and cackling through the sky. After all, Halloween is their holiday as well!
Blood Rain
You may encounter a phenomenon of red clouds appearing over your planet. Hopefully, your Nuggets wont be frightened by some kind of red rain.
Ghosts
Theyre back! Ghosts are here to roam your planet but, this time, these are friendly spirits that will appear after the death of your Nuggets.
Halloween Planet
This time around, our Halloween Planet didnt change much from the previous year. However, weve added some new resources to the game as well as tree variations.
Now, let's talk about some of the content that is not related to Halloween but that youll be able to enjoy in this patch.
Snapping Tool
We have received plenty of feedback on implementing a snapping tool to The Universim. Well, we are pleased to tell you that the tool is finally here! You can now adjust and place your buildings as precisely as possible. The snapping tool will be available once you select a building that you would like to place.
You will see in the left hand corner some instructions on how to use them and what buttons will activate snapping buildings. This tool will have 3 different modes:
Hello, Creators!
Its time to celebrate as were full swing into this haunted time of year. Our special Halloween spooktacular is back with some bewitching classics that you may recognize, but just wait until October 25, 2022 - we have all sorts of goodies in store for you. At the start of Steam Scream Fest, enjoy everything from blood rain to demonic portals and everything in between!
For now, be sure youre ready to fight the mysterious Kraken - a beast that possesses unusual powers - as it summons hordes of zombies hungry for your Nuggets.
A Surprise Encounter
This Halloween, alongside the Kraken, a demonic portal has been opened. We cant confirm if this portal will bring treats, but there are certainly tricks that this anomaly will offer you. Thats not to say, however, that closing this portal wont yield a reward
Witchly Sightings
Be sure to watch the skies as witches fly overhead! Its never a good idea to spook these broom riders, but you can admire them from afar. This is the only time of year where they dont mind being spotted.
Ghoulish Delights
Alongside the witches, the ghosts are once more taking up residence in your towns! Ever wonder what happens after Nuggets bite the dust? Well, perhaps you will now.
While you may recognize some familiar hauntings, theres plenty of new adventures in store this season. Find out what else awaits you on the Halloween Planet!
As always, thank you to everyone for your support and for your constant feedback on Discord, Twitter, and Steam. Every comment and suggestion helps us to define the mechanics and game systems our community most desires while we fine tune our content.
If youre enjoying the game, especially with our spooky additions, please feel free to leave your honest review on Steam. Want to see any changes to The Universim? Drop us your feedback on Discord.
Happy haunts to everyone!
Love,
The Crytivo Crew
https://store.steampowered.com/app/352720/The_Universim/
Hello dear creators,
We hope that you had a wonderful time this summer and that everyone is rested and prepared for the start of the new upcoming season.
As many of you probably know, we recently moved our headquarters from San Diego, California to Dallas, Texas. This relocation caused some disturbances to our progress within the game, but for the last 2 months, everyone on The Universim team was able to pick up the pace and move forward with extra speed. Recently, we added two additional programmers to our team along with an additional concept artist. This should help us to speed up our development progress quite a lot. Due to that addition, we decided to release one more patch after this one. We heard a lot of you loud and clear - that you would like to have some expansion on Exiles. Therefore, we dedicated a couple of people from our team to work specifically on military expansion.
This v57 patch will be a bit unusual for us and for you. In this patch, we put a lot of attention to bug fixes and improvements to the current systems. Since we are currently in the end phase of the game, we are heavily concentrating on end game content and polishing. Therefore, this patch is very important for us to see if we were able to resolve some of the major issues within the game.
We are constantly looking over the suggestions in our Discord as well as the bugs that are being reported. Certain bugs have a higher priority than others. We are still trying to track one bug that does not allow us to save the game correctly. In order to catch this bug, we implemented a system that will provide a warning message stating that, during the game save, the game was not saved correctly followed by the error that comes with this. Please, if you encounter that error, reach out to us via our Discord. With your help, we will be able to locate and track that error and fix it for good!
Now to the content of the patch! Here are some of the improvements and bug fixes that you will encounter.
Improvements:
- Increased size of the Pollution warning notification
- Incorrect description for the Garrison Building
- Missing text for the Lizard Candy and Massage Buildings
- Incorrect translation within the main menu of the Twitch Integration (German language)
- Bunker improvements:
Meteor strike does not kill Nuggets within the bunker anymore
Lightning Strike does not kill Nuggets within the bunker
Tornados
Fire
Volcano
Earthquake
UFO Crashing onto the bunker
Drone explosion
Planet Cracker stomp
Blizzard Storm
Firestorm
- Fierce enemy quest drop zone ground projection didnt look good when it was overlapped with the quest area projector
- Over 30 popup windows reworked in order to be closed by pressing ESC button
- Buildings without assigned Nuggets will have lower resource delivery priority compared to buildings that have Nuggets working in them
- Any Nugget within the building will have a consistent interaction throughout the game (in other words, you can pick them up, use certain creator powers on them, etc. while they are inside the building)
- Nuclear Plant received an assign all button
- Colonization rockets and Space Trade will now have a different Nugget priority when you are sending Nuggets to another planet. Young and educated Nuggets without a family will have the highest priority, next will be Medium/Old age Nuggets with an education, then Young uneducated Nuggets, followed lastly by Medium/Old uneducated Nuggets
- Finishing hut received an indication icon above the building showcasing when there is no more fish to catch
- All mines that extracted all resources beneath them will automatically remove Nuggets from the building and shut down the building
- System that will detect if the game is being saved incorrectly and will provide a notification to the player. That system was put in place in order to prevent broken save files and will allow us to track down certain game breaking bugs
Bug Fixes:
Fixed: Localization Error in the Overpacked quest
Fixed: Using switch Era functionality did not switch the Education requirements of the buildings back to corresponding building level education
Fixed: Certain quests didnt show the correct name for the Nuggets quest giver
Fixed: Fierce enemy quest drop zone was not always correctly displayed on the ground and disappeared if you moved the camera too close to it
Fixed: Objects in the world can no longer be clicked upon while the celebration dialog is active
Fixed: Research screen and other full screen UIs are no longer overlapped by the celebration dialog
Fixed: Pressing ESC Button while being in the load game screen removed Load panel completely
Fixed: While holding a Nugget via telekinesis, Nugget could have been dropped if any pop up or UI Screen would be opened
Fixed: Min/Max temperature was not updated correctly within the Reservoir panel
Fixed: Power Hour event didnt turn off electricity for the entire duration of the event
Fixed: Subtitles would overlap with Full Screen Menus
Fixed: Same Nugget could have been added to multiple different trades
Fixed: Missing localization within the spaceport
Fixed: Firestorm and Blizzard on screen effects were visible within different full screen menus (Loading Screen, Research, etc.)
Fixed: Error that was happening during the trade in space which was leading to corrupted save files
Fixed: Shadow from the raincloud disappeared at a certain angle providing no indication for the location of the raincloud
Fixed: Minister of Space was missing a lock icon on the slot
Since we are currently in a state of polishing and improving the game, we are planning to release bug fixes and overall improvements on a more constant basis.
We would also like to share some of the progress that has been made.
Currently Working On
Nuggets
We went through all the Nuggets and their jobs in order to update their clothing and accessories for the Modern and Space Ages. In total, over 20 different jobs will receive new outfits and over 20 new items as accessories will be added to them. Some of them you can check below:
Defense Towers
Defense towers are currently going through multiple stages of rework and upgrades. We are adding machine gun mode that will primarily target ground units where rockets will shoot anything flying up in the sky as well as Planet Cracker.
Planet Cracker
We are putting a lot of effort and polish into Planet Cracker. Upon full release, you will be able to encounter that evil machinery that has been created to stomp out civilizations and destroy planets.
Snapping Tool
We received a lot of requests from the community to help with the arrangement of buildings and the addition of a snapping tool. One of our engineers is currently working hard on adding a snapping tool that will allow you to snap your buildings to the roads or other buildings, aligning them perfectly in a straight line.
New Planets
We had mentioned that we created a system that allows us to create different planets. Now it is finally time to start making them! Our design team is working on brand new planets that you will be able to encounter during your journey.
Star Map
The star map was created internally quite a few months ago, but it still required some polishing. Using a star map, you will be able to discover both planets and different space objects. Currently, our engineers are working on expanding star map functionality in addition to the new UI/UX elements that should help with navigation.
Final Battle Scene
Yes, you will have a proper finish of the game as well as some story line. Even now, certain narrator phrases, quests, and other subtle elements within the game have some connection to the main story. After the final scene, we hope that you will be able to connect all the dots and figure out the connection :). The final scene is currently ready from the technical side, but still requires some polishing and UI/UX elements.
Credit Screen
The credit screen is also already created, but currently has a placeholder UI which will be improved as we get closer to the actual end of the game.
Below you can see the overall progress that we have made and where we are currently standing.
We hope that this will give you some understanding where we are and what we are currently working on.
Thank you everyone for all of your support and for staying with us. This means a lot for the entire team and we are grateful for having such an amazing community. We are almost at a finish line and we cant wait to show you all the things that we have worked on.
Sincerely,
Crytivo Crew
https://store.steampowered.com/app/352720/The_Universim/
Hello everyone !
I hope you all have a wonderful summer and you enjoy the sun. We would like to conduct an AMA where you will be able to ask any questions about the game, company etc. Join our discord and feel free to drop your questions in the #AMA_Questions channel.
If you found an interesting question already asked, just vote for it. We will select a handful of questions ( voted ones will have priority ) and go over them on Tuesday at 11am PST | 1PM CEST | 2pm EST time. . The AMA will be conducted via Stage channel called #AMA. Just join the channel where we will be responding to any of your questions on the day of AMA.
Looking forward to seeing you on Tuesday!
Sincerely,
Crytivo Crew
https://store.steampowered.com/app/352720/The_Universim/
Hello Creators,
Each month, we strive to deliver something new for you to experience and to play. This time, our patch is a little bit different from the others. As we are only a few months away from full release 1.0, our team is working around the clock in order to prepare this exciting new content! Despite our busy schedule, we still wanted to showcase something new this month - just for you!
In this patch, we will introduce some new buildings and upgrades that weve been working on along with some balance changes and bug fixes. We hope that you will enjoy playing with these changes and we are looking forward to hearing your feedback!
Also, in the next few months, we were thinking about doing live AMA sessions where we will be able to casually chat with everyone and answer any questions that you might have. If this is something that you think would be cool, let us know and we will schedule something :)
Now, let's dive into the game and see what we have in this patch.
Key Features:
Rehabilitation Center & Prison Center
We already showcased the concept art for both buildings: the Prison and Rehabilitation Centers. Now, it is time to actually explore the way they look and work in the game. New upgrades for the buildings will drastically decrease the criminals who are walking among the Nuggets and will surely help to decrease criminal activity via rehabilitation or prison means, based on your choice.
Warehouse
This new upgrade for the Warehouse will offer even more space to store your resources. Who doesnt like extra space?
Power Battery
More juice, more power! With an increase in energy consumption in the Modern and Space Ages, Batteries required more capacity to store energy.
Gas Mine
Throughout the Ages, Nuggets were improving their technology and techniques with gas mining. Finally, they were able to push their technology to the next level. This Gas Mine upgrade will double the production of gas which should be more than sufficient for the Space Age.
Iron Mine & Stone Mine
Along with a Gas Mine, a Iron Mine & Stone Mine received its upgrades as well. Similar to the Gas Mine, the mines will increase their output. This will provide a surplus of iron and stones to construct more factories and to colonize more planets.
Lumberjack
Just a tiny island of greenery among the metal and concrete. This beautiful architecture will constantly produce fresh and renewable trees which will help your civilization save as much nature as possible. Pollution levels will also be reduced dramatically.
Gas Plant
Among all other sources that produce energy, the Gas Plant was one of the old ones and - compared to new energy sources - it was definitely underperforming. With the new upgrade, the Gas Plant will shine with new colors (it will shine extremely bright during nighttime). Increased output, even compared to other sources, will help to keep the lights on in every single building and home.
As you can see, quite a lot of buildings received their upgrade in this patch! Additionally, our team was working on multiple different systems such as the Planet Kraker interaction, 3 new quests, 2 new events, a star map system, new planets, and planet generation.
Since those systems are still in production, we will be able to show you some snippets with more to come.
Improvements and Balance Changes
Hello Creators,
We hope you all had an awesome weekend! For anyone who didnt get a chance to read our Space Blog #2, we are happy to announce that the new V55 patch is here! This patch will further introduce you to some improvements, tools, and new mechanics that will be used in space. Currently, our Universim team is split into two: one is working full speed ahead on new content for an upcoming patch and more people are being moved to the second team responsible for the development of space itself. We are planning to release a couple more patches prior to the full space expansion and, quite soon, we will be setting up an official release date for The Universim! 1.0! We are excited for that moment and event. We really hope that you are excited as well.
In the meantime, we would like to give one more shout out to our friends from Blue Meridian who are releasing their dinosaur tycoon building game Prehistoric Kingdom on April 27th! One of the most exciting things in store for this game is the narrator, Nigel Marven! For many people, Nigel was a childhood hero who always talked about dinos and educated the world on these magnificent creatures. Prehistoric Kingdom will be available in 2 days! If you are a fan of dinosaurs and would love to build your own prehistoric park, make sure to check out the game and the trailer below!
Now, let's get back to The Universim and explore what awaits us in this new patch!
Key Features:
Nuggetoid Drones
Deeper space exploration led to several discoveries, one of which was the inability to actually survive on the server condition planets such as Lava, Ice, Toxic and - in some circumstances - even barren planets. This would be the end of the space exploration for Nuggets if not for one pretty smart Nugget who came up with an idea. This idea suggested the use of AI whose code was integrated into an indestructible machine and powered by alien technology.
Please, meet drones.
Drones are powerful AI machines that will allow your civilization to get into places where a regular Nugget would not be able to survive. Besides that, with some additional research, Drones can be drastically improved, allowing you to use them as your workforce on a planet. They are efficient, fast, and do not require food, water, or sleep. Though, they do require energy. In order for a drone to operate, you need to make sure that your drone factory is working or you actually researched a new technology that will allow your drones to charge one another.
Droid Factory
This is the place where your AI receives life. This building will allow you to produce drones in exchange for Unobtanium and some electronic components. The results will be worth it.
Unobtanium
Unobtanium is a rare material that can be found throughout the universe. Many Nuggets believe that those monuments are not naturally created and it is the actual technology of an alien species. These monuments contain an enormous power within them - one that has allowed Nuggets to power up their machines and make them work. Those monuments wont be found on every planet, but finding one and extracting it would definitely help your civilization move forward.
Unobtanium Extractor
In order to extract the monument and actually use it for the drones and some other space technology, Nuggets had to come up with a proper solution. Their regular instruments were not working well with these hard materials so, as a result, the super drill was invented and led to the creation of the Unobtanium Extractor.
The Unobtanium Extractor is being built on top of the Unobtanium monuments and slowly and surely the monument will be extracted - even though this process will require some resources to be used in the process.
Burning Trees
With the addition of the lava planets, we were faced with a task to do something with the trees. It was either removing them or making them burn. Just removing them was a trivial task that would require less time but, since we love attention to details, we decided to take a harder route. Now, with increased temperature, either due to fire, the lava planet, or simply changes in temperature, your trees will slowly burn which will see the removal of their leaves.
Nugget Tools
As Nuggets advanced in space, old tools were no longer sufficient. New tools were implemented that would better suit the Space Era, allowing Nuggets to collect resources, build new buildings, and repair them more efficiently.
Nugget & Droid Weapons Weapons
What is a Space Age without any kind of blasters?! New weapons were added for both the Nuggets and new drones. These weapons are more powerful than regular weapons so keep them handy when you continue to explore space.
Improvements and balance changes
Hello Creators and Future Astronauts,
Its been awhile since the initial Space Blog came out and, during this time, we have been working full speed ahead on the upcoming patch. Weve also been continuing our development of the Space Age, meaning we are finally approaching the end of our Early Access cycle. The Universim for us is more than just a game, it is our baby and we would love to have it with us forever, but sometimes we have to realize that we need to let it go. This is why we are working nonstop on this last Age. We would like to make sure that you will have an amazing experience playing The Universim and that the Space Age will provide you something new and fresh with its gameplay and challenges. Internally, we are already discussing the release date and once we finalize it, you will be the first to find out!
Today, we would like to share with you what awaits you next. Read on to discover what space holds for The Universim and what new mechanics you can expect.
Before we start, we would like to give a shout out to our friends at Blue Meridian.
On April 27th, they are finally releasing their title Prehistoric Kingdom. If you like dinosaurs, ancient animals, and tycoons then make sure to check it out on Steam!
https://store.steampowered.com/app/666150/Prehistoric_Kingdom/
[previewyoutube=_x2XLXnQk-M;full][/previewyoutube]
Now, lets roll :)
UNOBTANIUM
Welcome to one of the most powerful sources of energy that Nuggets will learn how to mine. UNOBTANIUM is a very rare resource that you will be able to find across the galaxy and can be utilized to charge your drones and make them function. It will also be used to charge up something bigger. For example, Cracker.
In the upcoming patch, you will be able to find that resource on your Mother Planet and play with the drones but, as we get closer to the release date, this would be the content that you will be able to unlock as you go to space. In the meantime, please provide us with any thoughts on these drones :) We would love to hear your feedback.
RESOURCE EXTRACTOR
Unfortunately, Nuggets moved from an idea of hitting strange things with their pickaxe and hammers and learned how to use drills. In order to mine unobtanium, Nuggets will have to use a special building that wont require any Nuggets, but it will definitely require some of your previous resources. The extraction process of the unobtanium is not fast, but is definitely worth it.
OXYGEN REFILL STATION
Certain planets will have oxygen, while others wont. Based on the oxygen levels, your Nuggets will build residential areas - either with domes or the actual large city without them. If oxygen on the planet is required, your Nuggets will have to constantly return to the rocket or one of the residential buildings in order to refill their supply of oxygen. All this Nugget walking takes time and (obviously) slows down the progress of your colonization. Unless, of course, you will use the oxygen refill station. Oxygen refill stations will allow your Nuggets to resupply their oxygen without the need to travel long distances.
NUGGET TOOLS
Previously, Nuggets had to choose between the axe, hammer, or pickaxe. Now, they have been able to develop something far more exciting and energetic. A new Nugget tool will be introduced to the game that will provide a more futuristic approach to building things.
WEAPONS
Nobody knows what will await you on other planets, this is why it would be best to equip your Nuggets with some proper gear and weapons that would be a better fit for space.
Not only can your Nuggets receive new weapons, but so can your drones. These weapons will allow both Nuggets and drones to kill their targets faster and more effectively. Unless, of course, you try to pick a fight with someone bigger than you
PLANET GENERATION SYSTEM
In the last blog, we covered many things regarding planets and their variations. This time, we would like to share a little bit more on the actual planet generation system. What is it? How will it work? And what can you expect?
In The Universim, you will be able to colonize and travel throughout hundreds of different planets. Some of these planets will be handcrafted and some of them will be randomly generated. We have built our planet generation system to be as flexible as possible and have watched it provide good results so far!
Planet generation goes through multiple stages. In stage one, we define the size of the planet, cloud types, planet type, and temperature.
The next step defines the entire look of the planet, starting with the color. Here is where a lot of the magic happens! With a wide variety of configs with different color combinations, the system will select a specific config/color combination in order to apply it to the planet. In those configs, we are defining all the colors of the planet including: its atmosphere color, color during night time, day time, colors of different biomes, rocks, trees, etc.
Our next big list of configs is texture. In these configs, we define the overall look and feel for the planet and what each biome will look like. Will the land be rough or smooth? Will it have holes or not?
Lastly, to finish up the look of our planet, we have over 50 different mountain configs! Each config will generate a mountain that has a different look and feel. You will be able to encounter mountains that look like spikes, flat mountains, small mountains, zig zag mountains, mountains in which you can build things, and many more. Each mountain will influence your playstyle and how much space will ultimately be available on your planet.
After finishing with the actual planet generation, let's dive into all the details on the planets including vegetation, resources, animals, and biome distribution.
Starting with trees, each tree trunk has its own config that contains information about the tree (i.e. its model and what kind of leaves it can have). Leaves can either be unique to the tree or they can be in a general pool of leaves that can fit any tree. So, our system selects the proper config for the tree and leaves that would appear.
Stones are created in a similar manner to trees where each stone, model, level of durability, and what it yields are all being set up in their individual configs.
Additionally, we are setting up bushes, grass, animals, and sea life.
Lastly, our biome distribution and resource distribution system is how we specify how much water the planet can hold, and how much desert, grass, forest, or mountains can be on the planet. All these parameters will define the playground for the player and influence their playstyle. Some planets might have a lot of water, but they can be lacking vegetation. Other planets might have less water, but boast plenty of mountains and rocks.
Resource distribution works in conjunction with biome distribution; each resource knows on which biome it has to appear and how it should act on that biome.
Each of these systems will have different configs that will define future planets. Selecting and combining each config from different areas will allow us to create a variety of unique looks and experiences.
FLORA AND FAUNA
Each planet will have a handful of new vegetation and alien animals that will accompany it. Due to the nature of the planet and its specifics, you might not always see the planet and its beauty immediately. In fact, you may have to terraform the planet first in order to see everything. Think of it like an onion - you have to peel back the layers to get to the heart of it. Similarly, you will have to peel the layers of ice and lava in order to see the true colors of the planet and its nature.
FAUNA
We worked very hard on the system that will allow us to generate a good amount of alien animals in order for you to discover. Similar to the planet, our alien animals have randomization to them. Their strength, hp levels and their look will use our manually crafted configs in order to create a creature that will vary from the creature on the different planet. Dont always assume that the creature with the similar look, will be weak or strong on another planet. Before charging on with your hunters, make sure to check the animal yourself and assess if you can take it on. Maybe your new guns will help ?
Planet Cracker
In a lot of our trailers, youve probably noticed a big machine that is the size of a small planet. Well, without spoiling too much, you will have to face this beast at some point. Will you defeat it or it will destroy your world? It will be up to you and your civilization.
Planet Cracker is the world destroying machine responsible for the destruction of many different planets its encountered over time. Despite its huge size (and being able to step on anything), Planet Cracker also possesses hypnotic powers and laser beams. Come on, we couldn't go to space without them.
Its laser beams will easily be able to cut through buildings while its hypnotic powers can afflict any living creature.
Planet Cracker was initially created by an ancient alien race as a machine to mine resources but, throughout time, some modifications were added and it became the planet destroying machine.
PLANET CRACKER PART EXTRACTOR
Scattered throughout the universe, you will have a chance to collect certain Planet Cracker parts and, who knows, maybe at the end you will be able to build your own planet destroyer
MYSTERY
You might have guessed already, but Planet Cracker is not the only threat as someone is usually responsible for the creation and operation of such large and terrible machines. Throughout your journey in space, you will encounter alien ruins and alien ships that wont exactly be friendly (especially after you shot some of their smaller aircrafts). You will have to learn to whom those alien ships belong and what mystery space has prepared for you.
SPACE SOUNDTRACKS
We just recently finished our space soundtracks and they sound awesome! We cant wait to let you listen to them and hope you enjoy them as much as we do.
Building Upgrades
We finally got our hands on all the buildings and finished their upgrades up to the Space Age.
Rehabilitation Center
Our rehabilitation center received a modern overhaul on its architecture. Now, it finally looks like it will be able to treat any Nugget inside of it.
Prison
Throughout the Ages, most prisons looked the same: gray and square-shaped. Well, we did our own take on this building. The new prison will have increased efficiency but will require more resources to operate.
Stone Mine
A new stone mine with some gravitational technology will surely improve the workflow on-site.
Metal Mine
Extracting metal from the ground was never easier. With the new upgrade, you wont have any issues mining as much metal as you want. Unless, of course, the planet wont have any more metal to offer you.
Gas Mine
As space travel becomes a common thing for Nuggets, your civilization will require more and more resources in order to sustain itself across different planets. New gas mines will provide the most efficient way of gathering resources.
Gas Plant
This upgrade is probably the most exciting for us personally. In moving away from wood and bricks, the gas plant has received a complete cosmetic overhaul and has some extra improvements. Potentially, it can be one of the most effective ways of producing electricity for your civilization, but not without damage to the planet.
Lumber Mill
The new upgrade for the lumber mill will not only add a nice modern look to the building, but it will also increase the speed of growing trees and collecting them.
Power Battery
More capacity, more charge! As usual, you can zap the battery with your lightning strike in order to give it extra juice.
We hope you are enjoying the journey as much as we do. Next week, a new patch will be released and we are looking forward to your feedback. Thank you so much for all of your support and we are extremely grateful to have such an amazing community.
- Crytivo Crew
https://store.steampowered.com/app/352720/The_Universim/
Hello Creators,
Today we have some very exciting news for you! The time has come for the Nuggets to move further into space. The first step is to set your Nuggets foot on the moon!
Watch The Universim - Moon Gameplay Trailer
[previewyoutube=1bkZx-LoAGk;full][/previewyoutube]
Yes, we are happy to announce that this patch will finally bring plenty of new and exciting features to the game - but this is only the first step on your Nuggets path. In the future, you will have the opportunity to colonize and explore many other planets, each having its own negative and positive aspects. For now, let's concentrate on the things we can find in this patch.
First of All, MOON!
As mentioned before, the Moon is just the first planet that your Nuggets will be able to colonize. It is relatively safe and has a low difficulty curve in its colonization. This type of planet, as you all might have guessed, is considered to be a Barren Planet. The planet does have plenty of rocks and some underground resources, but it lacks oxygen. This celestial body also lacks water as well as any life on the planet; these issues are something that you will have to tackle in order to fully colonize the planet. Think carefully about what you want to bring to the Moon in terms of resources and what buildings you would like to construct there first. The first step is crucial to the survival of your civilization. If your first colonization wont be successful, you will have to utilize your interplanetary transportation system in order to deliver goods to the planet.
Cosmodrome
This is one of the first buildings that will set you on the path to colonization. The building was completely reworked from the ground up. You will be able to use the cosmodrome to build your colonization rockets. Only one rocket can be built per planet. Consider this rocket to be your epicenter; where your civilization will start anew on a planet. In this building, you can load your rocket with Nuggets and Robox (later on with drones) and resources. Loading the resources is done in two different ways: you can either load any amount of resources or you can select a tab that will display all kinds of buildings. From this tab, instead of calculating how many resources you need, you can simply select any buildings that you would like to be built on your newly colonized planet and Nuggets will deliver resources needed for those buildings.
Rockets have a limited amount of space on them. In the future, you will need to think carefully about what you would like to take with you on a planet based on the learned information about the planet and its condition.
Spaceport
This is the center of your transportation of goods. Each spaceport that is built provides you with 4 trading cargo ships on which you will be able to load different resources and help your Nuggets stay sustained. This building will allow you to set up any trading routes you would like to implement. Select both the resources you wish to deliver and the number of times you would like those resources to be delivered. You can select 1-10 or infinity. Later on, you will be allowed to constantly stream the specified amount of resources on the recipient planet.
Terraformer
This is one of the main buildings that will allow you to start terraforming the planet. The building constantly consumes resources and, in exchange, will restore flora within the radius this building can operate. Slowly and by utilizing resources, this building will be able to make any planet green as life is established.
Oxygen Generator
Since there is no oxygen on the Moon, this is one of the buildings that you will certainly need. Similar to the terraformer, this building will consume resources in order to provide oxygen to the planet, but there is one major thing to note about this building: if electricity is lost, then the generator will drop your oxygen to the previous level (the oxygen level present before the building was constructed). In other words, this building provides the planet with oxygen, as long as you have it working. In order to truly restore the oxygen on a planet, you will need to implement forests and lakes upon the planet. But, as a short term solution, oxygen generators will surely provide enough O2 for your Nuggets to prevent suffocationunless you forget to pay your electricity bill.
Hydro Collider
From the name of the building, you could probably guess the purpose of this structure. This building will create water on your planet. Place it similar to water pumps on a shoreline and let it run. Shortly thereafter, you will notice how the level of water increases, but be careful not to overwork it! The Hydro Collider does consume resources in order to craft water for your planet.
Cloud Generator
This is another solution to the water problem on a planet. Cloud generators will allow you to restore water on the planet by creating clouds! This building will produce clouds in exchange for resources, but the amount of resources is significantly less than the resources needed for the Hydro Collider. Even though this solution can be ideal for certain planets, there is one thing to note: cloud generators take time to create water. If you need to restore something quickly, consider using the Hydro Collider, otherwise a Cloud Generator will do a great job!
Robox
In unlocking space travel, your Nuggets also took some time to think about the best way to move their constructions to other planets or even across the same planet. This is how Robox was born! This little box with legs consists of highly transformable material and can inherit the functionality and shape of any building - but it does come with costs. In order to create a Robox, you can either order it for your colonization rocket or you can convert one of your buildings into this creation. Pressing the convert button on a building panel will pack the building into this little weird metallic creature that can be loaded onto the rocket and sent to another planet. You obviously can also use it to move your buildings around
Oxygen & Space Suits
Your Nuggets cant survive without oxygen. Upon landing, your Nuggets will have to constantly return to your colonization ship in order to restore the oxygen in their space suits. Once the oxygen on the planet is restored or you have enough to the point where your Nuggets wont need their suits anymore, they will perform faster and better. At the end of the day, they dont need to constantly replenish their oxygen from the rocket.
A low amount of oxygen on the planet also has a negative effect on the planet's condition and disasters. Without the oxygen restored, you wont have an atmosphere that can protect your planet from meteor strikes, therefore, frequent meteor showers are expected on a planet without oxygen. You will also be missing clouds that do provide essential water to the planet (your cloud generators do not care about oxygen due to chemicals being used to create those clouds).
Roads
The Space Age also will introduce a new type of road your Nuggets will utilize. Upon the initial landing on the Moon, your Nuggets will utilize rope roads. They will be moving along the ropes, holding it with their little hands in order to stay on track. Later on, as your civilization progresses forward, rope roads will be changed to advanced Space Age roads. Even though, at this point, roads wont be utilized as much due to flying cars, it still will provide a necessary movement boost to your Nuggets.
Flying Cars
Nuggets advanced quite far during this time. Since they learned how to fly, they also learned how to utilize all of their received knowledge in order to create flying cars! Those cars are highly effective and do not create any traffic, but they do come with upkeep costs.
Domes
Due to limited oxygen on the planets, your Nuggets will initially build houses with domes that will be a safe space for them to get oxygen. Slowly but surely, your Nuggets will build larger domes that contain more families inside of them, but this is not the best and long-term sustainable living your Nuggets will want. Once the oxygen is restored, your Nuggets will move towards rebuilding their houses and constructing new, highly advanced homes.
Space Age Houses
Space Age houses will take the place of domes and be built instead of the domes once the oxygen levels are restored. They can contain many families inside them at night thoughthis is something spectacular. We are really proud of our Nuggets and how advanced they have become :)
Background Planet Simulation System
A highly advanced simulation system was built for the Space Age. Since many planets will eventually be introduced, we wanted to allow players to explore those planets without worrying too much about other planets, as well as allowing interplanetary trading. The system that we built will do its best to simulate the current state of your planet based on how much time has passed. In order words, it will use all the reproduction rates that your planet has and create new Nuggets, age existing Nuggets, calculate produced resources, consumed resources by your civilization, etc. Creating a self-sustainable planet and leaving that planet will allow our simulation system to keep up with everything and continue simulating life on that planet. Who knows what you will find once you come back
Unfortunately, if you left your planet in distress, our simulation system will continue to simulate what would happen to it based on the time passed.
Bloom Effect
One of the exciting improvements weve made was changing our visuals, especially during night time. At night, youll see something called the bloom effect. This effect will make your city play with colorful colors during night time when all the lights are on, creating a magnificent effect across your planet.
Space Age and Modern Music
It is time to introduce some new tracks to the game! We worked with our composers in order to produce 10 new awesome tracks for this era, keeping you pumped and excited to play the game in the Modern Age and Space Era.
Space Age Construction Sites
Through the ages, Nuggets have advanced their technology and techniques. Thousands of construction sites were created and used to build gorgeous constructs, and the Space Age is no exception. We worked on new visual effects for the construction sites for the Space Age buildings.
Modern Age and Space Era Building Upgrades
Besides introducing tons of new content, we did not forget about the building upgrades to make your cities in space look stunning. As usual, each building upgrade will provide certain benefits, so make sure to build them all!
Space Age Cemetery
Welp, it's time to send your Nuggets to space. Literally. Instead of burning your Nuggets, Space Age cemetery workers will put your Nuggets in capsules and send them deeper into space.
Space Age Expedition Camp
Space Age Garage
Upgrade your garage to receive flying cars! Create your own futuristic cities and resolve all the issues of traffic. Your Nuggets will convert to flying cars in order to reach their destinations. The roads beneath them will still produce a boost to their movement speed, but make sure to have enough fuel for your cars to remain up in the air.
Space Age Bridge
Modern bridges got their upgrade to Space Age bridges. Even though the functionality of the bridges did not change, they definitely received an awesome new look!
Space Age Water Pump
Issue with the water? Dont worry, the Space Age water pumps will pump the water in no time. The increased amount of water that is being pumped will definitely resolve problems when expanding your city.
Space Age Reservoir
Increase the drinkable water generation speed and capacity by upgrading your reservoirs to the Space Age!
Modern Age Battery
Batteries didnt progress too much throughout this time, but they did indeed see an upgrade. Upgrade your medieval batteries into new and shiny modern batteries and increase their capacity along with it.
Space Age Eatery
Advanced technology allowed us to place plenty of machinery in the kitchen, which in return yielded faster cooking speeds.
Modern Age Warehouse
Wooden shacks were no longer suitable for Nuggets and their needs. Due to an increased output in resources, a bigger storage space was needed. Modern Age warehouses surely can help with the double output and provide enough storage space for any resources.
Space Age Farm
Farming is easy now! Experience completely automated factories with maximum production by upgrading your farms. This will drastically increase the output of food for your civilization.
Space Age Hospital
Even though the amount of beds did not increase, the efficiency with which Nuggets learned how to manipulate robotic arms allowed Nuggets to increase the speed of treating their patients.
Improvements and Balance Changes
Hello Creators and Future Astronauts,
We know its been a while since we last had a full-fledged blog post for The Universim, but todays going to be a special one - one youve eagerly been waiting for! In this blog, we will share more info about the Space Era in The Universim and what awaits us.
Before we jump into the details, we would like to ask you to be so kind and leave us an honest review on Steam if youre enjoying our work. Your reviews always put a smile on our faces and we love seeing our fans thoughts. Leave a review here.
PLANETS
The Universim will be filled with hundreds of different planets, all of which can be colonized. Each planet will have a specific type and, prior to colonization, may look similar to each other. The Universim will have the following planet types:
Terrestrial planet. These planets are filled with life and flora. They are ready to be immediately colonized and wont require much work on your side. Well, except for establishing a new colony. Theyre similar in condition to the Mother Planet youre used to playing on. These planets are rare and are rich in resources; finding one is definitely going to be an event!
Barren Planet. This will be the most common type of planet in The Universim. These planets are dead on the surface, but may contain a good amount of resources, including a very rare resource - Unobtanium. Unobtanium will be used in the manufacturing of Drones and other valuable items.
Lava Planet. Some planets will have extreme surface temperatures that will require special technology to colonize. These spicy planets, and Drones in particular, will play a significant role in such colonization. Lava planets are very challenging, but they might yield an obsessive amount of valuable resources.
Ice Planet. Similar to lava planets, ice planets are hard to manage with their frosty surface. Youll need to use plenty of resources to melt surface ice and stabilize temperatures to an acceptable level for your nuggets to survive. Though it may be difficult, going through these challenges will likely prove worthwhile.
Toxic Planet. Similar to the Lava and Ice Planets, Toxic Planet environments will be very hostile for nuggets and bring with them plenty of challenges.
We designed this system that will give us the ability to create planets with unique characteristics. Visually speaking, planets will have the aforementioned distinguished environments that will be revealed as you terraform them, making them sustainable for life. As you terraform planets, you will slowly see those changes around you. Clouds and fog will start appearing as your atmosphere recovers, toxic smog and clouds will be cleaned out, and your planet will start looking less grim.
Certain planets will be filled with resources of different types, but others will have a scarce amount of resources. Our complex system responds to visual changes and will adjust environmental lighting to match a planet's characteristics. Things are very connected on this side of the game, and well talk more about this detailed system later on.
Atmosphere and Oxygen
Two important planet characteristics are Atmosphere and Oxygen.
Atmosphere
Atmosphere drastically improves the lives of your Nuggets. The main contributor for the atmosphere is, obviously, Oxygen. Additionally, at a certain level of oxygen, your trees and lakes will contribute to both atmosphere and oxygen levels.
Without Atmosphere, your planet will often be bombarded by passing meteorites. Not having an atmosphere will also influence the birth rate of the Nuggets, animal population, clouds, natural disasters, and transportation.
Since Oxygen is directly connected to the Atmosphere, it will be one of the largest contributors to the overall state of the planet.
You have also probably noticed some updates to our Environment panel.
A planet will have scarce oxygen levels or none at all. Without any oxygen on the planet, your Nuggets will be forced to wear spacesuits in order to breathe. During this time, Nuggets will have very limited mobility as they will need to constantly refill their oxygen tanks to stay alive.
As you progress with restoring the plants oxygen, you will see the atmosphere shift in appearance. The planet will slowly start changing its colors. As oxygen levels improve, you will start seeing life on the planet. Natural disasters will return, but Meteor Strikes wont be as frequent.
Similar to how any planet can be terraformed and cleaned to sustain life, every planet can also be ruined by any reckless progress by the Nuggets.
Since the atmosphere is directly linked to water and trees, if youre being reckless with those resources and fail to replenish them, your planet will start to lose oxygen and its atmosphere. This loss can lead to a lack of breathable oxygen and the death of your population. Low atmosphere will also inflict temperature changes and see an increase in pollution. Remember, everything is connected in our game and there are a lot of calculations happening behind the scenes.
Pollution and Temperature
Temperature and Pollution are the secondary factors that will influence your planet look and define the hostility of the planets.
Certain planets will have a toxic environment and will therefore be considered polluted (your Mother Planet can be drastically affected by pollution as well). As your civilization progresses forward, more and more factories and machinery will be created, which will slowly lead to the decrease of the planet's quality and potential death. As you produce pollution, and without proper management, it will start affecting everything around you. Your nuggets will get sick, toxic clouds will appear on the planet, and your lakes will become polluted. Haze will also cover your planet and affect the temperature.
To fight rising pollution levels, youll need to build parks, research filters for your factories, and positively contribute to nature by planting trees and restoring lakes.
Temperature will influence the appearance of Blizzards and Firestorms. Trees will be especially affected by fluctuations in temperature, resulting in a decrease of oxygen when theyre burned down. In order to restore the temperature, you will have to utilize Temperature Generators as well as a Terraformer building.
When your planet is unbalanced, the temperature will fluctuate every year. Year by year, the planet will become colder or hotter until it ultimately becomes a lava or ice planet. Change will be gradual and youll have plenty of time to react by recovering the natural balance of the planet. You also can use Thermo Generators to keep temperature balanced. Like other thermoforming buildings, Thermo Generators are going to be pretty expensive to maintain, but they will give you the quickest results.
As youve probably noticed, a lot of those systems are interconnected so make sure to keep your planets healthy!
How to Colonize the Planet?
Alright Nugg Armstrongs, as many of you know, the colonization process of other planets consists of multiple steps.
Step 1. Locate the planet. Nuggets are curious creatures eager to explore. The Observatory will be a starting point for the Space Age and will ultimately unlock the Space Map to locate new planets. It will also help you receive certain signals and distress calls from space.
Step 2. Prepare for launch. In order to learn how to fly, you need to help your Nuggets to survive the Mother Planet and help them progress through the Modern Age. From this point, you should be able to build your first colonization rocket in the Cosmodrome.
The Cosmodrome is the true starting point for your adventure. In this building, you will be able to pack your Colonization rocket with useful space goodies that you will bring to other planets. Be sure to plan carefully! Each colonization rocket only has a certain amount of space. You will have a variety of things to bring on board (i.e. crew members, resources, and DRONES). At this point, you probably know enough about Nuggets and, if not, go back to God School by restarting the game.
Besides that, each rocket will have reservoirs, oxygen tanks, and batteries. This should allow you to survive for some time on another planet, but dont procrastinate for too long. Otherwise, you will most likely need to send another crew...
DRONES
Drones are designed to withstand the extreme conditions of alien planets. Theyre fast and effective, but building them will require spending a valuable resource - Unobtanium. Similar to Nuggets, Drones will possess certain characteristics.
Health - A drones health can be depleted in multiple ways, but they all require physical force. Certain external forces such as sarlaccs, alien attacks, exile village attacks, or your own creator powers will be able to destroy the drones. Once damaged, their health cannot be restored without specific perks that can be unlocked in the research tree.
Charge - Similar to a Nuggets stamina, charge is what makes the Drone go. Drones will have to return to their building in order to recharge. As you progress forward, you will get an opportunity to learn a perk that will allow your other drones to recharge each other which will improve your drones further.
Furthermore, drones are not only a great tool to use on hostile planets, but they can also be used on your Mother Planet. Certain buildings will allow the use of drones as workers. Each drone will be as efficient as 3 Nuggets, so make sure to use them to improve your infrastructure. Drones are quick and can carry a large amount of resources; advantages that should help you in your space exploration and colonization.
Step 3. Colonization. The colonization of the planet does not simply end by landing on the planet. Based on the planets conditions, you will need to build specific structures that will help improve quality of life. Some of those structures include:
Hello Creators,
We are happy to introduce you to resized planets! This exciting addition was requested by the community for quite some time and, though we would have loved to have rolled it out earlier, we were waiting for the right time to pull the trigger. Creating resized planets was a monumental task that required plenty of game optimization and a reworking of the systems in place.
As many of you know, we are working full speed ahead on the Space Age (in addition to new planets). If you checked out our Halloween Patch, you not only were able to experience some holiday atmosphere, but you were one of the first players to test a couple planet customization systems for the upcoming Space Age and its alien planets!
Today, we are happy to present another part of our Space Age puzzle: resized planets. Please note that the size of the planet will require more resources from your at-home equipment. We tried to optimize the game and planet generation process to work as fast and efficiently as possible but, due to increased planet size, object amounts, etc., bigger planets will require more resources from your PCs. The biggest input on the performance will be your computer memory. As of now (and based on our internal tests), in order to comfortably play on the biggest planet, you will need at least 16bg RAM. This patch will allow us to experiment with sizing in the hopes of achieving comfortable gameplay experiences for you, our Creators.
Low Memory Warning
If you try to load the largest planet on a machine that does not have enough memory, we will warn you in order to ensure your understanding that the planet's performance may struggle. You still will be able to proceed forward and load the planet.
Pollution System
In further preparation for the Space Age, we are adjusting our pollution system to provide different conditions on foreign planets, ultimately influencing your approach to a planets colonization - in fact, even affecting your decision on whether or not you WANT to colonize it.
New pollution system UI was added to the game. We are still iterating different effects, but from that UI you will notice 3 main factors: toxicity, atmosphere, and temperature. All 3 factors will influence your planet in several different ways. As of now, the following changes are already in effect:
Hello Creators,
Today, we are celebrating Halloween! For this special occasion, weve developed a seasonal patch for The Universim. This spine chilling update will introduce a variety of nightmarish aesthetics and spooky secrets, including a brand new Halloween planet. The Universim is also on SALE for a limited time this holiday season, so get it while its hot!
Be warned, this Halloween planet is an extremely dangerous place for your nuggets. With this newfound danger, you can expect to put in some extra work in protecting your civilization.
We dont want to give too much away, but weve implemented some truly spooktacular things to the game. Below are just a few highlights from this pumpkin-like patch. Minor SPOILERS beware.
New Planet
We all know how eager our community is to colonize a new planet. To sate that hunger, weve decided to give you something fresh to play with. New looks, new challenges, and frightening monsters await you. We hope you enjoy this planet and the secrets it carries...
Kraken Games
One of the challenges youll face on the Halloween planet is the Kraken! This ultimate squid wants to play games with your nuggets, but hes not your regular cephalopod. This monster holds mystical powers which pose a constant threat to your civilization.
Zombies
Zombies were in The Universim previously, but with this update, we decided to refresh their look and improve their abilities. A single zombie may be a low threat, but a group of zombies will be quite the challenge.
Uncover More
As we mentioned above, we would like to avoid major spoilers so you can discover things for yourself. We are extremely excited about this patch and we cant wait for you to experience it. Enjoy the holiday season and stay spooky!
Thank you to everyone for your support and the great feedback we receive on Discord, Twitter, and Steam. It helps us to define the mechanics and game systems that our community desires as we fine tune our content. As always, if you enjoy the game, please feel free to leave us a review on Steam.
If you would like to see any other changes to The Universim, drop us your feedback on Discord.
Happy haunts to everyone!
Love,
The Crytivo Crew
https://store.steampowered.com/app/352720/The_Universim/
Hello Creators,
Starting today, we will be releasing additional patch notes about our Space Age progress! While we are still hard at work on the overall game, we have moved the majority of our teams focus to beyond the stars.
Shortly following this patch, we will regularly be posting behind-the-scenes progress on the highly anticipated Space Age! For this particular patch, we worked heavily on exile expansion. We also added a new structure called hyperlube that will be extremely valuable on other planets. Let us know how you like it :)
As always, if you have any feedback or suggestions, please join our Discord and let us know! We do our best to read each of your messages, so dont be shy in letting us know your thoughts.
Now, lets explore the content of this patch.
Hyperlube
Heading to space means that nuggets will require a new means of transportation. Drumroll...meet hyperlube! The hyperlube is a fast and reliable way for your nuggets to move from point A to point B. The hyperlube will allow your nuggets to travel through mountains and lakes with ease, however, it does require quite a bit of energy to operate. Nuggets will largely prioritize the hyperlube when they need to reach the point where the end of the hyperlube is located.
Barracks
We have been receiving consistent feedback from our community regarding the addition of conflict elements to The Universim. Previously, exiles were the ones responsible for causing trouble. Now, with this patch, we are introducing barracks to address these troublemakers. Train your military and stop aggressors from the outside. Your trained military will defend your nuggets from any kind of trouble and can also be utilized to eliminate threats from exile villages. What kind of neighbour would you be?
Exile Temples
Nuggets can leave the city based on many different factors. Your nuggets might be unhappy or lose trust in you, their creator. Despite everything, each and every nugget needs something (or someone) to believe in. With this in mind, every exile will be protected by their own creator.
There are 5 creators who possess different powers:
Thunder Emperor Baal has the ability to manipulate lightning and will obliterate their enemies with thunderstorms about their heads.
Wind Emperor Enlil possesses the power to manipulate wind and create destructive tornadoes.
Fire Emperor Amaterasu has honed their powers to rain fire down on unsuspecting nuggets.
Death Emperor Mot oversees death itself. In raising the dead, he manipulates the souls of nuggets in order to wreak havoc upon the planet.
Nature Emperor Abu oversees living creatures. Abu uses the power of nature in order to awaken an ancient creature that lives underground.
Though these creators are not as powerful as you, they certainly can cause trouble while simultaneously protecting their loyal nuggets. Their powers can be used against you and your civilization in addition to other exile villages. If you are in a good relationship with an exiled group, the creator of that exile will be benevolent towards you and your civilization. If, however, you have caused some issues, you will become a foe rather than a friend.
Each exile also has their own clothing and colors associated with their creator. Therefore, you will always know who is attacking you and who you should be aware of.
Exile Dome
Once an exile is established, it will be encompassed by the temple-created protective dome. Destroying the temple will remove the protective dome. The dome can also be destroyed by using your Creator Powers - though this may not be as easy as it sounds. It will require a vast amount of Creator Powers to bring down the dome and destroy an exiles protection. Sometimes, it is easier to send your troops to deal with the exile.
Exile Attack
Utilize different military forces to attack an exile village if it poses a threat to you or your allies. Currently, there are two different in-game unit types: soldiers and bombers. Based on the Age, soldiers will use crossbows or military grade weapons. The bombers will carry the explosive to nearby exile structures and blow them up. You can start an attack via the barracks menu at any time.
Holy Ground
Bless the ground and indicate to your nuggets where they should build their next home. Using the Holy Ground Creator Power, you can indicate the area in which nuggets should build their residential houses. Once the area is fully built, nuggets will return to placing the buildings where they left off prior to the use of Holy Ground Creator Power.
Improvements and Balance Changes
Powder Quest
The format of the powder quest was quite unique in the sense that the quest was not fully finished when certain conditions were met and, in some cases, the quest was still active for multiple hours. This caused a lot of confusion. This quest was slightly reworked and adjusted to the same standard of other quests. In other words, when the task is completed, the quest is considered to be successfully finished.
Icons to Indicate That the Mine Is Depleted
Previously, the conditions for the icon that indicates that the mine has a low amount of resources appeared too early and, therefore, caused a lot of confusion among players. All values were readjusted. A warning indicator will appear when the amount of resources underneath the mine is 100 or less. A critical warning will appear when the amount of resources underneath the mine is 50 or less. Previously, the amount was set to be at 500 and 350.
Other Improvements:
Hello Creators,
Today, we are celebrating our 50th patch for The Universim! WOW! Looking back, the game has evolved quite a lot, especially when adding new content via patches. This particular patch is no exception as we hope it enhances your gameplay. While we are pretty proud of the content in this 50th patch, you can be rest assured that we have plenty more in store for you and your precious nuggets. One might even say that some features will carry over onto other planets...
As always, if you have any feedback or suggestions, please join our Discord and let us know! We do our best to read each of your messages, so dont be shy in letting us know the happenings of your worlds.
Now, lets explore the content of this patch.
Cattle Farm
One of the most requested features in our community has been cattle farms - to raise your own animals and receive food in return. The cattle farm will appear during the Medieval Age and will allow you to tame wild animals for the purpose of domestication. Please note that you will only be able to domesticate herbivorous animals. In order to tame an animal, you will be required to 1) build a cattle farm and 2) find the animal in the wild. Once located, you can click on the animal you wish to domesticate and you will have the option to tame it. After a few songs and dance numbers around the animal, they will be tamed. You will now be able to tend to them on your farm!
Mini Events System
Throughout The Universim, you will encounter events that require you to make a choice. You may not have the luxury of easy choices, for everything has a consequence. Our advice to you, dear Creator, is to choose carefully and aid your nuggets when they need it the most (even the ones who get themselves into trouble).
Volcano
Proper city planning is vital for a strong civilization, now more so than ever before. Be cautious where you place your buildings or you may end up with your very own Pompeii. With this 50th patch, you now have a chance to generate an active volcano with every new world! Volcanoes go through quite the process before erupting, which is why our own eruptions occur after multiple stages. Though you may have some time before your volcano erupts, you wont want to delay protecting your civilization! Volcanoes are rather rare events on a mother planet, but it can be quite devastating on others.
Earthquake
Earthquakes are another natural disaster that can now occur on your planet. While they may not be as devastating as other Universim disasters, you will have to ensure that you have adequate engineers near the earthquake's epicenter so they can immediately repair any damages. Certain planets may have an unfavorable terrain or difficult conditions; you will later have your choice of conquering these territories or skip them altogether.
Passive Discovery Points System
Discovery points will play an important role in The Universim. The players will have a choice to either actively generate points through expeditions or passively generate them via special building types (i.e. schools and theaters). Multiple schools and theaters wont contribute to the total number of discovery points being generated, so there wont be any need to place more than the reasonable amount. You will need 1 type of each building in order to start generating passive points.
Improvements and balance changes
Help menu for the expedition camp
The expedition camp received a tutorial window which explains the overall mechanics of the camp and provides clarity for players on what to do.
Residential blocks placement
Residential blocks will be placed closer together and will attempt to occupy empty spots if they can fit. This should allow players to have more condensed cities and ultimately provide more space for other buildings.
Discovery Points for Quests and Events
Certain quests and events will award players with discovery points that can be used to unlock new perks.
Warehouse Storage
We added another requested feature from our players! The total warehouse storage capacity can now be found on the bottom of the panel, next to all of your resources. Here you can see the storage you have available and how much is occupied.
Other Improvements
https://store.steampowered.com/app/352720/The_Universim/
Hello Creators,
We hope everyone is staying safe and healthy. The Crytivo team was hard at work on this upcoming patch and we are happy to introduce you to a bunch of new additions and updates.
As we work on the Space Age certain systems that will be used in that era are slowly being introduced to the early game. We hope you will enjoy this new patch and will have fun with the new mechanics.
Now lets dig in and introduce you to some of the newest features.
Expedition Camp
Strange things always draw Nuggets attention and the hole created by Sarcalass wasnt an exception. The Nuggets, in all of their wisdom, immediately started jumping down into the darkness. After a few broken bones, Nuggets finally realized they might need to be a bit more selective with who they tossed into the hole. Those chosen Nuggets returned with new and helpful items that allowed them to advance their knowledge and boost their confidence. These elite Nuggets got the name Explorer and received their own building, the Expedition Camp.
Discovery Points
As we start to move into the space age, some old and a few new technologies will use Discovery Points to unlock them. For now these points can be earned through successful Expeditions. Later on we'll be adding other ways for you to earn these same points if expeditions arent your flavor of adventure.
Clouds
Puffy and fluffy. This is how we like them. New clouds are being introduced with this patch. We changed how our cloud generation system works. Alien planets will have other worldly shapes that will dazzle your imagination. Although Mother Planet received more standard looking clouds they have a pretty cool effect when you fly through them. We cant wait for you to try and tell us what you think!
Rain and Snowfall
The revamp of clouds required us to make some changes to the existing rain system, but we didnt just rework it. We also improved it. Rain will now splash when it hits the ground or water. During winter the clouds will also snow. We think its pretty cool.
Era Changes
We made another big change that a lot of you asked for. Now you can select buildings from different eras. Customize your cities the way you want and create a unique look. Certain structures that are built automatically, like roads or the black market will still progress according to the research tree, but for any other building you can select the era you want once its unlocked.
Improvements and balance changes
Town Hall UI
Town hall UI received was reworked. Previously numbers indicated in the Town Hall UI confused some players. We changed the system, so it will use the percentage value. This percentage will indicate your total adult population that can be assigned to jobs. By default this value will stay at 75%. Which means that 25% of your population will be reserved as laborers. The system will also stop players from setting the number above 90%. This should prevent the issue where players were left with no laborers and the game progression halted.
Perks Rebalance
A good number of perks were reworked to use the new Discovery Points system, like A Dash of Lightning that arent integral to progression. This way we will be able to test out the new system but also not force players into Expeditions if they dont want to.
Planet Seed Expansion
Previously the player would get a random planet from 128 different options. The number increased to 999,999. We cant wait to see what you find!
Save System Improvement
Previously the game was allowed to have only one autosave file that was constantly rewritten. Now the game allows you to have multiple. So say you encounter a bug (what? impossible!) or wish you placed a building a hair to the left you can backtrack further from your most recent auto save. The number of auto save files can be changed in Settings / Game.
Also, while being in the save menu, you can overwrite your existing saves without a need to create new ones. AND it's even faster now. We just really wanted to save the day here. (Ill show myself out)
New Death Filters
Now you can filter what death messages you would like to receive in the message system. In Settings / News you can select to have All Death Messages On, All Deaths Messages Off, First 100 Deaths by Old Age, and No Old Age Death notifications.
Water, Food and Defense Ministers
Ministers received slight rebalances which should provide a better experience and prevent situations where you end up with no food or water. Defense Ministers will more efficiently spread defense towers across the city.
Other Improvements
Today we're extremely excited to Announce our Partnership with Netflix and Illumination. Watch all Episodes of Nuggets the Movie today only!
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Hello Creators,
This is our first patch in 2021. Yay! We hope everyone was able to see The Universim special event during New Years day. If not, dont worry, you can see what you missed in the short gif below.
After everyone was done celebrating on January 2nd, we got back to work on a bunch of improvements and even some new systems.
We know a good number of you cant wait for Space age to be released, and honestly neither can we. But we ask you to bear with us a little bit longer. Every system and every bug fix brings us one step closer to that goal. We want to release Space when its ready, so that youll have a great time playing The Universim and exploring new planets endlessly. You may have noticed that our patches are a little bit smaller as of late. This is due to us shifting more forces to work on Space Age in order to release them in the shortest possible time, while still providing new features and life improvement changes to the game. We are extremely thankful for your support. As always, if you enjoy the game, make sure to leave us a review on Steam!
Now let's dive in.
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Garages
We had roads, we had cars, but no parking space for them? Welp we had to fix this issue. Garages will provide a limited number of cars that your nuggets can use. Based on the era you are in, garages will consume either oil or fuel in order to function properly. If youre out of those resources, your nuggets will have to learn to walk again. But if you have amazing oil magnate skills, you wont have to worry about that issue! Each garage will display the total number of resources that are being consumed by all of your garages on the billboard. Individual garage stats can be seen by opening the garage panel itself.
Medieval Cars
Time to get rolling with Steam! Let us introduce you to our own interpretation of cars in the Medieval era! You heard it right. Your nuggets will be able to get a headstart with that technology and start driving in the Medieval era. Maybe those cars are not as efficient as Modern cars, but they definitely can beat pedestrians in a race.
Telekinesis (Vortex Power)
For a very long time we wanted to simplify the collection of resources via creator powers. Telekinesis provided great interactions with the world and individual objects, but it was far away from the best tool to use in order to bring all the materials to a construction site. For this patch we decided to change that and expand on our Telekinesis creator power. By pressing and holding telekinesis for a longer time, youll be able to create a vortex that is so strong, that it will suck everything nearby into a whirlwind. In addition to picking up Nuggets, stones, and trees, youll be able to grab whats made in buildings like, refined wood and stone, metal, glass, cement and etc. Then with those resources in your creator clutches, youll be able to supply a construction site or a building upgrade. Just be careful that no nuggets are being harmed during your use of your fancy new creator power! With great power comes great well, you get the idea.
Water System Improvement
As we are working on some new alien planets, we had a need to expand our functionality with water. Starting from this patch, you will be able to use the Vortex to pick up water in the oceans and move it wherever you need it.
Tutorials ( Part 1 )
New features and mechanics are always cool and exciting to work with, but we wanted to make sure that anyone who picks up our game will know what to do. Whats the best way to ensure that? Of course tutorials. Starting from this patch, we will be adding tutorials for the most confusing systems and mechanics in the game. This will be an ongoing task for us. For this patch, we created a backbone system for our tutorials and added some basic ones. Next patch will expand on that system and provide even more content for our new players. But if this isnt your first time ruling over Mother Planet, or if you're that kind of daredevil, youll have the option to turn them off when starting a new game.
Brightness Setting
We received a lot of feedback after we released our last patch about the brightness in the game. Since everyone has various monitors, the brightness is different for each player. For some our standard setting was perfect, but for others it was not so good. We decided to hand over that control to the player and added a Brightness Setting screen. We hope this improvement makes your day a little brighter, or darker, or somewhere in between. ;)
Improvements and balance changes
Snow Changes
Some players reported that winter was too bright and buildings were too hard to find. Our initial intent was to create a cold feeling for the player, but in the process we overshot it. The brightness of snow was reduced and it wont cover 100% of the buildings anymore making them more visible.
Static Combine
We added a very experimental setting to the game that can be found in the gameplay settings. The setting is called Static Combine. It basically allows the game to combine multiple similar objects into one, which increases the overall performance of the game. The biggest performance improvement we saw was on the lower end machines, but since this is still experimental and we can only test on so many computers, we wanted to make sure people could still play the game if something goes wrong.
Building Progress
Previously all the buildings that were built automatically (Black Market, Temple etc.) the player couldnt tell how long it would take to finish. Now clicking those buildings will show the construction progress.
Status Icons interaction
You can use creator powers on Status Icons in order to interact with its associated building. For example, you can use Healing creator power in order to restore the durability of the building. Regular clicking on an icon will still bring your camera to it.
Bug Fixes:
Fixed: Korean language had major issues with the characters display
Fixed: Removed outdated Narrator Dialogue regarding wells in the game
Fixed: UFOs caused nuggets to get stuck in the fearing state and caused UFO itself to get stuck in one place
Fixed: CP usage error when a very small amount of trees was created
Fixed: Bug that would cause the Camera to get stuck when LMB and RMB were pressed at once.
Fixed: Quest Givers sometimes would end up underground
Fixed: Bugs related to Tesla quest, which caused the disappearance of the parts and not being able to complete the quest
Fixed: Debris
Fixed: Visual bug fixes related to roads and bridges
Fixed: Visual / Shadow / snow issues on medieval bridges
Fixed: Name a nugget quest could have been completed by renaming the same nugget twice
Fixed: Planet filters incorrectly displayed information in certain cases
Fixed: Visual and performance issues related to the toxic lakes
Fixed: Bug that was crashing twitch integration system when invalid characters were used in OAuth field.
Fixed: Certain sounds in the game were extremely loud compared to other in game sounds.
Thank you guys a lot for all your feedback, positivity and support. It means a lot to us and we are working extremely hard to deliver the best possible experience while playing The Universim. Let us know how you feel about our improvements and if we nailed it. Your feedback means a lot to us and we take it seriously.
Did you hear the news? Our friends at META Publishing is working with two awesome games: HordeCore and Time Loader!
HordeCoreis a cool side-scrolling shooter, where you blast the hordes of angry Hordelings! Make your kick-ass team of survivors and join the fight!
Time Loader is a cozy puzzle-platformer with a cute robot and time travels! What a mix! If you like physics based puzzles, 80-90s atmosphere, and beautiful handcrafted locations this is a game for you!
Conveniently, they BOTH have demos! Check 'em out.
Thank you everyone!
Make sure to join our discord and follow us on Twitter!
All the best,
The Crytivo Crew
https://store.steampowered.com/app/352720/
Hello Creators,
From our entire team, we would like to wish you a Happy New Year and Happy Holidays!
We worked really hard this year and are eager to bring you even more amazing content next year!
Before saying goodbye to 2020, we prepared one last patch that brings with it some major life improvements and some changes that people were waiting for. Plus we left you a nice surprise that youll be able to see in the game during the night on the 31 of December & 1st of January.
Now let's dive in.
Filter System
We added a new filter system that allows you to easily see the current status of your city, nuggets, and buildings in the world space. For example this will help you identify areas with a high density of hunger or deteriorating buildings so that you can add another food source or Engineer hut.
Similar Buildings Location Filter
On top of the filter above, we added another one that will highlight the same type of building as the one you have selected to place. This should allow you to nicely spread your hospitals, eateries and other necessary buildings for your civilization across your planet.
Debris System
We added a Debris system. Previously when a building was destroyed, you were not able to identify which one it was unless you manually checked the news archive. Now, when the building is destroyed manually or by any unnatural cause (twitch #explode, lightning strike, meteor, exiles etc), it will leave debris. You will be able to click on them and select 3 different options as well as to see what building was destroyed:
- Clear
- Salvage
- Rebuild
Clear option will allow you to clear those debris.
Salvage option will allow you to receive partial cost of the building
Rebuild will allow you to rebuild the same building. In that case, resources that were supposed to be salvaged, would be automatically applied.
If debris is ignored, it will slowly disappear over time. If it does disappear, you wont receive any resources back. Once a building is destroyed the longer you wait the less resources you will receive from salvaging or to rebuilding it. In short, the longer you will wait the less resources you will be able to salvage.
Black Market
We added some additional visual improvements to the black market. You will now see what causes the black market to appear.
Improvements and balance changes
Hello Creators,
We hope you are staying safe with all that is going on in the world. While were still working full speed on Space Age, we put a lot of effort into this patch enhancing performance during the late game as well as some life changing improvements that a lot of you were asking for.
And as you know, our developers are on a marathon, doing everything possible to win over you and your support. Every time you leave a review for us on steam we pop a mini champagne, and feed our pocket giraffes with skittles, everyone just gets so much happier. And if today you have a few minutes to spare and have been enjoying what we do, leave us a review on steam. Lets make our pocket giraffes happy!
Performance
We spend a lot of time trying to bring all things together and improve the performance as much as possible. There are still some bits and bobs that can be improved, but we worked our booties off with this patch and improved the performance by more than 120%. This should provide a better experience later in the game on top end machines and especially on lower end machines.
Black Market
Throughout time theres always been someone in a back alley willing to get the supplies you needed at a cost. In The Universim the Black Market will be auto constructed and upgraded at various points offering a variety of interesting resources for you to buy from 4 different traders. Each trader will be unlocked as you progress through the eras, selling wares that you might need to upgrade your buildings.
All the resources are traded for Nuggets, Ecology, Creator Powers or even disasters. But are you willing to pay the price ?
Kinetic Generator
Nuggets spent a lot of time practicing their running skills inside these wooden hamster wheels. Now it's time for a modern age upgrade. A new building will provide a safer and more efficient environment.
Roads are now connected to the bridges
As we introduced the roads, we had to iterate over them a couple of times in order to polish how theyre structured and improve the overall algorithm that is responsible for the road generation. During this month we worked on one of those improvements that allows roads to smoothly connect to bridges and resolve multiple potential problems with the roads and additional systems in the future.
Key Features:
Hello Creators,
We hope youve had fun watching your Nuggets truck along the roads and are ready to play with a new bunch of features. Plus a bunch of bugs was hunted down and squished. Our developers worked really hard to deliver the most stable and fun version of The Universim yet.
Below are some key features that were added or improved in the game. As usual, we ask you to leave us a review on Steam if you enjoy what we do. We have really exciting stuff coming your way very, very soon.
Alrighty, lets get to it:
https://store.steampowered.com/app/352720/
Hello Creators,
First of all we hope you, your family, and friends are doing alright during difficult times. We hope the new content update for The Universim helps make your days a tad brighter. Were excited to let you finally play with the Road system and the other features that made it into this patch.
Before you hop in reading about all the awesomeness we would like to ask our passionable fans to leave us a review on Steam if youre enjoying the game and didnt have time to review it, you can do it here.
Alrighty, lets get to it:
Greetings, Creators!
We hope youre all staying safe during these challenging times! It has been a while since weve posted a proper dev blog for The Universim, so its about time we caught you up on some cool behind-the-scenes stuff we've been cooking up. We used to post devlogs more frequently back in the day, but our team has been so busy working towards release that we kind of forgot about it. Lets try to fix that!
Todays blog post is going to be about the surprisingly most-requested feature by the community -- roads.
Background
When you think about it, basically every city builder has them, so why dont we? Surely its easy to just throw them in? Unfortunately, its a bit different with The Universim. Due to the direction we chose with spherical, procedurally-generated worlds (yup, weve mentioned this a few times) and dynamic city growth, adding roads is extremely difficult.
In contrast, most city building games have roads that are created in simple rectangular blocks on flat terrain on a plane. The environment is not as organic and chaotic as it is in The Universim.
Progress
It took us several months of intensive R&D just to determine the best approach for the system and how it interoperates with other systems. The road system has been in active development for a further several months now, which were happy to let you play with soon. If everything goes according to plan, we will release a content update on August 3rd that will include the first iteration of the road system!
As mentioned, this will be the first iteration of the roads system. This will be an opportunity to get your feedback, while we continue to improve the system and add new features for future releases.
The approach
We decided to go with a precomputed city blueprint approach. An invisible network of potential roads and residential blocks are calculated when you first place your Evolution Tower. As your city expands, roads are automatically built from new residential buildings and certain manually placed buildings, back to your city center.
These roads follow the hidden blueprint, which allows us to automatically adhere to a set of complicated rules that ensures a clean, valid road system.
These rules include forming only valid junctions in a known set (T-junctions variations, crossings, etc.), avoiding very sharp turns, keeping roads on flat ground and away from lakes and mountains, ensuring that roads leave enough space between them for the automatic placement of residential buildings and other automatic buildings placed by ministers, and so on.
But why the pre-computed blueprint? Why not simply let players draw roads anywhere? Well, this would be tricky to do in terms of conveying real-time information to the player about what is valid and what is not. It might feel very restrictive and annoying. You might not easily understand why the road segment you wish to place is not valid:
We're Streaming new content update Live Now. Join us here
Greetings, Creators!
Welcome to another exciting patch day with the latest release of v42! In this update, we poured some much-requested love into the earlier stages of the game (notably, the Stone Age), alongside other improvements that are essential to keeping the later stages in good standing. Lets run through the improvements to current systems, rebalanced AI, reworked mating, and some sneaky bugs we have stomped thanks to your feedback.
We also made this new short video explaining what The Universim is for new players and hey maybe you can find new footage that you never seen before.
[previewyoutube=73fg1rdcXCs;full][/previewyoutube]
Stone Age Firefighters
With the introduction of crazier fire, we had to revisit our firefighters to make their crazy match the fires level of crazy. Fires pop up a lot, either as a result of mother nature or an unfortunate accident on your part. Its important to have competent (ok, somewhat competent) Nuggets running around with buckets of water from the early stages. Give a warm welcome to the new firefighters!
New Quest Panel
Ever wonder about the life trials and tribulations your Nuggets go through? We've added a Stories Panel where you can keep track and see the progress of your civilization's experiences! Think of it like a nice little scrapbook that you keep as your world grows up. Well be adding more quests in the future so keep an eye out for updates to the Stories.
Fire Quest
Now more than ever, firefighters will be doing their best to explain proper safety guidelines to the rest of the Nuggets. Despite their efforts, theres still going to be a lot of work for you to do. In extreme situations, like the imminent destruction of your city, it may be a good time to step in. In order to do so as effectively as possible, you will have to learn the proper approach to dealing with fire. Hopefully you get the instructions in time!
Toxic Lakes Quest
Before you enter space, you will have to learn how to smooth out the rougher features of planets along your journey to conquer the galaxy. As your civilization evolves, it produces more and more waste that pollutes the environment. This affects the overall health of your planet and your oceans. Oceans in return become toxic and make your Nuggets lives even harder than usual. It is your responsibility to ensure that your civilization stays in top health. In order to achieve that, you might want to learn some additional skills.
New Ocean Shader
The ocean always inspires the imagination and brings joy to the soul at least the real ones. We changed the look of the planet, vegetation, and animals, but we always kept our oceans the same. As the years went by, our water shader became less appealing and stood out against the higher fidelity assets. We took some time to make it shine. Take a look!
Blizzard & Heatwave
As we worked on all the climate stuff, we had to review our natural disasters. Sandstorms just werent cutting it anymore, so we had to add in something new. Introducing Blizzards and Heatwaves! These two disasters will replace Sandstorms and occur based on the current season. No more dust! Its way worse now. Better get those Forecast Towers and Bunkers built!
Nuggets Oxygen Suffocation
As we get closer to the Space Age, we are slowly reworking certain Nugget indicators. Its a little difficult for Nuggets to survive without oxygen, so its probably a good time to improve how those details are displayed. The Nugget Panel now shows the current oxygen level for the selected Nugget and all effects applied to the oxygen level. Just try keep it above 0 and there wont be too much trouble.
Not in the build but being worked on:
Hello Creators! We are doing an AMA for The Universim on r/IAmA! If you have any direct questions for us come ask to your hearts content. We will be trying to answer everything about the game, Crytivo, and our development process that we can share with you! Come speak to the Creators of your quirky God Game!
Follow us on social media to find out more news about the game:
Discord
Twitter
Facebook
Sincerely,
Crytivo
Greetings, Creators!
This month we would like to present you with a set of features that will improve your overall gameplay experience and bring you more joy to the game. For this patch, we put more emphasis on environmental changes as well as some Exile Villages Improvements.
Quick Video Review
[previewyoutube=9L7bFh_P1vY;full][/previewyoutube]
Subscribe to our YouTube Channel
One quick thing before we dig into the juicy details, Creators! If you're enjoying The Universim, please take a few moments to leave us a review on Steam. It's always a huge morale booster, especially since our devs are only allowed to eat when we receive some kind of feedback!
MODERN EXILES CITIES
As your civilization develops, Exile Villages progress as well. Even if it doesnt look like much, Exile Nuggets are silently watching the progress of your civilization and borrowing some of the techniques used by your Nuggets in order to build their own little empire. It might not look as big as your city, but it definitely looks quite impressive for barbarians. Pretty soon, they will be at the gates! (Or not, if you decide to play nice with them!)
AIRPORT (EXILE NUGGETS TRAVELERS)
For some time, Airports were just empty lonely buildings without a purpose in your civilization. We revisited it and brought a new life to it. Airports will now be an essential bridge between your civilization and the Exiles. Tourism is an essential part of our lives and Nuggets should think the same way. It doesnt matter if they are Exile or not, they all dream about flying up to the sky and visiting new places. Based on your relationship with Exile villages, modern Nuggets from Exiles may fly over to your city and check them out for themselves. If they like it and they see a lot of happy faces, the chance that they will stay in your city will increase significantly. Make sure to keep your civilization happy and your relationship with Exile Village healthy. This will provide you with an additional boost to your population and some additional happy faces :)
NEW FIRE SYSTEM
The Fire System finally got its final touch with a brand new look. We had the old system to help with PC performance but we found a way to improve the system while keeping within scope. New fires are dangerous and will require quite some work to put them down, but that look of the fire in your city will at least be quite stunning. The spread of the fire will be influenced by wind and we finally have a reasonable burn rate for your buildings. Your Firefighters will have their work cut out for them.
TOXIC CLOUDS AND LAKES
Well who said that dropping Nuggets into the lakes wont lead to anything bad? Dead bodies rot you know and dropping them in bodies of water will cause them to release a dangerous toxin that will surely kill a mammoth, so be careful and watch out where you are dropping your Nuggets or your civilization might be doomed. Besides polluting your water, global changes will also influence the appearance of the dangerous toxins in the sky. Make sure to keep your oxygen levels reasonable or otherwise you can meet some acid rain that will poison other lakes. But dont worry, as a creator you can revert the changes, just make sure that you have enough creator power to fix what youve done. Overwhelm the toxic lakes with clean water from your clouds and save your civilization.
RESOURCE GRAPH
As we move forward, we would like to give you more information about the state of your civilization and its resources. This graph will help you clearly see and understand the usage of resources by your civilization and its production. This tool will also be your best friend in your Space Journey. Make sure to make full use of it and consider what resources are being used the most and what you need to produce more of.
Not in the build but being worked on:
Hello, everyone!
WE'RE LIVE STREAMING NOW
We will be Streaming a Universim Q&A on the official Crytivo Twitch channel for those who would like to hop in and start seeing the new version of the game. Please join JJ and Alex within 15 minutes at 11:00 PDT or 2:00 EDT.
WATCH LIVE STREAM
We have a smoking-hot new content update for you! However, we would first like to take this opportunity to ask that you please stay at home during these troubling times. We have compiled a list of guidelines from various health services to best protect yourself and others from COVID-19. Of course, the biggest help you can offer right now is staying at home as much as possible. To make your time at home a little brighter, were running a Rainy Day Sale across all games on the Crytivo Store. Everything is 30% off. This discount comes directly out of Crytivos pocket and will not affect the revenue of developers. Its a great time to support indie developers and get something for yourself to enjoy during the lockdown. Stay safe!
Now back to the topic at hand. Our team members who usually operate in the office have switched to remote work, but that hasnt stopped us from ironing out the experience and delivering awesome new content. Heres whats new:
Updated and Upgraded Residential Areas
Now thats how you renovate! These new residential areas are far prettier than before. Weve spent a tremendous amount of time improving how residential buildings are constructed and appear in the game. Every building now has a story to tell. Look closely and youll see just how different they are! We hope you love them as much as we do.
Roads
Woah, woah! Hold on! We havent implemented roads yet, but we wanted to drop you a small update on whats been going on behind the scenes. As you know, roads have been in heavy development for some time now. The fact that the planet is round and lacks a level construction grid for roadworks makes this system quite complicated. But, the good news is, after numerous sleepless nights and rapid hair loss, we figured it out!
Roads arent just going to be cosmetic, theyre going to play an important role in society. Theyll increase Nugget movement speeds across the board, which means we have to factor this into the pathfinding solution. Phew, this is some complex stuff! However, were making good progress and we hope to let you play with it soon. For now, heres a sneak peek:
Bridges
Okay, get excited again! Bridges are now available in the game, you can truss us. They will help connect Nugget nations together and create shorter paths across previously impassable terrain. The first bridges will be unlocked in the Medieval Era, giving you a useful pathway across water sources and offering Nuggets a speed boost.
Memory usage optimization
We reduced memory usage by a whopping 20%! Here, take it. It only took us 3 weeks to get it working :/.
Sound optimization and fixing
Unitys audio system is a mess, which means weve had to work hard to improve overall sound processing and overhaul our own in-game sound system. If all is well, you shouldnt get any more weird sounds or clipping issues during your playthrough.
Save system rework
We unfortunately still arent able to offer backwards compatibility with older saves, due in large part to the sheer amount of changes and new content that ships with every update (changing something like the position of a research item in the research tree can break the game if you already have it unlocked). Keeping track of so many procedural objects and systems while accounting for backwards compatibility will require a massive effort, which we feel is better placed in more exciting content. But, were still tinkering with the save system and making constant improvements. The new rework will enable us to save multiple planets thatll be coming in the full release. Get hyped!
Improved underground resources display when placing mines and wells
Key Features:
[olist]
Today's Deal: Save 25% on The Universim!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Thursday at 10AM Pacific Time
Here at Crytivo, we may be a small organization but always work hard to make a big difference in the world. We want to offer our support to those affected by the Australian wildfires. During this month and the next, we will be donating 100% of net revenue from our online Crytivo Store and 30% from all our Steam sales. Profits from our games will be donated towards rebuilding lost homes, firefighters working overtime and environmental cleanup.
The outbreak of wildfires across the country of Australia has left a wave of destruction. So far these fires have burned millions of acres of land, reduced homes to ash and claimed the lives of nearly half a billion innocent animals. Over 2,000 people have lost their homes in the fires and over 20 have lost their lives as the survivors struggle to breathe as smoke continues to fill the sky.
Our hearts go out to everyone who has suffered from this disaster and to the heroes working tirelessly to help.
We hope this will inspire others to take action and help in any way they can.
Founder and CEO
Alex Koshelkov
Our Labor of Love The Universim is our baby, and we've been nurturing this beautiful little bundle of joy for years now. We're so happy with how it's shaping up. However, we're even prouder of the astounding community that has come together throughout development. Thank you for being there with us through everything! The Steam Autumn Sale is upon us, which means The Universim is currently 20% off for a limited time. https://store.steampowered.com/app/352720/The_Universim/ It also marks the start of the awards season, and we are excited to announce that we've been nominated for the "Labor of Love 2019" award! If you believe we deserve it, please cast your vote for the game. We have a big update in the works right now that we can't wait to share with you. Thereafter, we're plunging right into the final content for full release! It's been one heck of a journey to the stars, and we're nearly there. Here's what the Labor of Love Award is about: "This game has been out for a while. The team is well past the first unveiling of their creative baby, but being the good parents they are, these devs continue to nurture and support their creation. This game, to this day, is still getting new content after all these years." All our love, The Crytivo Crew
When the air begins to smell like the first rains of the season within a majestic pine forest, complete with the faint aroma of a polar bear giving birth, thats when you know a new patch is coming for The Universim. As always, our devs have been working tirelessly to ensure you have some new content to enjoy. We are excited to see so many new fans joining us as the latest updates have rolled out. Welcome!
Also, today we hosted a live stream to show off our latest Twitch integrations and it was a blast. Hundreds of fans tuned in to check out the latest features and throw their questions at Alex Koshelkov, the creator of The Universim. We got a lot of great ideas from your input and we had a really good time. If you missed out on the fun you can catch the recorded stream here
[previewyoutube=glnbnvRRtFw;full][/previewyoutube]
We are also so thankful for the positive Steam reviews you have all been leaving to show your love for the game. It helps us so much, and its an excellent motivator for the team! More importantly, every positive review we receive gives our developers exactly 1 minute to see their families before they go back in the cage. If you love The Universim and touching reunions, please leave us a review here.
From this point on, we will be spending a lot more time on the overall quality of The Universim, revisiting and reworking systems that arent intuitive enough or really tank the fun factor. Please let us know which systems youd like us to take a look at! We have a few on our list already, but your feedback is crucial to find out where the biggest problems are hiding (or even tiny things youd like addressed).
We are well aware of the most annoying issue at the moment, the infamous Nuggets doing nothing AI bug. This happens when a Nuggets pathfinding system cant find an endpoint, which causes the system to hang. We are already working on a solution and we hope to have it out in our next BIG update.
Lets move on to whats new!
Hello everyone! We are glad to announce that we are starting our Dev Stream on Steam and Twitch. If you would like to find out what is coming in the upcoming patch or maybe you would like to ask about any future plans for the Universim, dont hesitate to join our stream and drop us your questions. We will do our best to answer as many as possible. After Stream, let us know if you liked this format, so we can do it more often and be closer to you !=) What our stream on: Twitch: https://www.twitch.tv/crytivo Steam: https://store.steampowered.com/app/352720/The_Universim/ Thank you for all your support and feedback! Sincerely, Crytivo Crew
Hey guys, we just released a hot fix. Make sure to update your game. The hot fix has 5 different bug fixes. 1) News Messages disappearing fix. 2) Game not loading due to twitch integration error 3) Nuggets are being counted as existed and viewers are not able to create new nuggets 4) Dead nuggets were not removed from the list for the Twitch Integration 5) Nuggets death during voting process was causing various issues in the game that lead in certain edge cases to the broken AI. Once again, thank you for being an amazing community and for your help with all the save files that you provided on our discord channel. They helped us a lot to track those issues and resolve them. Sincerely, Crytivo Crew
Surprise, Surprise!
We know were a bit earlier than we promised. Previously, we said were going to do Patch releases every other month. But, weve been getting a couple of negative reviews on our Steam page from impatient people who feel like we abounded the game. Here at Crytivo, we want to do what we can to avoid negative reviews. The Universim is our baby and we want it to shine. So please if you enjoy The Universim please go ahead and leave us to review here, it means a lot to us.
Its challenging, but we will try to do updates more frequently now, were committed to keeping our fans happy, even it means keeping our developers in the office overnight, every night (they enjoy it so much anyways). Remember our programmers get one extra Redbull per day with every positive review we receive, so lets pump them up.
This patch comes with a few new toys and some excellent quality-of-life improvements. Going forward, well be spending some time on refactoring existing systems for release alongside the new content. We want to make things a little clearer and tweak features that may be frustrating or confusing. If there are any specific systems you think we should look at, drop us your suggestions below or on Discord! Its time to polish The Universim to a fine sheen.
Now, lets get to it!
New Stuff
Cosmodrome
Yeeaah, baby! Were finally heading to space! Well, into orbit for now, to be clear. This is the initial release of the Space Cosmodrome, adding functionality to the shell-of-a-building we added to the game in the last patch. You can play around with the glorious new UI (seriously, kudos to our awesome UI artists)! Youll be able to build Defence Satellites that enable ground-to-air defense capabilities for Defence Towers. Towers will now be able to destroy meteors and other space/air threats that come your way. To improve accuracy and reaction times, you will need to have a few Defence Satellites orbiting around the planet.
Be careful with the parts you choose for your satellites, though! Some parts might not be particularly suitable for your desired satellite. They might have poor lifespans, or, even worse, high failure rates that can cause the satellite to go boom before reaching orbit.
In the future, there will be two additional satellites to choose from. The Communication Satellite and Exploration Satellite. The first will quite clearly allow you to communicate, but who is listening out there in space? The other variety can be sent to distant planets to assess them for colonization. As you can see, theres some cool stuff coming. Please give the system a go and let us know what you think!
Boomers
These are specially-trained Nuggets who aim to deliver specially-designed packages to specifically-designated targets. Explosive packages, if that wasnt clear. Exile Villages may send one or two of these agents your way if you refuse to cooperate with them. Keep an eye and an ear out for screaming. No, not from your frightened citizens. Boomers scream all the way from the Exile Village to your civilization. Stealth isnt part of their training.
Nuclear Plant
Highly effective at producing energy, but extremely dangerous to keep around. For now, this building will use Fuel to generate electricity, but Uranium will replace ordinary Fuel once you find a constant supply. This building outputs incredible amounts of energy, capable of powering your civilizations electricity needs almost entirely on its own. However, it requires constant cooling. The cores at the heart of all Nuclear Plants are designed to be cooled by water. A water container is used to feed the cooling system. It depletes over time, and once the water is gone, the core goes into meltdown. Once this occurs, theres no way to prevent the Nuclear Plant from exploding, releasing radioactive pollution that will last for years. This will cause your Nuggets to constantly get sick, requiring more Hospitals to keep the civilization somewhat functional.
We are reworking the pollution system as a result of this, to ensure you receive better feedback on whats going on.
Solar Panels
Its basically free energy. No pollution to worry about, zero cost to keep it running once its built, and pretty much an all-around guilt-free energy generator. Its not as effective as other sources of electricity, but it wont slowly suffocate the planet like the rest. Theyll even follow the direction of the sun. Cool, huh? Build a farm of these and show us your design!
Massage Salon Upgrade
Nuggets have never looked so relaxed! They must have had a refreshing stay at one of the new massage palaces. They work hard, so why not treat them to some me-time?
Cowsmetics
Nuggets are positively glowing by the time they leave this building, especially if they went to the spa just before. They may look a little silly, depending on their personal styles, but a great makeover makes anyone feel special. Get your cowsmetics, right here!
Oxygen
Reduced oxygen level will cause nuggets sickness. The lower the oxygen level the higher chance for the nuggets to get sick. If the oxygen level will reach 15% or below, nuggets will start slowly to die out. Keep planting more trees in order to help your civilization to sustain on the planet. Add parks in order to ensure further development of your civilization.
Twitch Elections
A new addition to our twitch integration system is the ability to vote in civilization elections via twitch chat. This will let chat members decide who will become the leader of the planet! Also chat member nugget are now prioritized for elections, so chat member nuggets will always end up in the race.
Bug Fixes
Greetings, Creators!
We hope youve been enjoying the summer weather. Take in a good five minutes of sunlight before you shut your curtains for the remainder of the season and jump into the latest update of The Universim!
If youve been enjoying the game so far and want to spread the love like a warm breeze, leave us a review on Steam. Our devs receive a candy pizza for every positive review that comes in.
The Universim is currently being featured in the Steam Summer Sale with a 20% discount! If you or someone you know hasnt picked the game up yet, its a great time to hop aboard.
Alien Visits
As Nuggets edge ever closer to the stars, extraterrestrial civilizations have begun to take notice. Be prepared for unexpected visitors, as well as whatever phenomena these events may bring. This is only the first contact, however, so expect to see more in future updates.
Nug-made Disasters
Nuggets have never been very competent at anything, and now its going to come with a cost. If uneducated Nuggets are assigned to a position beyond their capabilities, there may be unpleasant consequences. Were talking fires, explosions, and chemical disasters.
Modern Bunker
An improvement to Bunkers that adds a new layer of comfort and protection. Its a great place to take shelter from a disaster, or to Nugflix and chill.
Carbon Factory
A whole load of fancy tech stuff takes place behind these doors. Nuggets (well, mostly machines) are hard at work molding components and materials required to take the next step into space.
New Wonders
Leaning Tower - A familiar tower is now available to be discovered and built. Its a little askew, but that makes it unique.
Desert Rose - Welcome to the worlds most luxurious resort. Made from the finest materials, complete with 24-carat gold inlay on the walls. No expense was spared in its construction.
New stuff:
UFO with 3 different actions (destroy buildings, kidnap Nuggets, kidnap animals).
Uneducated Nugget Disasters (They can start a plague, cause an explosion, fire).
Modern Bunker.
Leaning Tower.
Desert Rose.
Eye of the World.
Carbon Factory.
Medieval and Modern Hats and Masks are added
Bug Fixes:
Fixed: Fire causes Nugget AI to break.
Fixed: NRE when opening a trading panel after loading a save.
Fixed: Big meteor hitting the water would stay on top of water for a short time
Fixed: Opening the quick access menu for creator power did not blur the background for better visibility
Fixed: The game would not correctly load the save file after trading menu was initialized causing the save file being corrupted
Fixed: Sometimes space boxes would be duplicated and spawned one on top of another one.
Fixed: Creator powers were being casted twice on a target therefore reducing the amount of CP drastically.
Fixed: Creator power icons duplication in the quick access menu
Fixed: An issue when a nugget dies in the water, previously he would still float on the water
Fixed: Shock and Awe status would cause nuggets to get stuck and stand still
Fixed: Decals were being reset to be On every single time the game was reloaded. All the save settings are now being saved correctly.
Fixed: Previously nuggets would not die from fire and other destructive powers while being inside the building that received the damage
Fixed: Incorrect label for the steel factory perk
General balance changes / Improvements:
Reworked Picking system
Adjusted How fire shock radius is calculated in order to prevent nuggets that are far away to run away from a fire
The size of the bunker panel was increased
Initial bunker capacity was increased from 20 -> 32 spots
The total number of spots for the bunker was changed from 32 -> 64
The number of slots in a row was changed from 6 to 8
Steel and plastic resources size was enlarged by 50% for better visibility
The rest of the resources received 20%, 25% and 40% increase in size
Adjusted Steel Factory perk on the research graph to be unlocked before Modern Refineries
Modern Refineries now require Steel to be built instead of metal
The lifetime of the building that is on fire was increased by 100% in order to allow firefighters to get on time and stop the fire.
Uneducated nuggets working in Carbon, Chemical, Plastic factories as well as Farm, Hospital, Rehabilitation Center and University can cause a Plague now.
Uneducated Nuggets working in Cement, Clone Center, Eatery, Electronic Components Factory, Engineers Hut, Fiber Factory, Gas Plant, Glass Factory, Oil Tower, Police Station, Steel Factories and Refineries can start a fire
Uneducated Nuggets working in Fuel Factory can cause an Explosion.
Majority of the buildings received an education requirement. Certain buildings that were built in a stone age got those requirements removed.
Art:
Leaning Tower implementation.
Bunker modern era upgrade.
Desert Rose model implementation.
Eye Of The World model implementation.
All resource models were updated regarding size, some of them got additional texture upgrade.
Carbon Factory was implemented.
UI Design:
Construction menu update added cloud renders for: modern bunker, leaning tower, Desert Rose and Eye Of the World.
Added puzzle elements for: Leaning Tower, Desert Rose and Eye Of The World.
Added construction menu icon for Desert Rose.
Greetings, Creators!
We hope youve all been having a grand ol time this past month. Are you rested up enough to try out some new content? Of course you are! As you may remember, some of our coding ninjas were down for the count in the days leading up to the previous patch, due to unexpected illnesses (well, arent all illnesses unexpected?). However, weve been working on some nifty performance improvements and slapped some new content into the mix for the latest update. A lot of backend work was performed, so you may not see the majority of these additions at first glance (but you will notice the extra polish).
IMPORTANT: The game is shaping up enormously well, and were on track for full release in around 8 to 14 months (quality takes time!). With the majority of gameplay in place, we only have some larger systems left to implement, alongside a major polishing pass, before we officially go gold. As a result, weve been doing some major planning internally to construct a development schedule that will maximize efficiency. Monthly updates take up quite a bit of time to get everything through QA and constantly work towards a stable public release, which sadly slows us down (but we always loved doing it anyway, to get feedback on new features directly from all of you).
To ensure were firing on all cylinders to get the final bit of content finished, were going to be moving to a bimonthly patch schedule (every two months), or perhaps a bit longer depending on the state of the game. In particular, the last push towards launch may require more than two months to get everything ready and do a final quality pass. However, this does mean youll be seeing far bigger systems making their way into The Universim in future updates!
Exciting times, friends! Its been a massive undertaking, and we are so close to achieving our vision for the game. Just wait until you see where were going. We think youll be gobsmacked!
Now, lets get down to the good stuff:
Trading with Exile Villages
Those annoying little upstarts may finally offer something useful! This is the initial release of what will become a very complex system, currently allowing you to trade resources with Exile Villages. It will be expanded upon in future releases, so drop us any suggestions on what youd like to see added!
Automized Stone Refinery
Machines will take over all of the stone crunching to free up time for Nuggets to procrastinate with greater intensity.
Automated Wood Refinery.
Tell Nuggets to keep limbs away from the saw blade at all times. It does not discriminate between a log or a living being, especially if the living being possesses the intellect of a log.
Modern Airport.
Just a little higher and well have reached the stars! Introducing the Modern Airport, complete with procedurally-generated airline branding on the planes. This building will be expanded later on to allow you to create trade routes with Exile Villages across the globe (and perhaps beyond).
Modern Age Vehicles.
Youve seen a robot turn into a car, now see Nuggets turn into adorable little trucks. Your citizens will move around with far greater speed, thanks to the modern combustion engine. Were currently working on a major road network system that will certainly require as much positive energy as you can muster.
Modern Age Haircuts
Style continues to evolve alongside your Nuggets! Youll see more colors than ever before, and even a few hairstyles that positively scream, I want to talk to your manager! Try to avoid these individuals.
Moon
A new celestial body has appeared in the sky! Where did it come from? What does it smell like? Is it made of cheese? Youll have to find out in future updates.
New stuff:
Greetings, Creators!
Aaanddd were back again! Its been a hectic month as usual, including an unfortunate situation where a few of our developers got sick. As a result, we had to delay the patch a bit, but it was all worth it. Were slowly moving towards the Space Age, as youve likely noticed, which means we have plenty of exciting features in the works that we cant wait to share with you. Behind the scenes, our team has been doing some amazing work on alien planets with unique flora and fauna, a reworked pathfinding system (always improvements being made to this cheeky system), and ALIENS! The best news is, all of this is not too far, far away.
Dont forget to leave us a review if youre enjoying the content! It gives our programmers, who are currently chained to their desks, a little something to smile about.
Read about all of the Burning Skies additions below:
Mysterious Boxes
The sky isnt falling. Not yet, at least. Tell your Nuggets not to panic, as the mysterious boxes from the cosmos could be a gift dressed in really ugly wrapping paper. These also arent the kind of boxes youll need a credit card to open. Youre thinking of the wrong game studio if this section had you concerned. These ones are free! However, they could contain some nasty business if you open them carelessly. Research more about them and they may drop a few hints about what could be inside.
Legendary Structures
Now you can build a few wonders of the world! Nuggets will finally have something to be proud of. You can beautify your civilization with the Eiffel Tower, a few Pyramids, or the one-and-only Notre-Dame de Paris! However, you wont be able to build them until you find all of their blueprints, which are locked inside of those mysterious boxes we mentioned. Culture from the stars! In the future, these boxes will also contain blueprints for alien technology.
Spontaneous Fires
In what is probably an unfortunately-timed addition, considering the other contents of this patch, we have implemented random fires into the game. Mismanagement of buildings or rapid climate change can lead to fires starting around your city.
Pollution
Death is in the air! Certain buildings will produce pollution, which, coupled with your overall treatment of the environment, may lead to global warming. This can result in more natural disasters, brutal winters, the extinction of certain animal species, and potentially the end of Nuggets altogether. Youve been warned!
Fashion
The Nuggets sense of fashion and overall taste evolves alongside the civilization. It all started with a few leaves and the odd loincloth, and now Nuggets can be seen with fancy haircuts, dresses, and suits. Sadly, Nuggets still dont wear any pants.
Automation
While the early ages of your civilization required varying amounts of micromanagement, modern conveniences and technology allow you to take a more macro approach. Sit back and relax; buildings like Modern Age Factories will produce everything you need without Nuggets being present. However, having a few Nuggets inside to supervise things will speed up production somewhat.
Upgraded Farm
The power of technology! Farms look so glorious now that they are fully-automated. Those mechanical claws will do all of the harvesting, while the mineral-regulating irrigation system will ensure that Bloody Diarrhea fruit tastes better than ever.
Screenshot Tool
Ever wanted to grab stunning 4K screenshots of the game with the press of a button? Weve got you! Theres now a little button on the main HUD you can use to snap a screenshot at any resolution of your choosing. Share them with the community! Well add the best ones to our various pages.
Bug Fixes
Hello everyone, We hope that everybody had a great Easter and that the start of the May month is bringing you a lot of sun and smiles to all your faces. As you know, we usually release our patch on the first of the month, something we take very seriously and strive to accomplish each cycle. Unfortunately, sometimes certain unpredictable circumstances can influence the timing and we regret to tell you that has occurred this month. Two of our programmers got sick in the last week of the month and we got a little bit behind schedule with the features that they were working on. Because of this, we decided to postpone the patch release until the 10th of May. This extra time will allow us to ensure that all the new features we are implementing are tested properly and can reach you in the quality state we want them in. We hope for your understanding and we are wishing you lots of laughs, health, and warm days to come this month. Sincerely, The Crytivo Crew
All of us have been exhausting ourselves lately in pursuit of the truth. We have invested excessive amounts of time and funds into a new update for the game that makes it a little more representative of the real world.
As you know, planets in The Universim are spherical in nature, and it was planned as such from the beginning. It has been an enormous challenge to create systems that account for spherical worlds, from complex new AI solutions to completely rewritten physics systems. We basically had to hack the engine to redefine the difference between up and down. Considering the difficulties we faced, and all that have arisen since, we began to question if we were really doing things the right way. Surely if the brilliant engineers who built the engine were working with the intention for games to be created on a flat plane, then perhaps it was us who were wrong.
After everything we have done to create spherical worlds, we had to be absolutely certain of the truth before changing our vision. Thus began a long period of research and experimentation. First of all, we stepped outside into the sunshine, something that many of our team members havent experienced for months. There was no mistaking it, the ground seemed as flat as can be, save for natural formations. We even went on a company hiking trip up a mountain. To our surprise, the earth was flat for miles around. However, this was not enough to confirm our suspicions. We needed more evidence. After all, theres no way that major organizations like NASA would hide the truth, right?
The next step was hiring a hot air balloon for a day. Every team member had a turn, and every single one of them confirmed that there was no sign of planetary curvature. Things started to get serious. Many meetings were conducted in which we discussed the future of the project. Would we have to throw away years of work? Would it be worth the trouble? If we didnt model planets after scientific fact, would we become the laughing stock of the gaming industry?
Unfortunately, we could not come to a decision. There were still skeptics among us, even after everything we had seen. It seemed as though the only way to be certain would be to view the planet from orbit. However, we simply could not afford such a thing. We had stretched the games budget too thin already with all of this research. The best we could do was a plane trip to Europe, which we could only manage by cutting our weather-based animal testicle simulation budget. It was a tough call, but we feel that it is a sacrifice that had to be made.
Our findings were shocking. Even in the plane, there was flat ground beneath us, as far as the eye could see. The answer was clear: we as a species have been lied to. The world is indeed flat. We would like to apologize to the community for misleading you, but it was only because we were misled ourselves. Who could have possibly guessed that we have been clinging to a giant frisbee in space all this time?
As a result, over the past few months, we have secretly been rewriting systems yet again to account for the new manner in which planets will work. Every celestial body will henceforth be as flat as a pancake. Gravitational calculations will be far simpler, and the Nuggets will perform navigation as nature intended. We hope you can forgive us for perpetuating falsehoods all this time.
The latest version of The Universim is available for download now with a whole host of changes, additions, and improvements. We hope you like them.
Shiny new content
Meteor Strike
It looks like rain but it hurts like hell. The meteor strike is now available for all of your impact based pleasure. This is probably the most amazing Meteor strike you have or will ever see in any video game. Prove us wrong in the comments... if you dare!
Protection Dome
Since we added burning stones falling from the sky at random intervals (And the less random ones caused by you) we thought it would be prudent to give your nuggets a small chance of survival when the universe throws everything against you. To that end, weve given you the protection dome, to snuggle your civilization in a blanket of impenetrable material of ambiguous origin. It will stop tornados and heavy winds from getting in and give your nuggets skies prettier than an Acid trip.
Expandable Resource Panel
Since we now have a lot of resources to mine and produce, we decided to make it easier for you to track all that madness. Now you can Expand the resource panel to see all the resources your civilization has at the moment. Since its brand new, give us your thoughts on ways we can improve it.
Electronic Components Factory
Beep beep bop! Electronic components can now be produced to enable future technologies. Youll need these bad boys to fly to the moon and beyond.
Medieval Roads
This is just a visual adjustment to the road system we have. Modern roads are coming soon, with mighty vehicles traversing them in record times!
Steel Factory
This is the place where Nuggaboys become Nuggamen. Let the greatest balls of steel production begin!
Modern age residential blocks
Theres a reason theyre called SkyScrapers. Tons of cement, steel and glass is used to build these titans. But be careful, their fall is deafening and sends up clouds of poisonous dust. Theyre another reminder, that day by day the nuggets march closer to the stars. Its only a
Auto research switch (on/off)
Small but nifty. Now you can disable Auto research and prevent those nuggets from trying to learn on their own. This is for the Gods that think theyre smarter than Nuggets! Now youll have only yourself to blame when things go wrong.
Modern eatery Upgrade
Pork chops and bacon, Nuggets two favorite animals can now be cooked faster and they taste even better! Mm-Mmmmm for that grease!
Modern fishermen hut Upgrade
Give a Nugg a fish and you feed him for a day; teach a Nugg to fish and you feed him for a lifetime. Too bad their lifetime is so short!
Lighthouse
This thing glows! And rotates!
Guns!
Oooff, be careful with these things. The first time a Nugget saw one, she thought these were binoculars and that she was able to look into it two times, with her left eye and then with her right eye.
Bug Fixes:
Hello everyone! Thank you for your patience and feedback on the v31 patch. A new patch just hit your experimental branch on Steam. We still have some cosmetics issues that will be fixed once the game hits the main branch, but expect this to largely be a smooth release. In the meantime, everyone who would like to try out the new patch early and provide us feedback on any issues that you might encounter, please feel free to do so. This build contains:
Hello creators! The new patch just hit the experimental branch. A lot of new improvements and additions awaits you in this patch. As usual, please let us know if you find any issues or critical bugs. The official patch release and patch notes will be released once we confirm that the build is working great for everyone. The old patch v30 will replace v29 patch on the v29 branch. Please, be aware that saves from v30 are not compatible with v31 due to major changes in the system. Have fun, let us know about any issues you encounter! Thank you for your support & your patience! P.S. Some people might experience the issue of the long loading time (5 - 10 min) when they start a new game. If you encounter that issue, please try the possible fix: Turn off grass in the game settings and let us know if that fixed the issue with the long loading time. With all our love, Crytivo Crew
Greetings everyone, First of all we would like to say Happy New Year! Hopefully everyone had a blast during the holidays and youre now refreshed and ready to make 2019 the best year of them all. Thank you for your support and your patience. It means a lot to us and we will do our best to not let you down. In this post we want to share a little bit of our future plans and add some information about our team and what is going on in the company right now. Our next patch is Scheduled for February 1st on the experimental branch and February 4th live on all branches. This patch will include one of the big systems that a lot of people were waiting and asking for: Ministers. Initially we thought about rolling out 2 ministers per update, because it required a lot of work and time, but since we had 2 month to work on it, we added all of them for this upcoming patch. They are listed below:
Its been a year filled with excitement, work, anxiety, absolute joy, more work, and new adventures. However, one feeling that has remained constant throughout every year thus far, is the sheer happiness you all bring to the team here at Crytivo.
Your enthusiasm, kind words, feedback, fan art, and general awesomeness remains the primary motivator for everything that we do. Heres to a great 2018 and an even better 2019! Happy holidays, everyone!
As the year winds down, the majority of our team will be taking some much-needed time off with their families. We have completed a significant amount of work for the next patch, such as an engine version update and performance/stability enhancements, new content (which you will love), and a flying sleigh full of other tweaks and fixes.
However, with the team away recuperating for the next year, we unfortunately have to skip the January update. We want to ensure that everyone is fresh and ready to deliver something fantastic. Come February, we'll be knee-deep in the Modern Era, so be prepared! Thank you for your understanding. We can't wait to show you what's coming!
All our love,
The Crytivo Crew
Hello everyone,
Today at 11am PST join our devs for a review of the new content in Hot Patch V29! We have the new Crime System to show off, including Law Enforcement, Prisons, and Rehabilitation Centers, as well as new additions in the form of Firefighters, Parks, and a completely redesigned Tesla quest. Ask us anything! Let's make it a fun discussion.
Watch Recording here: https://www.youtube.com/watch?v=TO_Eh55uUuI
You can join us here:
https://twitch.tv/crytivo
https://www.youtube.com/user/theuniversim/live
For people who like to read and would like to see everything on paper, we also prepared patch notes, which you can find here: https://crytivo.com/en/news/the-universim-hot-patch-notes-v0-0-29
We hope everyone is having a blasting weekend !
Sincerely,
Crytivo Crew
Hi everyone, Today we released a second hotfix that fixes multiple issues that everyone had. Hopefully those fixes will provide you with a little bit more pleasant experience. Thank you for your support & feedback. Things that we fixed:
Greetings, Creators!
Patch time! Weve spent the last month cleaning and optimizing our in-game simulation engine, Prometheus, to give you a far smoother experience, especially at later stages of the game. We have also started preparing the platform for modern age buildings that will start rolling out with the next major patch. Well discuss that closer to the time, so stay tuned!
Patch Highlights
NUGGOLA TESLA QUEST
This patch introduces a new mechanic to quests with the addition of the Nuggola Tesla Quest. Previously, quests did not feel rewarding enough. As a result, we added a little something extra to this one to provide a more enjoyable experience for everyone. Successfully completing the quest will reward you with an immediate unlock of the next electricity-related Research Perk. The quest also includes multiple objectives for the first time.
NEW HAPPINESS SYSTEM
We are slowly progressing away from micromanagement to allow for more macro-level interaction. Happiness is the very first step in this direction, as it was previously tied to individual Nuggets. If a Nugget was upset, they would refuse to perform important tasks, which became annoying with so many Nuggets running around.
The new system works on a more macro level, relying on different factors such as: available buildings, current events, and how you use your Creator Powers. You can view how much each building affects Happiness by checking the information in the buildings panel/construction menu. We hope this system leads to a far more enjoyable experience, as we believe it gives you more control over what used to be a slightly unwieldy system.
Happiness is divided into 5 states: Miserable, Unhappy, Indifferent, Happy, and Overjoyed. Each level has a particular status effect associated with it. For example, an overjoyed civilization will have a bonus to research speed, twin birth rates, and Creator Point generation.
SUBTITLES
We have added subtitles to ensure absolutely everyone can enjoy the little tidbits, comments, and advice that the Narrator has to offer. We have added more than 900 lines of subtitles in this patch. Happy reading!
MEDIEVAL WATCHTOWER
The Stone Age Defense Tower finally received a medieval upgrade! It was a little lonely. Watchers will feel a little safer behind the improved walls of the Medieval Watchtower..
MEDIEVAL FISHING HUT
Another upgrade! The Medieval Fishing Hut is here. Too long have Nuggets struggled to fill their tiny boats with fish to feed the hungry masses. Seafood will become more plentiful with the medieval upgrade.
MEDIEVAL SCAFFOLDS
We have added new visual elements to construction sites to improve their overall aesthetic in the Medieval Era. Previously, Nuggets relied solely on rocks and a few sticks when building, but multiple generations of injuries has led to the invention of medieval scaffolding.
SHIFTS
The Governance Perk has received its much-anticipated extension: Shifts. Where Nuggets were once incredibly disorganized, the government has stepped in to offer some order. Nuggets will now be assigned shifts and alternate working times with other Nuggets to improve efficiency. After their shifts, Nuggets will be able to perform all of their daily needs, like eating, recreation, and sleeping. Theres a day and night shift, so have fun deciding who gets which.
EXILE VILLAGE ADDITIONS
Exile Villages have received a bit of love as well. Two new events have been added:
EXILE PRIESTS
EXILE ORATORS
Exile Villages have learned that fighting isnt always the best solution to their problems, as that involves too much cleanup, so theyve devised a way to spread chaos within your civilization that does not involve a frontal assault. Once Priests infiltrate your city, they will begin converting your Believers into Non-Believers, which will lead to them leaving to join the Exiles. Keep a watchful eye for Nuggets sneaking into your civilization with robes and staffs.
Orators, on the other hand, are more of a pest than a direct threat. They like to make a lot of noise and rile up your citizens. It isnt too bad at first, but your civilizations Happiness will suffer if you dont get rid of them.
NEW FIRE SYSTEM
Meet Fire 2.0! Our previous system was too performance intensive and brought a whole mess of unforeseen problems. As a result, we completely reworked the fire system to fix these issues and smooth out the rough edges. That means you finally have your Fire Power back! However, its deadlier than ever, as it can spread wildly and cause Nuggets to flee in terror (they now react to it!). They will actively avoid fire, as any semi-functional being would, but they may not be able to outrun the hungry fire monster for long. Remember, fire is not a toy, no matter how much fun it is to play with. It can and will destroy your civilization. That probably wont stop you, though.
PERFORMANCE OPTIMIZATIONS
Smooth sailing! A lot of work has been done under-the-hood, which has increased and stabilized the overall frame rate. This will be most noticeable in the late-game, where the frames used to take a magnificent dive off a cliff on certain systems.
Decal system optimized to increase overall frame rate.
Nugget and Animal out-of-view culling improved to reduce CPU usage.
Low-frequency updates of Nuggets and Animals are now spread over multiple frames to smooth out the frame rate.
BUG FIXES
Fixed a bug that allowed players to skip Perks and eventually break the game.
Fixed an issue with tooltips not appearing on upgrade panels.
Fixed an issue where a fresh Exile spawn showed the became an adult message.
Fixed an issue with the faith system not ignoring newly exiled Nuggets.
Fixed an AI issue where Hunters would chase prey into water.
Fixed an NRE on load when a construction site was already destroyed but Nuggets still tried to access it for local pathing.
Fixed: Exile deaths showing up in news.
Fixed an NRE with regards to Nugget AI.
Fixed an NRE when Nuggets changing shifts would attempt to access an occupied jobslot (Stone Refinery, Wood Refinery, Hunting Hut).
Fixed an issue with Pre-Medieval Reservoir LOD groups cycling too fast.
Fixed a missing texture for the Mummy Nugget and fishing boat paddles.
Fixed the clear infection quest.
Fixed duplicate Nugget thoughts cluttering panels.
Fixed an issue that prevented players from dropping resources on certain construction sites.
Fixed Nugget list gender icons disappearing when hovering over the row.
Fixed a crash that occurred when loading a game where a Fishing Hut had no water.
Fixed the Nemesis quest.
Fixed resource requirements not matching on the construction popup window.
Fixed an issue where clicking a disaster button would close all panels and open the Forecast panel.
Fixed an issue where the Research window would close when pressing the Construction or Creator Power menu.
Fixed an issue with the Reservoir tip not triggering.
Fixed an issue with the Little Baby Nugget narration playing when a child is spawned for the Find My Lost Nugget quest.
Fixed invisible infection zones.
Fixed an issue where Nuggets were getting stuck inside Fishing Huts.
Fixed quests spamming multiple warnings when loading objectives.
Fixed an issue where stamina effects were stacking.
Fixed an NRE with regards to reserved building spots.
Fixed an issue where the Unhappy Icon was displayed above Exile Nuggets heads.
Fixed an issue where the second Fisher Nugget was not accounted for in the Fishing Hut.
Fixed an NRE that was caused by tornadoes.
Fixed missing translation for the believer icon.
Fixed NRE with regards to the ghost outline of buildings. Placing a building on uneven surfaces would sometimes cause an NRE.
Fixed an issue where the Eatery would not reduce the number of raw food units while preparing a meal.
Fixed an NRE caused by construction sites.
Fixed multiple missing translations for Exile Villages.
Fixed an issue where Nuggets would fall through mountains.
Fixed an issue where the Kickstarter Creator Power was not adding a boost to Nuggets.
Fixed an issue where some loose resources on the ground were causing an NRE during Save / Load.
Fixed an exception which was caused by multiple stacked stats of different categories.
Fixed an issue where picking up a Nugget being attacked by a wolf would cause a crash.
Fixed an issue where the lightning strike projector was appearing underground.
Fixed an issue with the cloud projector being too high above the ground.
Fixed an issue where some quest messages were not disappearing.
Fixed an issue where the Press F to fly message was appearing randomly.
Fixed an issue where construction sites would show a different amount of required resources than the pop-up panel.
Fixed an issue where Nugget fertility timers were not reset after mating (edge case).
GENERAL DESIGN / BALANCE CHANGES
Clicking on the attack message will bring you to the location of the event.
News messages added for newly-established Exile Villages. Clicking on the message will take you to the village.
The Trickle Effect Creator Power now refills oceans & Reservoirs. Changed from 1000 -> 5000.
Reworked Jolt of Joy Creator Power in order to accommodate Happiness changes.
ART
Medieval Fishing Pier building added.
Nugget inventor - Nuggola Tesla added as part of the quest.
Tesla quest items added .
Defense Tower Medieval upgrade added.
Scaffolding upgraded to Medieval Era.
Burned tree models improved.
Halloween decorations added to Epicenter.
Nugget- Orator character with accessories added.
Nugget- Orator unique animations added.
Nugget- Priest with accessories+animations added.
Pumpkins added for the Halloween mood :) .
UI DESIGN:
MainUI: added Happiness indicator alongside the Happiness tooltip.
Added Happiness info to the construction menu construction cloud.
Couriers Hut bug fixed where you couldnt change the buildings name.
Quest window visual updates. Added support for multiple pages.
God light moved to seasons panel.
Nugget ID card update. Removed Happiness slider since it is now a global value. Added Believer status.
Nugget ID card renaming visuals updated.
Almost all building panels have new renaming visuals.
Archive panel - fixed bug where text would leak out of frame.
Arrest this Nugget button added to Nugget ID panel - disabled for this patch.
Removed Mute Narrator button from main UI
Gas Mine shifts added.
Fishing Pier: fixed shifts container - Nugget slots were outside the panel.
Multiple objective support added to quest windows.
8 research Perks have new icons.
Bug report window added to Esc menu.
Construction menu building cloud happiness icon and value added.
Buildings list panel received an additional upgrade column.
Extended Wiki screen title text.
New Believer Icon.
New Research Icons.
Construction menu update. Added cloud renders for defense tower lvl 2 and Fishing pier lvl 3
MISCELLANEOUS
Dead Nuggets now despawned after some time.
Batteries now retain electricity even without water, but they drain faster in this state.
Added multiple new sounds for buildings and Creator Powers (Gas Plant ambience, Metal Mine ambience, Pump ambience, Wind Turbine ambience, Wind Turbine ambience, Rejuvenate Creator Power sound effect).
Updated Music Controller for better performance.
Refactored Quest triggering system.
KNOWN ISSUES
We will continue to monitor and investigate any Save & Load issues that may occur. The save system is enormously complicated, largely due to it needing to save tens of thousands of procedural objects and simulations. Please note that older save games will not work in the latest version of the game. Were sorry for the inconvenience, but the addition of new features and optimizations will require you to start a new game.
Potential issues with Exile Villages. This is a massive new system that will require further testing and development. Please report any bugs you discover on our forums.
Subtitles may require some adjustment in certain conditions.
As always, thanks for being absolutely amazing! If you havent yet, be sure to sign up for updates and special offers (we never spam). Please leave us your thoughts and comments down below. We hope you love the patch!
All the best,
The Crytivo Crew
Hi Everyone! Join our Live Stream Now Here starts in a few minutes Ask us questions and learn what's coming to The Universim bam bam bam!
GREETINGS, CREATORS!
Welcome to the first of our monthly updates following the big launch on Steam! The team has been working relentlessly to fix the bugs and issues you fine people have kindly reported to us. We appreciate your help!
This patch includes some fundamental elements for a few major systems we’re starting to roll out. If you’ve been following our teasers and showcases, you’ve likely seen some of the cool stuff coming to the game. We will continue releasing patches every month, either on the 1st or the first Tuesday (if the 1st falls on a weekend).
Crime is inescapable. As your civilization advances, Nuggets will continue to evolve their way of thinking, giving them more individuality and free thought. However, a consequence of this is the birth of criminals who go against the flow of society. You can’t prevent it, but you can minimize it. Here are a few things that may increase crime rates: a lack of Schools, too much pollution, the introduction of certain laws, and a lack of utilities (no water, electricity, or so on for a long period of time).
Once the Law Enforcement Station is constructed, it’ll reveal how many criminals are running rampant in your city. However, there will be no easy way to distinguish these individuals until they commit a crime. The severity of crimes is entirely dependent on the overall Crime Level in your civilization. You can try and take things into your own hands by selecting suspicious Nugget to be arrested and interrogated, either in Prison or a Rehabilitation Center. Arresting an innocent Nugget will lead to a general decrease in Happiness, though. Nuggets despise injustice and will be very vocal about it.
Assigning Law Enforcement Officers can lead to a significant decrease in criminal activity, but adding too many officers will make Nuggets feel oppressed and controlled. The more officers you have, the more unhappy they may become.
Crime Levels
Hello Everyone, Today we merged an experimental branch to the main branch due to seeing some positive feedback about that branch. Just as a recap we would like to include the full list of issues that were fixed on experimental and now applied to main: - Tornado NRE's (Null Reference Exceptions) fixed - Fixed issue when nuggets would freeze when Fishing Hut was placed - Added missing Steam DLL for Linux - Fixed multiple save & load issues - Fixed Save & Load issue during a Tornado - Fixed the “Fly To” message not disappearing - Fixed Healthy Malina Timer. It was not set correctly - Crop Timer adjusted on certain crops - Happiness decrease adjusted - Added a message to the intro scene on how to skip the intro - Shortened the number values for water & electricity. - Fixed an issue with the Kinetic Generator’s UI slider being displayed incorrectly - Removed a non-existent language from the database (fix for “missing translation” issue) - Added a number of new tips to the game - Fixed multiple sound issues (further testing will be performed to ensure sound issues are resolved) - Lumberjack was not working correctly - Issue where nuggets would stand still and do nothing - Looping sound issue - Issue where music was cut during the play - Geology did not unlock metal mine - Mining did not unlock Gas Mine - Smoke particles optimization - Bodies that were dropped into the cemetery manually were not always registered - UI Optimization -Fixed an issue where rocks/trees that landed not properly considered to be in the air and killed the nuggets that were passing by. Sincerely, Crytivo Crew
Hello everyone, Thank you a lot for your patience and your support. We know that the last couple of days were pretty rough for you due to save issue. We apologize for that. Currently, experimental branch should not have the save issue anymore. Along with the save issue, with that hot fix we also fixed: - Lumberjack was not working correctly - Save issue - Issue where nuggets would stand still and do nothing - Looping sound issue - Geology did not unlock metal mine - Mining did not unlock Gas Mine - Smoke particles optimization - Bodies that were dropped into the cemetery manually were not always registered - UI Optimization Hopefully the issue with the save won't appear again. Please leave your feedback about the changes in the experimental branch. If major issues are resolved there, it will be moved on a main branch. Thank you again for your patience and help. You guys just an awesome community! Guide how to switch to the experimental branch: https://steamcommunity.com/games/352720/announcements/detail/1692679423636146620 Sincerely, Crytivo Crew
Hotfix to the rescue! We apologize for the inconvenience some sneaky bugs caused you over the last few days. We have been listening and working hard to get them sorted out. For now, this hotfix will be uploaded to a new branch called Experimental. In order to switch to that branch you need:
- Right click on the game and select Properties.
- Once you are in properties, switch to the BETA tab
- From the drop down menu select Experimental branch
- Download of the new Hot fix patch should start
- If you see next to the game name, branch name then you are good to go.
Please let us know if it resolves some of the more pressing issues you’ve experienced. If all goes well, we’ll be merging these fixes into the main branch soon after.
MEGA WARNING: Your old save games will no longer work with the hotfix applied. We performed a number of rewrites on the save/load logic to fix multiple issues and make the system more stable. We’re sorry for the trouble!
- Tornado NRE's (Null Reference Exceptions) fixed
- Fixed issue when nuggets would freeze when Fishing Hut was placed
- Added missing Steam DLL for Linux
- Fixed multiple save & load issues
- Fixed Save & Load issue during a Tornado
- Fixed the “Fly To” message not disappearing
- Fixed Healthy Malina Timer. It was not set correctly
- Crop Timer adjusted on certain crops
- Happiness decrease adjusted
- The autosave timer has been limited in order to solve some of the issues with autosaves. You can still press F7 to autosave (quicksave) at any time.
- Added a message to the intro scene on how to skip the intro
- Shortened the number values for water & electricity.
- Fixed an issue with the Kinetic Generator’s UI slider being displayed incorrectly
- Removed a non-existent language from the database (fix for “missing translation” issue)
- Added a number of new tips to the game
- Fixed multiple sound issues (further testing will be performed to ensure sound issues are resolved)
Let us know how these fixes feel!
All the best,
Crytivo
Greetings, Steam friends!
It’s happening! We are so incredibly proud to share The Universim with all of you today. Our little baby is growing up, and we’re ushering it out the door to play with the big kids for the first time ever. We’ve been working day and night to bring you everything you see in this update, as well as all of the good stuff heading your way in the coming months.
As proud as we are of The Universim, there is still far more work to be done. Please keep in mind that the game is currently in Early Access, so there will certainly be a few bugs and missing features. If you come across anything nasty, or would like to make a suggestion, let us know via our Steam group or Discord server .
We will do our best to update the game on a monthly basis with new content, bug fixes, and a few surprises. Our community has always been an essential part of our development process, so we truly look forward to hearing your feedback and suggestions. If you love everything that you see in this latest build, we want to assure you that we’re only getting started. Let’s make a brilliant game together!
If you’d like to chat with the devs and stay updated, our Discord server is definitely the place to be.
Thanks again for your patience and support!
All the best,
❤ Crytivo
The Universim is Now Available on Steam Early Access and is 10% off!*
Jump straight into managing your own planets as you guide a civilization through the ages. Become the ultimate empire in The Universim, a new breed of God Game in development by Crytivo.
*Offer ends September 4 at 10AM Pacific Time
We wanted to shed some more light on what you can expect to find in The Universim's Steam release, so grab a delicious beverage and head on over HERE to read all about it. Feel free to drop us a few questions, if anything comes to mind. See you there!
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9885158/3c590f9a19e123a73843401b484a4cf846675e4b.png[/img]
HELLO CREATORS,
Much like any civilization, Nuggets need leaders. These are the best of the best -- or, at least, that’s what their campaign posters say. The most fundamental pursuit of any Nugget is survival, which does not always come easily. As a result, Nuggets typically choose leaders whose agendas will most likely keep everyone alive. Leaders in The Universim will come up with important laws and agendas that can alter your civilization’s evolutionary path and social structure.
ELECTION PROCESS
Every 2 season years, your civilization will vote for the next Leader. There are usually three candidates, and each will bring their own law in the event they are elected. This process will occur with or without your intervention. You can allow Nuggets to choose their own Leaders, or you can weigh in on which you think is best.
USER INTERFACE
In the UI, each candidate will have a list of laws or changes they plan to implement below their names. Every candidate will have their own colour to distinguish them from their competitors. A voting bar will showcase the voting progress of each candidate, which will indicate who is currently in the lead. In rare cases, candidates might change their proposed laws/changes to something completely different.
Every adult Nugget in your civilization will cast a vote towards the candidate they prefer. Their selection is based on their internal preferences and traits. For example, lazy Nuggets will vote for leaders who promise fewer work hours, while Nuggets who like to eat will vote for candidates who promise more food production.
INTERVENTION PROCESS
As a god, you can influence this complex process in a number of ways:
Accidents happen: Nuggets are fragile creatures who do not react well to having a boulder dropped on them. Actually, there are many potential accidents that could befall a candidate. Nuggets know all too well that nature is a cruel mistress. Sometimes, Nuggets just happen to spontaneously combust, get struck by lightning, or end up floating through space. It’s a mysterious world they live in.
Blessings: Murder isn’t always the answer. There is a far less brutal way of influencing the election process, which involves blessing your preferred candidate. Some downsides do exist, though. Firstly, it will cost you Creator Points. Secondly, it might not work. It can happen that the candidate who is most qualified for the job loses to a chimpanzee, even with your blessing. However, at least blessing Nuggets won’t permanently scar the mental state of those who witness your “accidents”.
LEADER
After the election, the new Leader will continue to enact laws over time. Players will be notified in advance when a Leader plans to enact a new law. (DB* Value on min - max laws per Leader Nugget)
If a Leader dies before their term ends, the community will take a bit of time before electing a new Leader. (DB* Value from min to max time when next election will start)
Leader Nuggets cannot be assigned to any other job. (DB* Min-Max age Nuggets can become a candidate for Leader)
EXAMPLES OF LAWS
Hello Creators,
We hope you had an amazing E3 and took some time to digest all of the delicious game reveals and new info pouring out from its doors. While you were enjoying the show, our team was hard at work developing new features and coming up with crazy design ideas for The Universim. Today, we would like to talk about a feature you’ve been requesting for ages - Exile Villages
Exile Villages will pop up around the planet. These villages will grow alongside your own, eventually threatening and attacking your civilization. We think these villages offer an amazing opportunity to test your Creator Powers. However, you may want to refrain from rushing out to wipe them off of the face of the planet, as they could also offer you something very valuable.
Exile Villages will be formed by Nuggets who have lost faith in you. Certain actions or a lack thereof might cause Nuggets in need to become frustrated and leave. Of course, there will be situations where their demands are completely ridiculous, so it’s almost impossible to please everyone. There could even come a time when you must choose between helping one Nugget or another.
Every Exile Village will have its own population, threat level, and evolution progress, which you can reveal by clicking on them. They will contact your civilization’s leaders with demands or trade offers as time goes by. Refusing or ignoring these messages will, as you can likely guess, end in conflict.
Our design philosophy with The Universim is to give you as much choice as possible, ensuring you have the ability to decide the outcome of almost any situation, either by ignoring it or taking control. We want you to decide how much you engage with and influence the world. We know that many of you enjoy the micromanagement aspects of the game, while others prefer to lean back and watch over their civilization as a silent observer.
Exile Villages will be making their way into the game sometime after the Steam Release. Please let us know your thoughts on the new system. What kind of interactions would you like to see? Do you have some cool ideas you’d like to share? Don’t be afraid to drop us a comment!
Continue Reading Here about Exile Villages Here
WHILE WE HAVE YOU HERE
We have plans to begin releasing regular video updates in the future where Alex Koshelkov (founder) or Sasha Shumski (our producer) will talk about recent changes to the game and general news about Crytivo. These videos will be titled the Crytivo Digest, and we will publish them on our YouTube channel. Subscribe to the channel to never miss an update!
Subsribe
GOBLINS OF ELDERSTONE
Our friends over at Lost Goblin released a great little game a while ago, and they’ve been working hard on tuning the game’s systems and fixing pesky bugs. Goblins of Elderstone is the best it’s ever been, but we need your help to make it even better. We have created forums where you can share your feedback and ideas for the game. The game had a bit of a rough launch on Steam due to a mix up with the Early Access label, so we need to help them recover. They will be adding a whole host of attractive features to entice new players and reward current fans, so be sure to throw your thoughts in as well on what you think should be added. You can check out some videos here to get an idea of how the game plays. We will also be giving away game keys to the most active community members who play the game and offer feedback.
Join our Forums
Goblins of Elderstone Steam Page
Don’t forget to Sign-Up Here for our future updates and giveaways.
Follow our Twitter and Facebook for day-to-day updates.
All the best,
The Crytivo Crew
Our team is hard at work on that oh-so-sweet update for the Steam Release going live on August 28. We’ve got a whole lot of new systems coming with the patch, and we’re going to be discussing one of them today. Buckle up!
Hello Creators
With our Steam EA Launch on August 28th, we wanted to give you all a heads up about the new features you can expect to see as we press onwards into the Industrial Age. Many of our changes are centered around increasing efficiency of your Nuggets as they progress from cave people to upstanding citizens of your theocracy! As we approach this new age, nuggets will discover technology to make their lives easier. Or at least some of their lives easier. But definitely will help you!
Leave your comment and read more here
Labor Management
A new building that will allow the assignment of nuggets to work shifts so that no building is unmanned at any time.
Electricity
A new resource needed to power the lights as your nuggets work the night shift that can be gathered from both renewable and slow sources, and finite but powerful ones, as well as your creatorly powers.
Batteries
With all that electricity, you’ll need to store the power somewhere. But watch out, overloading them can be dangerous.
Leave your comment and read more here
Get hyped!
It’s official, we’re going to release The Universim on Steam Early Access on the 28th of August! We’ve come a long way together, haven’t we? We are super proud of our accomplishments and excited to give more people the opportunity to try it out.
Click to tweet about this
As a result, we are going to bunker down for the next few months leading up to the Steam release. This gives us more time to work on exciting new content and polish all of the systems before the big day. We have a few surprises simmering on the stove for you already, and we think you’re going to love the new additions to the game.
Steam Keys
Everyone who purchased The Universim via the Crytivo Store or Kickstarter will be able to activate their keys on Steam! You can access your key in the My Games section of the Crytivo Store. If you have any issues finding it or come across other problems, do not hesitate to contact our support team.
The Universim Steam Page
This is an unbelievably massive milestone for us. Our bones are shaking in anticipation. This is our first game; it’s our baby. We have invested a crazy amount of love and passion into the project. As you know, we rescheduled the initial Kickstarter release dates in order to give ourselves more time to improve the game. We want The Universim to be something special, something that feels like it’s alive and full of character. Once some issues are solved, we think it’ll be ready for the prime time.
We ask that you please help us spread the word about the official release date.
We know how sensitive the Steam community is to Early Access titles, and we hope that we will not fall victim to being judged too soon. We ask that you please help us spread the word about the official release date. Knock on the door of your favorite streamer/influencer and let gaming blogs and news sites know that you would like to hear more about The Universim. Even sharing the game with your friends and family can be a big help.
It has been an amazing journey, and we’re so proud to have such a strong and loving community like all of you. We cannot thank you enough for your support, and we are honored that you helped us throughout the years. Thanks for being a part of the Crytivo family!
We will talk more about our plans for what lies beyond the Steam Release in future blogs.
Follow us on Twitter and Facebook for regular updates!
Facebook https://business.facebook.com/TheUniversim/
Twitter twitter.com/theUniversim
Website https://crytivo.com/en/the-universim
If your're Streamer, Journalist or Blogger
We would love to give you the opportunity to try the game. Feel free to use this form to request a review copy of the game.
Request The Universim Review Copy https://theuniversim.com/%09key-request
Download Official Presskit https://we.tl/hm3kIV5TO1
Questions and Answers
Why did it take us so long to get here?
The Universim was successfully funded on Kickstarter back in 2014. Crytivo had the immense job of crafting the game from the ground up. “The team had a choice to make: rush the game out to meet deadlines or take our time to create a far more detailed and enjoyable experience,” said Sasha Shumski, producer at Crytivo. “We raised the quality bar substantially, allowing for deeper and more dynamic gameplay to take form. As a result, we decided to extend the production time to ensure that we deliver a quality title. In the end, achieving our vision for the game and pleasing fans is all that matters.”
The Universim consists of dozens of complex systems running in real-time, which needed to be designed in an optimal manner. It took Crytivo close to 3 years just to develop their in-game simulation engine, Prometheus. This system is responsible for all of the simulations in the game, including procedural generation.
“Considering our team’s size and budget, I am so proud of everyone’s efforts to create such a stunning game in this timeframe. I honestly do not believe that anyone else could have made a better product any faster. We are approaching that wonderful moment where we can share the game with the Steam community, and it has us all both unbelievably nervous and excited,” said Alex Koshelkov, CEO and founder of Crytivo.
How much content will be available when the game launches on Steam Early Access?
We aim to release The Universim with all of the content up until the Modern Era. We need more time to polish the later eras.
How long will it take you to complete the game after Early Access Release?
We are aiming to take no more than one to one and a half years after the Early Access release to call the game truly complete. However, players can expect regular updates and many exciting new things to enjoy throughout development.
Will there be multiplayer in The Universim?
It is something we are considering, but we are focused on finishing the base game first. We have discussed multiplayer elements like an intergalactic player trading system, chat, and other systems. We currently have no plans to add a battle royale mode.
Will there be different civilizations in The Universim other than your own?
There will be exiles. They will build their own cities and challenge your civilization. There is even the possibility of alien invasion, as well as many other interesting dynamic events. You never know what might pop up.
PR CONTACT
North and South America: pr@crytivo.com
We want to let you all know that The Universim will be released for Early Access on Steam, August 28th 2018. Only a few more months to go and we know you can't wait! We want to make sure that The Universim is in a good state before passing it on to you Creators. But please don't expect The Universim to be without bugs at the Early Access release. It is a very complex game with a lot of systems working behind the scenes. As always, we do our best to solve any issues, but we still will need your help in finding them. With Love, Crytivo Team
We have a very special announcement for you today. As you know, we have been working on The Universim since June 2014, which means that it has been almost four years since this crazy ride began. While this length of time might seem huge, we are still so proud of how far we’ve come to develop such a complex game to the state it’s in right now. Given the sheer scope and complexity of the project, we cannot imagine any other team of similar size making the game any faster. We are overjoyed with our progress, and you played a huge role in this. Today, we are happy to announce the release window for The Universim on Steam Early Access. The game will be coming this summer! The exact date will be revealed in a few weeks.
We will do our best to be as transparent as possible with our future fans. We are going to make it very clear that the game is still in ongoing development and there might be a number of bugs and issues hidden in the system. We know that any game not meeting the expectations of perfection might get a little chewed up by the Steam community, so we hope that you will help us deliver our message. The Universim is our baby, and this really feels a lot like we’re going to let it out in the world to play in a scary sandbox with a bunch of older kids. We can only hope it’s not going to get hurt.
If you would like to help us out, simply spreading the word will be amazing. Ask your friends and family to add The Universim to their Steam Wishlist here, post about it on any forum you think might be interested, and, if you want to go the extra mile, send tips to your favorite news sites and influencers. You’ve been an incredible part of our community for so long, and we’re about to take another huge step together.
So, this was the big announcement. Well, at least it was big enough for us to start biting our nails and shaking a little. The Steam release is such a massive milestone, as it will in turn allow us to get more feedback and improve on all aspects of the game.
It’s that beautiful time of the month once more! The Universim is even more glorious and filled with life than ever, thanks to our latest and greatest patch, Beast Hunter.
In this patch, we are finally releasing the Hunting System. However, we ask that you keep in mind that it is not fully implemented yet. There will be quite a bit more to add and tweak as we go. The foundation is all here, though, which allows you to construct the Hunters Hut and place a few traps around. Let’s see what prey your hungry, barbaric Nuggets can scrounge up. This new system can be a true gift for the early portions of the game. Food for everyone!
The next step from here is to add animal retaliation. Right now, animals are passive and will not attack back. In the near future, animals will be able to analyse the situation and see if their best chance of survival is to run or fight back. There will also be random animal attacks on the village, which will require the construction of Guard Towers to keep the area safe.
We are also rolling out video tutorials with a beautiful voiceover that may just blow your socks off. At the moment, the tutorial will start playing when you open the Creator Power panel for the first time. We will continue adding tutorials similar to this across the entire game. Let us know what you think! Here, check it out: Here
We’ve got other great goodies, too!
Iron Mine
Welcome to the Iron Mine. Collect your pickaxe and report to the nearest rock for further instructions. While Iron is certainly a magnificent find for your civilization, you’re going to have a hard time finding ways to use it at the moment. You can mine as much as you like, but the main system is still on its way. It will be used to far greater extent in our upcoming patch V0.0.25. That’s when we start rolling out the updated residential buildings.
Fire and Wind
What a destructive combo! The scary new system is here. Fire can start at any time, whether it’s from a lightning strike or extreme heat in certain climates. Based on the speed and direction of the wind, the fire will spread and incinerate anything in its path, including your unfortunate civilization. If only there was a god out there who could put an end to this madness! Like, drop a rain cloud overhead or change the direction of the wind. That would be great.
Remember that trees are directly tied to the global climate and oxygen levels. Fewer trees means less clean air and higher temperatures. Save the trees!
Performance tweaks and optimizations
We’ve also done some rather fiery technical optimizations as well. We now perform object culling a little better and improved some of the materials (3d model skins) to increase performance. That said, it is very experimental, so we really need your opinions on whether or not the performance has improved. Let us know how you feel about general performance and how it stacks up to other games.
Our biggest performance hog isn’t necessarily related to graphics. There are hundreds of simulations occurring in the game every second. Some you can see, others are a little more in the backend. For example, rain increases the amount of fish and water in the water bodies on the planet. It also grows fruit on bushes and can extinguish fires. All of these systems added together are very complex. Our team is constantly trying new things to improve every aspect of the game. Be sure to let us know what you think of systems and performance after every patch.
Read More Here
Another thing that we’re changed in this patch is the layout of the patch notes as you can see. Instead of categorizing everything based on features, we highlighted each individual developer’s work to show how much they do. We know that the game’s progress may look a bit slower than expected, but it honestly never feels slow to us. There is an insane amount of work going on. Considering our size, we are extremely proud of the progress we have made. We are getting close to our 4th year of development, and we can easily say that 80-90% of core systems are implemented.
The project was built from the ground up, with no existing assets being available to help us out. The team has done a phenomenal job of getting the game to where it is now. We are also constantly redesigning systems to ensure they are top-quality, based on the excellent feedback you provide. With your help, the game has improved tenfold. However, this is a very decisive year for The Universim. We are going live on Steam this year, which is enormously exciting considering we’ve hit over 250,000 wishlists. This has put a great burden on us to get things as smooth as possible. We have a huge responsibility to both you and future fans. We absolutely cannot let you all down. We want to exceed your expectations, but it’s never an easy road. We are extremely honored to have a community like yourselves. We love you and appreciate all of the support and positive comments you provide.
We have also been hard at work with our amazing community on the translation of The Universim into more languages. In only a few days, The Universim has already been translated into German, Portuguese, Spanish, Turkish, French, and Russian. To test the waters, we are rolling out Russian language support in this patch. More languages will be added in our next patch. You can check out the progress and help translate the game into other languages here. If you’re a native speaker, we’re looking for great proofreaders to ensure that the translations are A+ material. The most active translators will be added to the game's credits! Thank you to everyone who's helped out so far. You're incredible!
Мы рады сообщить о том, что мы добавили Русский язык в игру. Вы можете переключить язык в Options. На данный момент перевод не является конечным и вы можете встретить ошибки, поэтому он будет всегда дорабатываться. Если вы найдёте неточность или ошибки, вы можете сообщить о них на форуме. Спасибо за вашу поддержку.
Please submit any bugs you encounter to our forums Here
Continue Reading Here
Place your palm on the ground. Do you feel the vibrations? Shove your ear into the dirt. Do you hear the pattering of feet or the distant stomp of a mighty creature? Now, taste the soil. Horrible, isn’t it? That’s what you get for blindly following orders! However, some of these skills will help you in the coming months. The distant howling and rustling of bushes will soon begin to mean something. The animals of Mother Planet roam these lands, and they will help your civilization to grow even stronger.
We are introducing a hunting system to The Universim, which will become a key feature for survival. Nuggets will begin hunting in the Stone Age. Meat offers Nuggets an excellent new food source. The system is also entirely dynamic, making it an entertaining spectacle to watch.
ANIMALS
There will be 3 types of animals in the game, categorized by size and difficulty to catch.
Small animals
Rabbits, turtles, squirrels, and birds will be easy to catch, but will not provide enough food for more than one or two Nuggets.
Medium-sized animals
Wolves, foxes, bears, and deer are dangerous animals and require more skill to be caught by Nuggets. A Nugget will never succeed on their own. You will need to gather 2 or more Nuggets together in the Hunting Hut to have any chance of success. Keep in mind that these animals will recognize weak hunters and fight back.
Large Animals
These are very powerful and meaty animals, but they are slow and easy to keep up with. Animals such as mammoths, giraffes, whales, and rhinos are remarkably difficult to catch and require at least 6 Nuggets to be present in order to succeed.
TRAPS
Nuggets can also plant traps to catch wandering animals around the Epicenter. Each Hunting Hut possesses 1 trap that requires time and resources to be assembled. The assembly time depends on the size of the trap and the amount of Nuggets assigned to the Hunting Hut. The more Nuggets in the hut, the faster the trap will be assembled.
You can only place one trap of any type per hunting hut. Each trap has a radius that will attract an animal with a particular scent. As soon as an animal steps foot into the zone, it will be attracted to the trap by bait. Nuggets will collect animals from traps once they return from a hunt. Once the trap is used, it will be completely broken, so you will need to build a new one or select the built one already.
THE HUNT
Hunting Huts can hold up to 6 Nuggets at a time once all available slots are researched and unlocked. Larger animals require more Nuggets to be caught successfully. Assigned Nuggets will gather around a fire, and they might even break out into a hearty song! Hunters will wait around the fire until everyone has regained their strength and eaten. Once everyone is ready, the hunt will begin. Nuggets will choose their prey based on the target size you selected. They will approach the animal until they get within range to throw their stones, spears, or fire a rifle. Each attack is dynamic, which means that Nuggets have the potential to miss.
THE CHASE
Once startled, an animal will start running away, unless it decides that it has a better chance by fighting back. Nuggets will then begin pursuit. At some point, the animal will stop with the hope that it escaped from danger. However, as you know, Nuggets are rather persistent about certain things. They will never be too far behind. Nuggets will repeat this behavior until the animal is dead.
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Happy Holidays from all of us at Crytivo! It’s been another incredible year of triumphs, lessons learned, and growth. Thank you for always taking the time to interact with the dev team, try out new updates, and give us your opinions. What we really want to say is, thanks for being the greatest community around! Seeing you smile is the only gift we need, which is why we want to share a few of the exciting things coming to The Universim in 2018. Read on!
We’re in the Medieval Era!
Woah, what exactly does that mean?
Prepare to immerse yourself in a world filled with danger and the smell of wood. We had quite the little adventure developing the Stone Age, didn’t we? Well, the good news is that the Stone Age contains around 95% of the core mechanics we require to build the rest of the game, like planet generation, planet simulation (seasons, climates, etc), major AI systems, and pretty much everything else. Alright, fasten your seatbelts! We’re jumping to hyperspeed aboard the Crytivo Bathtub, and we’re probably going to lose some Nuggets. That’s okay, though. They’re designed to die either way.
WHAT’S NEXT?
There’s quite a bit on its way! While you were busy playing with your Nuggets, we were hard at work at Crytivo Labs developing the new Residential Block system. Most of our scientists engineers have no idea how it works, but we’ll try to explain it to you anyway.
RESIDENTIAL BLOCKS
We developed a system that sneakily creates Residential Blocks behind the scenes. This system reserves space for the buildings of the future. Nuggets discover new technologies and research extraordinary things all the time. These discoveries often alter their very lives, either on a molecular level or in regards to the effects that certain upgrades have on the operational and visual aspects of the civilization. The Residential Block system (RB) reserves space around buildings dynamically each time a Nugget decides to break out their trusty hammer. To spice things up a bit, the system also places a plethora of pleasing props around the block to beautify the entire area. The system also dynamically connects each RB and the buildings inside of them to the road network, which ensures Nuggets find their way around easily. Well, at least we hope they will. They have a mind of their own, that lot.
MODULAR BUILDINGS
The Stone Age primarily used buildings that were pre-designed by our amazing artists. In the Medieval Era, we’re trying something a little different. The Prometheus system has been reading up on how to build houses out of a number of modular components. It’s amazing what you can learn from a few books! This means that every residential building will have its own unique look, while maintaining the handcrafted look and feel you’ve come to know. This is an enormously complex system, and we hope you enjoy the new look.
To learn more about our future plans, click on the link below.
CONTINUE READING HERE
We’re back with another exciting patch for all of you incredible people. Our team has once again astounded with its ability to balance the flow of new content and bug fixing, driving the experience to new heights while squashing those annoying issues. Now that we’re finished patting ourselves on the back, let’s get to the fun stuff!
GREETINGS CREATORS!
Today is the great day for another portion of some delicious news. As many of you already know, we tried to keep the pace and we were adding a lot of new features to the game each month. We got to the point, where we were satisfied with the amount of content we put in and decided that it’s a good time to take a short break from the flaw of the new changes and work on some bug fixes, balance and AI improvements in order to provide to our valuable players an interesting and exciting gameplay. We hope you guys got tired from nuggets who were hitting their heads into the wall or were so lazy, that actually were standing on the same place and were just chilling. In this patch we said enough of those stupid Nuggets! Let us introduce you a new Universim Pathfinding system v1.0. Our new pathfinding system is able to solve all (most) those issues and allow players to feel that there is some hope in their civilization and maybe stop kicking Nuggets butt in order to force them to move. With the introduction of our new pathfinding system, we tried to solve the major issues with Nuggets AI and improve the workflow of the game and make it more dynamic. The new Pathfinding system is 4 times more accurate than previous one, we had to go through a lot of challenges to introduce this system in a short period of time and keep relatively that same performance. We hope you'll love it!
We also thought that it would be cool to allow the player to place the buildings more precisely on the map. Therefore, we added a grid around each building that allows the player to see the boundaries of the building. We're also starting reserve space around the buildings for future Dynamic Road Formations.
On top of that we made a lot of changes to the balance of our game. We re-balanced a lot of different aspects in our game in order to provide a pleasant experience for you guys. Mating system was changed multiple times, nuggets effects & perks were revisited and rewritten in order to provide a better representation of the nuggets stat changes. Happiness effect got its separate love. Happiness now will depend on many different factors and actions, so you should be careful of what you are doing.
In addition to all the bug fixes / AI improvements and balance, we also added some pets to Mother Planet! Foxes & Mammoths are ready to join us today!
NEW CONTENT
Fire Fox
Furry Mammoths
New quest: “Punish my Nemesis”
Refactored cemetery. Now it contains pyre
Clouds are now savable
BUG FIXES
Fixed: School perk had negative effect
Fixed: Gravedigger standing still after you scare him
Fixed: Gravedigger tries to reach nugget in orbit
Fixed: Critical bug related to “AreaRadius”, “Find my lost nugget” quest
Fixed: Critical bug during searching for nugget, “Find my lost nugget” quest
Fixed: Dead nuggets were not in the cart after load
Fixed: Female nuggets not mating in some cases
Fixed: NRE related to dead nuggets and FormatCurrentStatus method
Fixed: Stuck nugget eating in the eatery after game load
Fixed: Stuck nugget when cleaning construction site
Fixed: females from couples made with cupid power never had more than 1 kid
Fixed: Descriptions of powers were cut in God Powers Carousel
Fixed: Upgraded Reservoir capacity. Reservoir capacity stated increase of 10000 instead of 15000
Fixed: Slow Burn perk caused nuggets to feel hungry all the time
Fixed: Multiple perk effects were not working properly or didn’t have significant changes
Fixed: Improved Nuggets work assignment. Before nuggets were assigned to the closest buildings to build. Now they have an intention to finish building the first placed building unless any other building received all the recourses before the first building
Fixed: Some happiness effects did not increase nuggets happiness
Fixed: Windstorm would deal damage after it ended
Fixed: Bunker slots were locked
Fixed: Engineers were functioning only on 40%
BALANCE CHANGES & IMPROVEMENTS
Wood/Stone refineries will create a small demand for wood/stone if they are not full, forcing nuggets to harvest those resources.
Injured nuggets will be auto-replaced in a building if they are in hospital.
Improved transportation AI. All buildings should be served (sooner or later)
Improved repair AI. Now lower health buildings should be served first.
Improved decision AI (idle ai can be interrupted at any point).
Adjusted auto assignment of nuggets. System should try and search for nuggets with required education level first.
Improved male/female birth ratio.
Improved construction priority builders assignment.
Improved farmer AI, it will go harvest even if it has next critical AI (thirst, hunger, etc.)
PERK MOVEMENT
Storage Area Perk (Unlocks Warehouse) was moved from Stage 4 to Stage 2 in order to allow players to accumulate resources in one spot early in the game and increase construction speed & improve the dynamic of the game.
Recreation Perk (Unlocks Local Business) was moved from Stage 2 to Stage 3 due to the new way how happiness stat works & improve the balance.
Refined Materials Perk (Unlocks Store & Wood Refinery) was moved from Stage 4 to Stage 2 in order to allow players get and accumulate new materials for the buildings upgrade once they will be available.
Ancient Burial, Dew Forecasting & Education perks were moved from Stage 3 to the Stage 4 in order to balance out the perk order and reflect changes that were made to the Tornado / Hurricane.
Naturopaths Perk (Unlocks Hospital Pre Medieval upgrade) were moved from Stage 5 to Stage 6 in order to start the transition from stone age to the Medieval age and allow room for the new perk system that is coming in the next patch.
PERK STATS
We revisited a lot of perks and their stats in order to improve the balance of the game. This helped us not only improve the balance, but also fix some bugs that were causing the players experience issues with the food or did not apply any effect at all due to a very minor increase. Before we also had some perks applying effects to some stats in percentage value and hard value which caused some issues with the balance. We also decide to redo the percentage value on some perks and make them “hard” values in order to simplify the system and improve the balance. This change allowed us to control the nuggets stat growth more precisely and make sure that our perk system doesn’t break the game. The changes are:
Primitive Tools: Might changed from 2->1
Cooking: Hunger Reduction changed from 2% ->5%
Heavy Lifting: Might changed from 2->3
Heauge Mahscles: Might changed from percentage value to the hard value 10% ->4
Hide Bags: Carry Capacity changed from percentage value to the hard value 10%->2
Molars: Hunger Recovery changed from 5% -> 7%
Divine Stamina: Nugget Stamina changed from 18% -> 15%
Slow Burn: Nugget Food needs changed from 15%-> 20%
Divine Punishment: Twin increase changed from 2% -> 50% from current value
Elbow Grease: Might changed from percentage value to the hard value 5%->3
Round Cogs: Pump output changed from percentage value to the hard value 5% -> 2
Dam It: Pump output changed from percentage value to the hard value 5% -> +2
Cooking Utensils: Food cooking time was changed from percentage value to the hard value +5% -> +2 seconds
Tactical Evisceration: Gutting speed changed from +5% -> +14%
Tinctures: Hospital healing increased from +8% -> +20%
Efficient Pipelines: Pump output changed from percentage value to the hard value +5% -> +2
Fishing Lures: Gutting Time changed from percentage value to the hard value from 17% -> -2sec
REPRODUCTION SYSTEM
After multiple responses on the new mating system, we decided to change it more and allow players to slowly but surely progress forward. The new mating system will provide the player with a slow but a constant grow. Surely with some usage of the God Power everything can go horrible wrong... oh.. you are all Gods... Gods don't do any mistakes, so nevermind. New mating system will provide the player with a good amount of nuggets in order to fulfill all positions in the buildings and have enough available nuggets to build those buildings. The issue with the dying civilization is solved as well, so you can finally enjoy your growing civilization endlessly until you kill all your nuggets yourself.
The rate of nugget mating was increased
Number of kids increased from 3 to 4
Getting Twins chance decreased
WEATHER SYSTEM CHANGES
Time for the tornado & hurricane was changed in order to accommodate changes that were made to the Perk order. Players should have enough time to build the forecast tower & a bunker in order to protect their nuggets from complete destruction and death.
CEMETERY
We know you've been having issues with Gravedigger not being super productive, so we refactored cemetery completely. Before, Gravegigger was not able to keep up with all the madness you had in your village. Dead Nugget bodies were lying all over the place, infecting healthy Nuggets because of his laziness. Now, let us introduce introduce stronger, more productive and scarier than before Gravedigger TWO POINT OH. Now Gravedigger can collect multiple bodies at the same time, he moves faster and knows better what body should be collected first to keep your village nice and shiny. Cemetery Building by itself been redesigned dramatically. It was merged with Pyre! Gravedigger now will become a Pyre Manager! Yes, you got it right! He has been promoted as well. Graveyard has more space for the dead souls. Last but not least, Gravedigger will be able to reuse old grave spots, if nobody was visiting dead Nugget for a long time his spot will become vacant for a new "tourists".
PERKS DESCRIPTION & TOOLTIPS
In this patch we also introduced tooltips in order to help players to track Nuggets stat changes. Now each learned perk will show up on the Nugget panel and provide the data to the player about the effects that are applied to the nuggets. All the perks got a new perk description & a specific description for the tooltip feature.
BUILDING COST CHANGES
Water Reservoir Level 0 - 20 (W) : 30 (R) -> 10 (W) : 10 (S)
Eatery Level 0 - 15 (W) : 25 (S) -> 10 (W) : 20 (S)
Farm Level 0 - 20 (W) : 25 (S) -> 20 (W) : 30 (S)
Fish Hut Level 0 - 20 (W) : 20 (S) -> 15 (W) : 15 (S)
Warehouse Level 0 - 15 (W) : 20 (S) -> 20 (W) : 25 (S)
Hospital Level 0 - 25 (W) : 30 (S) -> 20 (W) : 10 (S)
Refinery Stone Level 0 - 25 (W) : 25 (S) -> 20 (W) : 20 (S)
Refinery Wood Level 0 - 25 (W) : 25 (S) -> 20 (W) : 20 (S)
Cemetery Level 0 - 10 (W) : 25(S) -> 10 (W) : 20 (S)
Forecast Tower Level 0 - 35 (W) : 35 (S) -> 30 (W) : 30 (S)
HAPPINESS
Nuggets now are getting influenced by many different factors that are happening around them. If you will treat your nugget with food & water, he will be satisfied with your kindness, but if you decide to break Nugget heart by taking his spouse away or abuse them, they will eventually try to commit suicide. So be extremely careful with the actions that you perform on your nuggets! Nuggets will gain or lose their happiness due to the next action:
Child Birth
Child Death
Being next to the corpse
Seeing the God using a Dark Power
Dehydration
Disease
Drinking
Eating
Next to the Funeral Pyre
Gay Mating
Graveyard
After they healed their disease
After they recovered from the injury
Being Homeless
Having an Injury
After the Le Cupidon power
Seeing the God using a Light Power
When they get married
When they mate
When they Oppressed
When they lost their partner (partner death)
When the partner left the family
When the partner didn’t show up on a date
When they Starving
Straight Mating
ART ASSETS
Evolution tower has a ground decal.
Hospital has a ground decal.
Archive has a ground decal.
Bunker 3d model was updated to occupy center of its reserved space.
Pre-Medieval well has now water inside.
Animated Fox model is implemented.
Mammoth model with animation is added.
Cemetery model is updated - now it has funeral pyre on its territory.
Ghosts-Nuggets with animation now will appear in the game.
New ‘Bite This’ animation for nuggets is available.
Nuggets now become mummies after death. Mummy model is implemented.
UI/UX CHANGES
Cemetery panel redesign. Cemetery and Pyre are now merged into one.
Redesign worker slots and added detailed tooltip on hover.
Redesigned nugget slots to show only their picture and progress - rest will be visible after hover. That way we are able to make panels a lot smaller so they won’t be in the way so much.
Redesigned buildings resources usage panel (bottom right) there is a demolish and turn on/off building button now.
Worker ID card update. Nuggets statistics are affected by numerous factors. Now you will be able to see the value and when hovering - list of factors.
Evolution tower. Added ‘more coming soon’ label when all researches are done.
Evolution tower mechanics change. Introduced new white perks.
MainUI update - added white perks research as well.
New worker slots, resources usage panels and close button added to:
Archive
Bunker
Cemetery
Construction Site
Eatery
Engineers Hut
Farm
Fishing Pier
Forecast tower
Hospital
Local business buildings
Prayer Enclave
Residential buildings
School
Stone refinery
Warehouse
Wood refinery
Warehouse
Water Pump
Water Reservoir
Water Well
Fixed tooltips for Education traits in Nugget ID panel.
PERFORMANCE CHANGES
Some of you might get a slight performance decrease. This is the result of more detailed Pathfinding Grid that wrapping planet around. We will continue working on Performance optimization.
Loading Times increased slightly.
KNOWN ISSUES
Please keep in mind, even though we did a tremendous job improving the overall AI Stability and Performance you still might come across some issues and bugs. Please report them to on our Forums and Discord
P.s: We also would like to say thank you to:
Eudaimonic
Nemisis311
jlreymendez
letsgo2u
For their contribution and active participation during this patch test & community mission. They all will receive Free T-Shirt with our game logo. Please send PM to Sasha or AlexK for the instructions on how to receive your T-Shirts.
Everyone else, who also participated during patch test & community mission, we would like to say thank you for helping us to improve the game. Your active participation will be noticed and awarded. Participate, respect each other and let your imagination go wild during those missions and test. Thank you all for sticking with us on this crazy ride! We hope you love all of the new additions, and we have plenty more in store for you. Stay tuned, stay in contact, and stay awesome! Don't forget to leave your comments below.
Please don't forget to add The Universim to your Steam Wishlist HERE
All our love, The Crytivo Crew
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Reasearch and Development of the Modular Residential Building System
Medieval Pharmacy Concept Art
Modular Medieval House Concept Art
Oil Extraction Tower
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Greetings, Creators!
Prepare yourselves for another dose of greatness. A substantial chunk of our time was spent improving and revising a few background systems, with a few still needing a little more polish before we make them live. One such system we’re putting quite a bit of work into is the Nugget pathfinding restructure. The improvements being made will ensure that Nuggets make better navigation decisions and avoid getting stuck in unfortunate situations. Additionally, another area receiving a lot of attention is the Creator Power system, which you’ll likely be very excited about.
However, before we discuss that further, we’re also introducing a brand new system in today’s patch. Nuggets will very soon begin taking notice of your actions in the world. The more or less you interact with the world through your powers and influence will change the amount of Faith they have in you. This is divided into Fear and Love. You can decide what kind of God you’re going to be. Doing evil deeds or harming Nuggets in some way will increase their Fear. Showering them with hugs and rainbows will naturally increase their Love, so long as they don’t hate hugs and rainbows.
Depending on their Fear and Love levels, Faith Towers will rise up in your civilization to indicate your Nuggets’ feelings towards you. We’re planning on adding different Research Perks based on Faith for you to play with in the future, as well as Nuggets acting a little differently based on their perception of you. As usual, this system is still very much in its infancy. We’ll be needing your feedback and patience to improve it in the future.
Now on to the super fun stuff: new Creator Powers! Awww yeah! We’re taking a couple more steps towards making you a proper god. Here’s what you’re getting:
GOD POWERS
Why bank on natural selection? Play the role of a divine matchmaker. Choose two Nuggets, climb inside those odd floating heads of theirs, and make them fall madly in love with each other. This way, they have the illusion of choice and you get to dictate which genetic attributes survive. Everyone wins. Hold down the Ctrl button and select the two Nuggets you wish to match.
This power allows you to selectively breed Nuggets. As you know, we’ve added genetics and traits to the game, which will seriously affect your civilization in the long run. However, this extends to everything like skin color, hair color, and so on. You can mix and match however you please! Although, it’s important to keep in mind that ending a relationship between two Nuggets for selective breeding will make them feel awfully depressed about their sudden and rather confusing breakup.
Is a building or Nugget looking a little under the weather? Give it a day at the “God Spa” to restore it back to its usual self. Well, unless the damage is emotional. There’s not much you can do about that. Hold down Ctrl and the Left Mouse Button to rejuvenate a target. Keep holding until the Nugget or Building becomes less likely to fall apart into tiny pieces.
There is no such thing as a slow day in your civilization, no matter how Nuggets may feel. When their work ethic begins to dim, give them a sharp reminder of who’s really in charge. You can either select this power via the menu and press Ctrl +LMB to use it on a Nugget, or cast it instantaneously by holding Ctrl and double clicking on a Nugget.
There’s no prescription quite like a delightful dose of joy and laughter. Give your Nuggets a little ray of sunshine to brighten their day. They tend to work harder when they’re happy. Once you’ve selected the power, hold down Ctrl and left click on a Nugget to give them a jolt of joy.
Take nature’s fury for a spin! If you are looking to increase your Nugget’s Fear level and also catch a great show while you’re at it, then a tornado is just the thing for you. It’s almost impossible to control, but watching debris and Nuggets flying around can be weirdly satisfying. Hit Ctrl + LMB after selecting the power to start the tornado, or hold Ctrl and spin the mouse in circles for a quick cast (gesture not yet implemented).
Let’s hope someone remembered to buy allergy medication, because it’s about to get awfully dusty around here. It’s not exactly a tornado, but the windforce will certainly cause Nuggets to tie themselves around the nearest tree. This is an excellent way to spread some Fear in your civilization. After selecting it, simply hit Ctrl + LMB to introduce a little wind, or quick cast by rapidly blowing on your screen.
Defy gravity and prove once and for all that you’re the most attractive entity in the galaxy. You can pick up any object on the planet and do with it as you please. Keep in mind, though, that Nuggets are very observant creatures, despite their apparent lack of eyes. Casting powers near to them will likely result in their puny little minds being blown.
In the Future
We will continue to add more powers to the game as we go along, so we would love to hear what kind of powers you’d like to see. The best suggestions could very well make it into the game. At the moment, we have plans to include the following powers:
Earthquake
Lightning Strike
Meteor Strike
Possession
Prioritize
Superheronize
Reincarnate
Plant Trees
Make it Rain
Bite It (attack)
BUILDINGS LIST
We are happy to introduce the Buildings List Panel. Now you can see all of your buildings sorted in one place. You can prioritize them, demolish them, and so on using the list. Later on, we’re planning on adding a building queue, which will allow you to sort which buildings you want to be completed first.
EDUCATION
Instead of running around eating dirt and performing potentially life-threatening activities, Nuggets can now spend their childhoods in schools learning from the collective knowledge passed down through the generations. In certain buildings, like the Refinery and Engineer’s Hut, educated Nuggets will be more productive. Some buildings will eventually require educated Nuggets to run properly, but you can still try and give the controls over to one of the village idiots and see how quickly they can set things on fire. You can get away with allowing students to teach themselves, but it will take far longer for them to understand the more complex stuff. Assigning a teacher to the building will increase education speeds.
PRAYER ENCLAVE
Every god comes across the problem of having to process an enormous amount of prayers. Fortunately, there is a modern solution to this. We are proud to introduce GodMail and the Prayer Enclave. Nuggets will finally have a special little place to ask you for help, send their regards, or possibly just annoy you with a fantastic heap of nonsense. Almost every prayer is going to be a new quest for you to solve or outright refuse. Accepting and successfully completing a quest will alter Faith substantially.
Nuggets will build the Prayer Enclave on their own, which means you do not have explicit control over its placement. In the future, there will likely be even more buildings that Nuggets will construct without your say-so.
We are only implementing a single quest in this patch to test the system, with more to follow soon. Like with everything else, feel free to give us quest suggestions! Here are some examples of what’s to come:
Punish my Neighbor
“Dear Creator,
I come to you with a broken heart. My neighbor, Bobrigo, just married the love of my life! I cannot stand for this. Every time I see his smug little smile, I have to punch a rock painting of a puppy. It’s such an innocent-looking puppy, too. Please help me. If you punish him in some way, you will earn every bit of faith I can muster. You’ll show everyone that justice exists!”
A White & Black Rock
“Dear Creator,
Tragedy has struck! An obnoxious boulder just rolled in out of nowhere and planted itself firmly in the middle of the farm. If it stays there, the village might starve! We haven’t mastered the art of working around problems yet. Some Nuggets are already drawing straws on who we’re going to eat first. The whole situation is worsened by the fact that a batch of Bloody Diarrhea fruit was ruined by that confounded thing. I was looking forward to those. Please help us out!”
PEARL DEERS
Pearl Deers now inhabit on a Mother Planet. You should begin seeing them wandering around, possibly in tight little family units.
PRE-MEDIEVAL ENGINEER'S HUT
The Pre-Medieval Engineer’s Hut will make your Engineer Nuggets more productive. You can use educated Nuggets to improve things quite a bit.
PERSISTENT WORLD
Nuggets can now see and feel your actions. Picking someone up will cause other Nuggets to flee. Such actions will increase Fear and decrease the Happiness of affected Nuggets.
CREATOR POINTS
Creator Powers will now require Creator Points. Creator points are accumulated over time, which can be sped up by increasing Faith. The more you use these powers, the faster Creator Points will be generated. We are still going to balance this system quite a bit more, so please submit your feedback via the forums or Discord.
CREATOR POWER QUICK ACCESS MENU
Hitting the Middle Mouse Button or Tab on the keyboard will open the Creator Power Menu. Every power is activated by holding the Ctrl button down before clicking. Let us know what you think!
CONTINUE READING HERE
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Playing as an omnipotent Creator is a fascinating and complicated endeavor. Players have the freedom to watch over and influence their Nugget subjects, like a child studying a particularly adorable ant farm. They have the freedom to shower the Nuggets with blessings, or sadistically shake the metaphorical ant farm into oblivion. With such a wide array of options available to the player, we’ve been discussing a system of… accountability. This is a God game after all, so we are bringing in a Faith system. Soon, Nuggets will respond appropriately to player actions - whether good or evil - and as Nuggets grow in Faith, players will grow in influence.
When the Player uses Creator Powers, they expend Creator Points. These Creator Points regenerate depending on the Faith of your population (the higher the Faith, the faster the points generate). There will be several ways for the player to raise the Faith of the population - the first of which is our new Prayer System.
We plan to add a new structure to the game The Prayer Enclave, where Nuggets go to pray. We will be treating their prayers as a kind of mini quest system. Players will be able to scroll through Nugget prayers, and choose to accept or reject them.
EXAMPLES
"Help little Jumby!
I took my eye off him for one second while he was playing in the woods, and he ran off with a pack of wolves! I just know they'll eat him up - but not if you find him and bring him back! If you save my little Jumby, I promise to have faith in you as long as I live!"
Objectives
Find Jumby and return him to his mother before the time runs out and he meets the unfortunate end of becoming a juicy Nugget steak.
Should the player accept, the prayer quest will become active and the player will receive a reward of Faith as a result of completing it. The player can also increase Faith by simply using Creator Powers within range of Nuggets.
But what happens if the player uses their power to set a Nugget on fire? Or throw a Nugget into space? This would certainly increase Faith, but it feels different than when powers are used in a more benevolent fashion.
Punish my Nemisis
“Dear Creator,
I come to you with a broken heart. My nemesis, Bobrigo, just married the love of my life! I cannot stand for this. Every time I see his smug little smile, I have to punch a rock painting of a puppy. It’s such an innocent-looking puppy, too. Please help me. If you punish him in some way, you will earn every bit of faith I can muster. You’ll show everyone that justice exists!”
Objectives
Find a way to punish Bobrigo.
A White & Black Rock
“Dear Creator,
Tragedy has struck! An obnoxious boulder just rolled in out of nowhere and planted itself firmly in the middle of the farm. If it stays there, the village might starve! We haven’t mastered the art of working around problems yet. Some Nuggets are already drawing straws on who we’re going to eat first. The whole situation is worsened by the fact that a batch of Bloody Diarrhea fruit was ruined by that confounded thing. I was looking forward to those. Please help us out!”
Objectives
Get rid of the mysterious boulder.
FEAR AND LOVE
With this in mind, we have added Fear & Love to the Faith system. Depending on a your actions, Faith will be fear-based or love-based. Prayer Quests will be labeled as good or evil (“Please let it rain on our crops!” or “Dismember my annoying Neighbour!”). Healing a sick Nugget will increase Love, killing a Nugget with a power will increase Fear, and so on. Fear and Love rise and fall independently of Faith, but they do have a profound effect on it.
Based on the current Faith, Nuggets will build monuments that will dynamically change based on the strength of their Faith in you. The higher their Faith, the bigger the monument will be.
LOVE TOWER
Nugget Faith is manifested in a way that mirrors the actions of their Creator. If the player has been causing mischief, faithful/fearful Nuggets will behave mischievously. If you have been a loving god, faithful/loving Nuggets will respond in kind. Everything has a give and take, though. While fear-based Faith can cause problems in the long run, it does generate Creator Points twice as fast as love-based Faith.
You can also choose to be a careless god and remain neutral. This way, Nuggets will continue their evolutionary journey with less interruptions from your side.
FEAR TOWER
Faith in general has such a profound effect on Nuggets that it will even affect their genetic traits when they are born. Populations with high Faith will have a higher chance of introducing positive traits (such as “Grind - This Nugget loves to work. Their stamina decreases 25% slower.”) to their population. Adversely, low Faith populations will be more likely to foster negative traits - but remember, selective breeding is a thing. Once a trait has been introduced, Nugget infants have a high chance of inheriting the traits possessed by their parents. Each Parent introduces a 25% chance of character legacy. If both parents share the same trait, the chance grows to 50%. (Special thanks to our fan for inspiration: Hazonic)
Let’s dive into the specifics
Imagine listening to Nugget prayers every moment of every day. Nothing could be more tedious. That’s why you have the convenience of the Prayer Enclave at your disposal. Instead of parking yourself in front of a divine telephone, you can simply check your mail whenever you desire. Nugget prayers are displayed once you click on the Prayer Enclave. They are listed in order of appearance, but you can sort through them in numerous ways. Selecting a quest will display more information about it.
The Menu
Hey, this looks familiar. Here’s how it works
Inbox - Contains the latest batch of prayers, straight from the mouths of Nuggets. It suddenly seems less appealing...
Started - Should you accept a Nugget’s quest, it will be moved to this tab.
Responded - Completed quests are found here.
Spam - There’s no telling what lurks in this tab. Be warned.
Trash - This is the home of rejected prayers. It could be that they went against everything you stand for, or maybe you just didn’t feel like doing them. You’re the boss.
Analyzing a prayer
Once you’ve got an idea of what the quest entails, you can either accept or reject a prayer. Accepting a quest will make it active, which activates its timer if it has one. This means that certain quests will need to be completed with a bit of speed.
Don’t go accepting quests willy-nilly, though. Most of them have consequences. This is where the concept of good and evil comes in, which translates into love or fear from Nuggets. The heart and skull symbols in the Prayer Enclave indicate what each quest entails from a moral standpoint. You can probably figure out which is which. It will likely be difficult to always be good or bad, so sometimes you have to make a tough decision. This could mean missing out on a decent reward to stick to your chosen morality.
We hope you love the new system! Let us know what kind of god, you think you’re going to be and share your ideas about what type of side quests we should add to the game.
Thank you for your time!
All the best,
The Crytivo Crew
Hello Almost-Creators!
We are super excited about the game, and our devs have been working tirelessly to improve and expand it. That being said, we know we have many fans that are not ready to take the plunge and fully support the project. We want you guys to join our family and share the journey with us! Today we're releasing a new Demo update that includes numerous bug fixes and improvements. As usual, the Demo version has some limitations, and is a few versions behind the Current Early Access version available through our website. We hope you guys enjoy it!
We love when we receive feedback on our Discord channel and Forums! As always, don't forget to follow our dev updates via Twitter
Greetings, Creators!
What a crazy life we lead! Just this past week (more or less), our team attended Gamesom in Cologne, Germany for the very first time. It was an incredible show, packed to the rafters with thousands of attendees - and better yet, plenty of our fans. The feedback was overwhelmingly positive, and we were so pleased to see everyone grinning madly in front of their monitors. We can only imagine what terrible things some of them were doing to those poor Nuggets. Nevertheless, it was quite a sight to see so many gamers standing in line to give The Universim a try. So many, in fact, that we were forced to reduced the demo time from 45 to 25 minutes just to allow more people to play. This was a little sad, as 25 minutes is definitely not enough time to fully grasp what The Universim has to offer.
Twelve of our fantastic team members garrisoned the booth, signing t-shirts and posters for all of you who stopped by to give us hugs and high fives. Thank you again for stopping by! It was an absolute pleasure meeting you all. Overall, Gamescom was a smashing success. We were able to collect a lot of feedback by directly engaging with attendees and observing their respective playstyles. We brought some great notes home that will help us iron out some of the flaws in the design. We’re all about making the best experience possible, and we plan to stick to that philosophy. With your continued support, more and more exciting new features will be implemented that are sure to tickle your fancy.
Want to see more from Gamescom? Check out some photos from the event Here
This month’s patch is going to be a little smaller than usual, mostly because a significant portion of our team was out conquering Gamescom. However, we were still able to implement a few new features, do the usual bit of bug squashing, and increase performance yet again.
We’re introducing a whole new system in this patch:
NUGGET TRAITS
This system will allow us to breathe a little more life into the Nuggets.They will finally have their own unique character traits. Some Nuggets might be a little slower and lazier, and others might be motivated and hardworking. We decided to take this system one step further and implement the idea of lineage and inheritance. Now, the parents’ traits can be passed on to their children with a certain chance to inherit characteristics from either parent.
For example, if both parents have the laziness trait, there’s a pretty good chance that their children will develop this trait as well. The good news is, you can perform a little “natural selection”, by sending Nuggets with negative traits to explore the cosmos without a spacesuit. Although, you can also use schools to alter Nugget traits. This is just the initial implementation of the system, so we definitely want to hear your thoughts on it.
HERE ARE SOME EXAMPLES OF NUGGET TRAITS
NEGATIVE
POSITIVE
WILD LIFE
You will also probably notice that we have started to implement animal wildlife again. They’ve gone through their much-needed round of rehabilitation. Some of the truly magnificent ones made it into this patch. Whales, fish, jellyfish (that glow at night), and turtles have been added to the game. Soon, Nuggets will be able to hunt them down or maybe even try and domesticate a few of them. Who wouldn’t want a whale as a pet? Would they get along with the mammoths?
NAKED NUGGETS
We’re adding naked Nuggets. Alright, stop giggling, it’s perfectly natural. When Nuggets initially begin discovering all of the wonders of the world around them, they will do so in their bathing suits. It’s enormously comfortably and rather freeing, but winters do pose a threat to bare bottoms and overall health. Please don’t be too curious - Nuggets need some privacy, too. If you look too closely, you’ll likely come across armpit hair, and that’s some nasty stuff in a world that is yet to discover soap.
CREATORS MODE
We are also rolling out the Creator Mode. This is somewhat experimental and unbalanced. This mode will have all of the buildings unlocked from the beginning, and you’ll have infinite control of Creator Powers and abilities. Our intention is to make it a fun sandbox experience where you’ll be able to test new things without having to spend too much time trying to get to them via traditional methods.
Whew! Hello Creators!
Yet another crazy month has flown by, which means you can expect a generous helping of features that are sure to make your experience even more stable and exciting. We made a promise in the last update that we were going to concentrate more on the overall stability and hold our horses a bit on the new content. Well, we failed! Alongside a slew of bug fixes and optimizations, new content is making an appearance.
A few new systems are sneaking in with this update, which we’ll be tweaking as time goes on. Firstly, the Happiness system will be used in a whole manner of Nugget subsystems. It will add even more personality to your beloved Nuggs.
Also, you now have the option to send Nuggets scurrying to a Bunker during times of trouble. Of course, if you prefer, you can alternatively leave them out in the storm to test the effects of tornadoes on squishy mortals. We’re not going to tell you how to do your job, but knowing the facts will certainly help you make more informed decisions. For instance, it’s important to keep in mind that sending Nuggets to the bunker during earthquakes will simply result in a new mass grave for future archeologists to uncover. Well, if your civilization still has a future.
We hope you all enjoy the update! Check out the detailed patch breakdown below for all of the changes, including improvements to the save/load and research systems:
NEW CONTENT
Happiness System
"Life is like a box of Bloody Diarrhea Fruits."
Nuggets are now susceptible to depression. Players will suffer a penalty for being cruel to the universe’s cutest creatures! Player actions and a Nugget’s surroundings can either make them happy or sad. If their surroundings are too depressing, the only way to bring their Happiness up from a depressed state is to give them some form of entertainment. Players can now build “Local Business” structures, which Nuggets can enter to be entertained.
DOWNLOAD NOW
It’s Demo Release Day! YAY! The last “demo” we released on steam was a very long time ago. In reality, it was a tech demo, which means there wasn’t much to do beyond flying around the world listening to the planet tell you a story. Add in a few neon lights and that would’ve been quite the trip! Today we’re happy to announce that we’re updating the Steam Demo with an entirely new one, which actually lets you experience what the game’s really about. It’s important to keep in mind that the demo is always going to be a few versions behind the latest release, so certain bits of functionality or bugs fixes will be missing. We’ve been receiving a lot of questions pertaining to whether or not someone’s PC can run The Universim. Now you can test it for yourself and get some peace of mind before you join our awesome family.
Our vision is clear: we would not encourage anyone looking for the best possible experience to purchase The Universim at this stage, due to it still being a work in progress. We understand that Early Access is not everyone's cup of tea, and we respect and appreciate that. We are incredibly fortunate to have our amazing community that continues to test and improve the game alongside us every day.
As you can tell, we’re also very passive with our marketing approach. We’re not investing anything into major game promotion campaigns just yet. At this stage, we’d rather put our efforts entirely into the development of the game instead of constantly trying to bring in more purchases for a quick fix. We hope the frequent patches with a great spread of new features and bug fixes proves that for you. We’re also holding back on contacting press at this time. If you're wondering why nobody talks about The Universim on gaming sites, now you know!
The new demo is available for download via Steam RIGHT NOW. It will be available through other digital distribution platforms later on. Let us know where you would like us to upload it.
Remember, we won’t be directly supporting the demo version with patches. Certain issues were resolved in newer updates, which is why we are avoiding the whole demo patching process, but none of them should be game breaking.
Please go ahead and share the news with your friends and family. As always, we encourage you to leave us your feedback on our Forums or join the live discussion on our Discord channel.
Also, don’t forget to follow The Universim and Crytivo on Twitter and Facebook. We publish updates pretty often there and would love to hear your opinion before we officially announce or present them on our website.
Oh, and before we forget. If, by any chance, you find yourself in Germany (Cologne) next month, be sure to stop by our stall at Gamescom for some great swag and a meet and greet with the team!
Thank you all for amazing love and support!
Crytivo loves you, too!
Hello Creators!
Hold on to your Nuggets! There’s quite a bit in store for you today. It’s been another amazing and super productive month. The team’s momentum never slows. They’ve been squashing bugs left and right, as well as improving the game’s performance and your overall experience in the game. So many things have been ironed out thanks to the help from all of you! Your support and feedback is outstanding and does more good than you could ever know. Please continue reporting bugs and issues via Discord, the Forums, or simply sending us Tweets or commenting on Facebook. Thank you for everything you do! Alright, let’s not make this all about you, shall we?
LOAD & SAVE (BETA)
We’re happy to announce the initial rollout of the Save and Load system o/. We know, we’ve been keeping you waiting for quite some time, but this is a surprisingly complex system due to a few of the technical aspects of the game. This comes down to how we save procedurally-generated content. We needed to ensure 100% accuracy when you load your game back. We are releasing the system with a few limitations in somewhat of a beta mode. Right now, you’ll only be able to have a single save file, but remember that this is only for initial release. This will help us collect and identify bugs more easily.
How does it all work? We’re introducing unique saving mechanics to The Universim. Saving is going to be an actual part of the in-game experience, tied to a certain mechanic. In order to save your game, you’ll need to construct the Archive Building. This structure stores the entire history of the Nugget civilization (also known as save files). When the building is functioning properly, the game can be saved. If the building is destroyed, you’ll likely feel a slight build up of anxiety over the fact that progress will no longer be saved. There will also be an autosave option that will allow your Nuggets to write their history on their own. Of course, you can load your game back at any time from the Archive building or main menu.
As you probably already noticed, we want The Universim to be a challenging experience where every action can lead to a potential disaster for the Nugget civilization. As a result of the game being a work in progress, balancing might be an issue at times, but we work hard to fix issues as we go. At times, you might find yourself thinking that a particular feature is too aggressive or impossible to overcome. Please know that we are developing systems that will allow you to properly deal with negative situations and turn things around.
TORNADO
At this point, you’re going to have to choose to either hold onto your Nuggets or your buildings, because something is going to be blown away! Tornadoes have now been added to the game. They are the latest natural disaster to be implemented and will threaten your civilization whenever they appear on the planet. It’s an enormously destructive phenomenon that can potentially eradicate your entire civilization, but the good news is that it’s very rare and the chances of it hitting your village is very low. If it actually does decide to pay your civilization a visit however, we extend our condolences. In the future, you will be able to direct tornadoes using Creator Powers.
NUGGETS WITH BEARDS
Yes, you read that right! Now you can admire the glorious, shapely, and impeccably-groomed (well, maybe not always) facial hair found on certain Nuggets. What’s cooler than seeing a barbaric Nugget with a thick, red beard yelling unintelligibly about something in the middle of the village? It’s even better seeing them scream like an upset gerbil when picked up and thrown.
However, we didn’t just add beards to the game, we added the innovative Dynamic Beard System™ . With Research Perks, you’ll be able to alter how your civilization looks. Some perks will either reduce or increase the percentage of Nuggets that wear beards with pride. This can be something like the Stone Shaving Blades Perk. It has the unfortunate side effect of leaving Nuggets irreparably scarred, but they’ll feel so much fresher with a shaven face. On the bright side, the scarring will at least add something new to their usually emotionless appearance.
NEWS GROUPING
We feel that you might start getting overwhelmed with the amount of news being sent to you by your civilization. We decided to introduce the News Grouping System to remedy this. This system will combine a number of similar news stories that occur within a short time period together into a single event. Of course, we will allow you to choose the manner in which news is delivered to you from the News Archive panel. So far, there are 3 options: Full - will show you all news messages without grouping; Minimalistic - you’ll only see icons related to events; and Compact - similar news messages will be combined into groups. We hope you like it!
MOAR
Introducing a new Age: The Age of Enbrightenment (Previously known as Medieval). We will be adding new structures and upgrading existing structures when the player advances to this point. So far, the upgrades we have are:
-Upgradable Farm - Increases available plots, and allows two farmers in each farm.
-Upgradable Well - Increased maximum water capacity and refill rate.
-Upgradable Reservoir - Doubled amount of water stored.
-Upgradable Water Pump - Double water output.
-Eatery and Hospital from previous patch.
HEAL POWER
To kick off the initial Creator Power implementation, we’re starting with the Heal Power. This Power allows you to heal Nuggets, repair buildings, or even regrow resources that have been harvested. It’s like a trusty multi-tool. You can select this Power from the Creator Power Menu and use it by holding the left CTRL button before clicking on the desired object. This feature is still in an incomplete state, so expect a few missing pieces here and there. The Heal Power will be improved in future patches. We rolled this Power out as quickly as possible in order to help combat the Engineer bug that could still potentially appear. This involves Engineers not performing tasks properly. We believe the bug to be fixed, but precautions are never a bad idea.
-New Improve Nugget Portraits in the Nuggets ID Cards. Now Nuggets have accessories and you can even rotate them.
-Now Evolution Tower Research Panel can be open from the main UI
NEW EVOLUTION PERKS
-Hide Bags - Increase Nugget carry capacity
-Tinctures - Increase Hospital heal speed
-Iron Stomachs - Decrease chance that Nuggets will get sick
-Fertilization - Unlocks Farm upgrade
-Artisanal Waterworks - Unlocks well, water pump & reservoir upgrades
-Cooking Utensils - Decrease Eatery cooking time
-Mortar & Pestle - Decrease hospital medicine preparation time
-Molars - Decrease the time it takes Nuggets to eat
There are so much more have been fixed and added, please continue reading here: NEW PATCH - ARCHIVED PATCH NOTES
OTHE NEWS
GAMESCOM 2017
Yes, we're going to Gamescom this year! If you’re planning on heading there, be sure to drop by our stall. We love meeting each and every one of you. Most of the team will be there to showcase The Universim to attendees. We’ll be there from August 22 to 26, and, you can find us at Hall 10.1 Aisle. Stop by to pick up some awesome swag. If you mention you’re already part of the family, we’ll treat you as a honored guest!
DEMO
Our demo has become super outdated on Steam, so we're planning to release a new version in the middle of the month. Demo content will be limited, meaning that certain buildings will be locked and the game itself will be several updates behind the live version. We're also not offering any additional support for the demo. We want to give newcomers the opportunity to try the game out before they buy it. It will also act as a great tool to test your computer’s performance before purchase.
There are so much more have been fixed and added, please continue reading here: NEW PATCH - ARCHIVED PATCH NOTES
Hello Creators!
It has been another great month for The Universim! Firstly, we restructured a number of internal systems in preparation for the Save and Load functionality, which, if everything goes according to plan, will be released as a hotfix for this patch or in V17 (cross your fingers, Creators, we’re very close!). On top of that, a lot of work has been done in other important areas, such as the various Building Upgrades we’re rolling out. In this patch, we are introducing the upgraded Eatery and Hospital, with more scheduled for upcoming patches.
Another exciting bit of news is that we are putting more work into Creator Powers, which have seen some fun improvements since the last update. Nugget bodies were redesigned slightly so that they react to events, like you breaking their bones, more naturally. You’ll now be able to pick Nuggets up and toss them about, dead or alive. We heard that seeing dead, disease-ridden Nuggets lying out in front of Eateries is an unsavoury sight for most, so now you can pick them up and send them on a lovely trip to meet the sky gods.
Alright, let’s get down to business.
Nuggets are unique and sensitive creatures. Our team spends a crazy amount of time making them feel as alive as possible when you play with them. They feel hunger, thirst, and fatigue. They can also love and hate. And, they have thoughts that change based on their current task and situations around them. However, we would like to make them even more special. We’re happy to introduce Nugget Traits.
Nugget Traits are unique characteristics that will make certain Nuggets increase or decrease in productivity, make them a heavier eater, or even make them completely lazy. Character Traits are assigned randomly to new Nuggets upon being born. Nugget infants have a high chance of inheriting the traits possessed by their parents. Each parent introduces a 25% chance for their child to inherit their traits. If both parents share the same Character Trait, then that chance grows to 50%
With Creator Powers, you can change a Nugget’s Traits, or simply filter bad Traits out by introducing Nuggets to “natural selection”. It’s unfortunate that heavy rocks have the tendency to fall on lazy Nuggets. It’s a known phenomenon that your civilization can’t quite yet explain. Negative Character Traits can also be changed in Schools.
HERE ARE SOME EXAMPLES OF NUGGET TRAITS
NEGATIVE
Gourmand - This Nugget loves to eat, as heavier eaters they consume 25% more food.
Hermit - This Nuggets doesn’t like others. They form families 25% less often.
Lazy - This Nugget is lazy. Their stamina decreases 25% faster and they rest 25% longer.
Weak - This Nugget is very weak, their might and speed are decreased by 15%.
Devil - This Nugget will sometimes set someone's hut on fire or torment other Nuggets.
POSITIVE
Nibbler - This Nuggets doesn’t eat much. They get hungry 25% slower.
Grind - This Nugget loves to work. Their stamina decreases 25% slower.
Antsy - This Nugget’s movement speed is 25% faster than others.
Immune - This Nugget will never get injured or sick.
We hope you’re as excited as we are about this new feature. Share your ideas about what type of Traits we can add to the game that will make Nuggets even more unique and interesting to play with. As always, we appreciate your love and support!
Best Wishes,
The Crytivo Games Team
NEW CONTENT
Here we are again! We’ve brought our usual (rather lengthy) list of updates with us. We’re finally back on track after our painful migration process, and we’re super happy to start adding new content to the game. Let’s just chat about one small thing before we dive into the patch notes: save and load.
We hate to say it, but it’s not going to make it in this patch. However, this is priority number one right now. Our team is working hard to get it up and running without a ton of bugs strapped on for the ride. It’s a very challenging and complex task due to the nature of our procedural environments. Usually, a save and load feature isn’t particularly difficult to implement in games that have more static content, such as pre-designed levels and maps, as well as certain time-of-day lighting characteristics and so on. It comes down to how our game was designed. In The Universim, everything is dynamic: the weather system (and seasons), object distribution on the planet, building placements, etc. All of these need to be stored correctly.
You don’t want to boot up your save to find your Eatery atop a mountain that was never there in your previous game, for example. We know how frustrating it can be to play the game without a save/load function. We really feel your pain, as we also have to test the game and run it from the beginning on a daily basis. This shows how important a save/load function is, even for us, and also how many problems we are encountering to get it up and running. We hope you understand, and we cannot apologise enough that it has taken us longer than expected to get it working. However, there is some good news. The save and load function isn’t going to be like other games. It has become an interesting feature, one that we think you’ll love it.
:(
We’re also happy to let you know that we’re pretty much done with Stone Age! We know it’s been a long time coming, but the Stone Age is the primary testing platform for our simulation engine, Prometheus. Most of the core elements have been implemented in this Age, and we’re finally happy with where it’s at and we’re ready to move on. Grab your drinks. Let’s celebrate!
Alright, back to our updates.
There are a few highlights in this patch:
DISEASED AREAS
What’s that smell? You guessed it! Dead Nuggets, from here on out, will generate a diseased area around their corpses if nobody takes their bodies to the Cemetery and performs an appropriate ceremony. This involves clapping three times before moving one’s hands in a circular, counterclockwise fashion; kissing the tombstone while peering longingly at a sack of fish; and then quietly whispering the lyrics to everything’s gonna be alright. Naturally, the ceremony isn’t a crucial element, but Nuggets are a superstitious bunch. Diseased areas will infect healthy Nuggets that are unfortunate enough to come too near. After a Nugget’s corpse is removed from the area, the contaminated zone will linger for a small while before disappearing.
FUNERAL PYRE
Speaking of smells, something is definitely cooking! We heard that you weren’t happy with how fast Cemeteries were being filled up (considering the amount of space they use), so we have added a new option to facilitate the passing of your beloved Nuggets. Introducing Funeral Pyres, an ‘advanced’ Stone Age technology that allows you to incinerate friends and family alike. Funeral Pyres consume wood for the burning process (fires are pretty difficult to get started when you actually intend to set things alight) and each Nugget corpse will take a certain amount of time to cremate.
Funeral Pyres are prioritized over Cemeteries by default. Therefore, if you have an empty Cemetery and an available Funeral Pyre at the same time, a Nugget’s body will be delivered to the Pyre. Of course, if solving problems with fire isn’t really your thing, you can always turn this building off and allow the elegant and somewhat beautiful Cemeteries to grow around your Epicenter.
This is the initial implementation of the Funeral Pyre. We are also developing a family system, which will gather a dead Nugget’s family together beside the Funeral Pyre to say their last farewell. Funeral Pyres will also affect Nuggets living or working nearby, causing their Happiness to drop.
NUGGET ACCESSORIES
Nugget fashion is on the rise! They’re looking rather fancy all of a sudden. Well, it’s functional, at the very least. Nuggets now have access to accessories. These items are added to them based on the task/job they’re currently assigned to. This not only looks impressive, but it also helps you to identify what kind of job a particular Nugget is doing. Accessories will be updated as your civilization advances through the ages.
NUGGET ANIMATIONS
See those moves? Our artists have been working on them day and night. Tons of new animations have been added to the Nuggets. Even though it’s difficult to see, Nuggets are doing things like bending their knees and grabbing stuff with their toes, among other additions. Nuggets now also ragdoll during (and presumably after) death. We also did some of the initial work for the system that will allow you to pick them up and throw them around like you’re training for the new Nuggetball season. Hey, it’s your civilization, and you’re kinda their god, so who are we to judge what you do with your once loyal and loving subjects?
COMPLETELY REDESIGNED FARMING
No, we didn’t create marvelous innovations that will take the field of agriculture to new heights. However, we did change farming mechanics dramatically to minimize the micromanagement that plagued the previous iteration. We introduced a new Farm in our previous update, Shadow Patch, but it still needed some work. Now you can plant not only the juicy fruits with the delightful characteristics you’ve come to know and love, but also helpful new herbs.
Keep in mind that certain herbs might make Nuggets feel a little strange. These are for medical purposes only! Introducing them into daily meals is a very bad idea. Farmer Nuggets will also have to take better care of all crops. Without the appropriate care, crops might wither and produce far less food. Crops now use water based on their biome preferences as well. For instance, if a grassland crop is suddenly forced to grow in the desert, more water will be required.
AUTO-ASSIGNMENT
TO KEY BUILDINGS
We know you’ve been wanting this for some time now. You know what? It’s yours. When Nuggets decide to quit their job, purely for health or family reasons, of course - not because you’re bad manager or anything - their slot will automatically be reassigned to a new Nugget by our personal eye in the sky (not one of yours). You no longer have to worry about refilling slots when someone checks out early. If a Nugget decides it's done, let the system handle it while you have fun. Now that’s an above-average jingle!
WAREHOUSE
Store it or lose it! The Warehouse is another new building in this patch that will finally offer you new voids to fill. This is only a simple implementation right now. It will be linked to more functionality later. This building will be heavily utilized for production in the future. Food and building materials (such as cement, glass, bricks, etc.) will be delivered from Factories to Warehouses.
NUGGET STAMINA
Just listen to them snore! Nuggets aren’t the undying workhorses we wish they were. They can get tired and drop to the floor to recharge their batteries. The amount of hours you get out of them depends on their make and model. Comfort plays a significant role in their lives, as it does for anyone, which entails that using a rock out in the wilderness as a pillow is likely not conducive to a good night’s rest. It would be far better if they can head home to the slightly better rocks they use as beds. Nuggets that rest at home will be more productive.
FISHING SEASONS
No more hover boats for these sneaky Nuggets. Previously, you probably noticed Fishing Nuggets scooting their boats along the ice like they were smothered with butter. Well, there will be no more of this particular silliness. With the introduction of Fishing Seasons, fishing stops during winter to give the lakes a chance to melt. Make sure to collect as much food as possible before the brutality of winter comes. Additionally, Fishing Nuggets look snazzy in their new outfits. However, they look less great when bobbing up and down face down in a lake. Take care of them!
SEASONS
Have you ever felt colors before? Well, now you can. With our new season improvements, the entire planet is more alive and dynamic than ever. Trees will change their appearance based on the current season, with their leaves turning into a lovely shade of red during fall. However, they look particularly leafless during winter. The Universim has a very complex lighting system, so our engineers spent a ton of hours delivering these gorgeous, dynamic visuals. It’s extremely difficult to work with the lighting on spherical worlds, but we’re proud of our achievements in this area. Overall, the lighting system has been dramatically improved. This includes improvements to the sky, which will reflect seasonal change as well. We hope you’ll enjoy the new sights!
IMPROVED AMBIENT
SOUND SYSTEM
Some legends say that if you listen closely enough, you can hear the planet turning. Give it a go and report back to us. Planets in The Universim are not only dynamic in visuals, but also in sound. Every biome will now have a unique ambient sound scheme specifically designed for it. They are linked to both the seasons and the day/night cycle. Everything sounds different based on the conditions around you. Our team will continue to work on improving the game in every area, whether this be gameplay, visuals, or sound, you will always have a more refined and enjoyable experience delivered to you every month.
PLEASE CONTINUE READING FROM OUR WEBSITE HERE
Psst hey you!
We always have something amazing to share with you!
Today we took another step to ensure a transparent relationship with our fans. We’re happy to announce that now you can join our Official 'The Universim' Discord channel and start sharing your amazing ideas with everyone. Stop sitting in the corner, share your love with us today!
We hope to chat with you very soon and don’t forget to bring your friends to the party, it’s gonna be hot!
Here is your invite: https://t.co/6kGKAtJGdN
Oh boy, what a year. It’s been a blast to share this year with you, our friends. The Universim continues to grow and shine ever more each day, thanks to you. A lot of fundamental work was done in 2016 that will allow us to implement more features at a quicker pace. Our team has been working tirelessly and did everything possible to ensure we deliver our promises on time. We really appreciate your amazing support and understanding. The Universim generates a lot of attention - our fan base continues to grow every day with absolutely nothing spent on PR or marketing. That can mean only one thing: you shared your excitement with your friends and family, and that’s what made this project successful. Since our Kickstarter, we have made some risky moves that allowed us to increase the production quality and overall scope of the game. We have also reached out to multiple suppliers in order to choose the best-quality physical rewards for our Kickstarter supporters. All of our Kickstarter backers have received access to the game, and your physical rewards are ready to be packed into delivery trucks and delivered within the first few months of 2017.
After our Kickstarter, we decided to extend the development time of The Universim, because with a little extra time we can make The Universim so much better. We want it to be a dynamic and emotional experience for everyone. There are lot of soulless projects on the market that players forget about within a few months, if that, and we don’t want to be just another forgotten title. The Universim is in open-ended development, which means we will continue developing the game even after we release all of the planned features. As long as the community stays active and supportive, we'll be here gold-plating the game. We really love what we’re doing. The Universim is such a unique and riveting project. In 2017, we will continue to update you regularly and remain 100% transparent. We will stay true to our vision.
Thank you all for the amazing journey that you shared with us in 2016. We wish you a very Happy New Year. May you, your friends, and your family stay healthy and happy! We will do everything we can to make you proud to be a pioneer of The Universim.
Happy New Year!
Yours sincerely,
Crytivo Games
It’s that time of year again!
Ah, the sound of bells and cash registers echo throughout the streets as Christmas nears yet again. Very soon you’ll have to deal with your awkward cousins and distant relatives. But fret not, you can always escape to your safe haven and play some more of The Universim while the roast cooks.
Speaking of The Universim, it’s been quite the year, hasn’t it? We’ve come a long way, in terms of both development and the knowledge we uncovered therein. There have been many laughs, a few hair-pulling antics, and the occasional cry, but we’ve made it out stronger than ever. And so has The Universim. Thank you all so very much for being with us on this journey. Your encouragement and enthusiasm is the best present our small team could ever ask for, and you’ve provided buckets of it.
The game has expanded so much since our initial reveal on Kickstarter, with features changing for the better and new systems making their way into the game. It is finally beginning to shape into the game we all dreamed of. The next year promises to be even better!
Have a fantastic holiday!
Thanks again, The Crytivo Crew
The Universim nominated for Indie Of The Year Award! We need your help Creators! Vote Here: http://www.indiedb.com/games/the-universim
Don't forget to share this with your friends! Let's see how powerful our community is! o/
WHAT HAVE YOU BEEN DOING OVER THERE?
Good question! Thank you for asking :P.
We’ve been somewhat absent since releasing our hotfix for the Cheesecake patch on October 22st. In the patch notes, we mentioned that we’re going through a major in-game engine update, which you know as Prometheus. This is a huge milestone in the development of The Universim and it’s very, very important for us. A few issues were encountered that needed to be ironed out before we broke something or designed a feature around a flawed system. After we’re done cleaning and optimizing the project, we will now properly be able to introduce your most-wanted features, such as: new eras, save and load, advanced artificial intelligence for Nuggets, and more that you can read about below.
So much that we’re basically turning into workstations ourselves! On top of new features, we’re optimizing, reimplementing, and redesigning a lot of systems. Let’s break it down.
PLANET GENERATION OPTIMIZATION
Some of the biggest changes reside within the planet generation engine: it’s so much faster now. We reduced loading times and memory usage quite significantly. You’ll likely be very pleased with how it turned out. This allows us to add more objects, have bigger planets, and have more simulation calculations happening at the same time. We also mapped our planet with the road networks and city expansion patterns for future needs. Planet biome temperatures were optimized as well. Now, temperatures are more accurate and easier to understand. A lot of love has been invested into this process. After all, planets are our playground and we want them to perform well.
Pathfinding on the planet is another area that was optimized. Animal AI and Nugget AI can be very taxing depending on the amount and actions performed. It’s now faster and smoother than a speeding roller coaster. Nuggets have a much better understanding of their surroundings and can easily find the shortest path to their destination.
NUGGET'S ARTIFICIAL INTELLIGENCE
Oh boy! We’re having so much “fun” working on this. There’s a lot of thinking and a lot of planning involved in this process. Mainly because all Nugget stats are connected and the environment changes dynamically around Nuggets over time, so we want them to understand the current circumstances and decide what is more important to do at a certain time. Things change on the fly and we need to make sure Nuggets make reasonable decisions without your direct intervention. Nuggets now compare distance vs quality before making their decision. For example: cooked food is better than raw food for Nuggets, they become happier and more satisfied by eating cooked meals. It also keeps Nuggets full for a longer period. In the past, Nuggets were always choosing cooked food over raw food, which in some circumstances was a bad decision because the distance and wait time would be more wasteful for them than simply grabbing a nearby fruit. Nuggets now check this information before starting their journey. However, this doesn’t only apply to food, it applies to any resource they need to collect to finish their task or satisfy their needs.
Our system prioritises tasks for Nuggets dynamically. This allows us to quantity the number of available Nuggets vs busy Nuggets. If there is a need for extra stone, the system will not send all 20 Idle/Free Nuggets to mine stone. The system will task Nuggets to the job one by one and check the weight of that need based on the amount of Nuggets now assigned to it. This way, the system dynamically assigns Nuggets jobs based on the current situation, and it no longer prioritises one job above all else when assigning them. It will only send 5 Nuggets to help build a Hut instead of sending 20 of the available group, because the system now understand that 5 Nuggets are more than enough to finish the task.
Nuggets will also understand if certain buildings need extra support (like Eateries, Farms, etc) and automatically assign themselves to those buildings. If a Farmer dies of old age or from the unfortunate and somehow all too common event that a mammoth stepped on them (how didn’t they see it coming?), another Nugget will fill this position without your interaction.
Our goal is to make Nuggets feel alive. We want you to feel like they are truly organic, living beings.
What we’re doing right now is really going to make it easier for us to balance things out in the future. It’s also important to keep in mind that we’re only talking about changes that you’ll see on the frontend, there are also tons of changes happening behind the scenes as well. We’re developing debugging tools that help us to understand why Nuggets made a particular decision, such as where they are going, what they plan to do next, and what triggered these actions. A lot of amazing work has been done, but there’s a bit more that needs our attention.
NUGGETS THOUGHTS
While some of our engineers have been busy optimizing and improving things, others have been working on new features such as the Nugget Thoughts system. Nugget Thoughts are pretty much exactly as they sound. We developed a system that will allow you to see what Nuggets are thinking about their current situation. It will show you their thoughts regarding things like their work, relationships with their spouse and children, current feelings, etc. This will help you to better understand what the Nugget is up to, such as if they plan to burn things to the ground or they’re ready to start a family. This is a cosmetic element that will add even more personality to Nuggets. Here are some examples of Nugget Thoughts based on their daily activities:
GENERAL (IDLE) THOUGHTS
Attempting to initiate mating with a partner who is in a bad mood can often end in disaster. This is no different for our beloved Nuggs! The Happiness system affects Nuggets in numerous ways, and we’re going to give you a heads up on what you can expect from Nuggets when they’re a little moody.
Let’s start out by saying that each Nugget’s mood is unique. Sometimes there can be a general emotion blowing over your civilization, but every individual usually has their own mood, which can often be affected by their personality. We’re developing a system that will randomly assign personalities to Nuggets at birth. This system will make some Nuggets grumpy (you’ve met plenty of people like this, too, right?) and fill the lives of other Nuggets with sunshine and daisies. You may even see them skipping about or chasing the occasional butterfly. Nuggets with high Happiness levels will enjoy a slight productivity boost and will always be willing to perform tasks.
Happiness bars decrease at different rates for each Nugget. There are multiple stages of Happiness that change a Nugget’s behaviour. When a Nugget’s Happiness reaches 70%, their productivity decreases slightly and they move a little slower. Imagine yourself at work on Monday morning after a crazy evening the night before. That’s basically what Nuggets have to go through every time their Happiness hits 50%. Nuggets will start slacking off during their regular duties, decreasing their productivity even further. When a Nugget’s Happiness reaches rock bottom, that’s when it should really become your concern.
This is a critical state for Nuggets, causing them to become depressed and work very slowly. They may even take long breaks away from work. Nuggets can stop to have a bit of a cry next to a nearby tree or even go so far as to set something on fire to show their dissatisfaction with how things are being run. They might also do something even worse (yes, they may cause even more harm than setting a building on fire). After acting out, a Nugget’s Happiness will increase temporarily. Some Nuggets are just slightly psychopathic, it seems.
Now that you know what to expect from a Nugget’s mood, here is what you can do to improve their lives. Some buildings make Nuggets happier while others do quite the opposite. Stone Age buildings, such as the Community Bath, can increase Nugget Happiness. Their mood will improve while they enjoy a hot bath and a chat with their fellow Nuggs. The polar opposite to Community Baths, besides both warming Nuggets up to a certain degree, is the Crematorium. Crematoriums built too close to the city will affect Nuggets that travel nearby. Hey, nobody enjoys the smell of fried Nuggets, especially other Nuggets.
When a Nugget’s Happiness reaches 70%, a special task entitled “Go enjoy your life, little one” will be queued in the Nugget’s brain. When they complete their assigned task, they will go to a place of interest to increase their Happiness once more.
As a god, you can take a stand against grumpy Nuggets. An evil god can take care of the problem by launching the so-called “ungrateful bastards” into orbit, or throw them so hard against a mountain that it leaves a mark for generations to come. This is why passive-aggressive sticky notes were invented. Sticky notes save lives! Alternatively, you can be far kinder to them, because everyone needs a little love and attention sometimes, right? For example, you can task Nuggets to build a Cow Catapult that allows them to launch cows into space to begin a wonderful intergalactic journey. Nothing can raise one's mood better than seeing cows slowly mooooing across the stars, discovering new worlds and possibly meeting Matthew McConaughey along the way.
An idle Nugget’s Happiness decreases a bit faster than those who are busy with work. However, they also don’t need to complete a task before visiting a place of interest like the Community Baths to improve their mood. It’s a strange balance. Idle Nuggets get bored faster and thus begin to lose Happiness, but busy Nuggets don’t really get enough time to even think about their Happiness.
Buildings that increase Happiness:
Community Baths
Movie Theaters
Eateries
Buildings that decrease Happiness:
Cemeteries
Crematoriums
Coal Mines
MATING
As most of you know, mating can be a very sensitive and complex procedure, mostly because it requires two parties to participate in the act. When a female Nugget isn’t happy enough, she won’t mate. However, it’s different with male Nuggets, as mating will actually increase their mood slightly and they will always be willing to participate.
We promised realistic simulations, and we’re getting pretty close, right? Let us know down in the comments what you think. Can we add anything that will make everyday Nugget life even more entertaining to observe?
Thank You,
Crytivo Games Crew
Changes include in the hotfix:
Nothing happens for a reason, and the goings-on in the world of The Universim are no exception. Our goal as developers is to simulate life on the planet and make it feel natural and organic. Life without reproduction in a system like this simply cannot exist. However, reproduction in The Universim has always been challenging to balance. We’ve been discussing how to give you more control over reproduction and make the overall system a little more fluid. Currently, Nugget reproduction rates can be very abstract and challenging to manage. In today’s update, we want to tell you more about the improvements we plan to make to this system.
Every female Nugget has a Fertility Timer that starts ticking when she reaches adulthood. When this timer hit 100%, she will start looking for the love of her life. Or, as they call it in the Stone Age, the nearest male. She will then approach the chosen Nugget and begin a family. The young couple will begin building their first house, which will not only protect them from natural disasters and wild animals, but also provide them with the privacy required for subsequent baby production procedures.
After the family is formed and the house is built, Nuggets will be able to enjoy themselves without worrying about prying eyes. However, it’s a little too optimistic for them to think that no one else knows what they’re doing. This is where your Cupidon skills come in. In the future, you will be able to see which huts are currently being used for this particular act. Each baby Nugget will also need your touch to be conceived. You’ll see heart icons appearing above the Nuggets’ huts, which you can click on to bestow a troublesome, little creature upon unsuspecting parents. The hearts are only available for a small while, though, so click on them quickly before the Nuggets return to their usual duties.
This system is very similar to what you have already experienced so far, but instead of Nuggets coming out of the huts pregnant every time, you now play a major role in the reproduction rate of your civilization. This allows you to better control the population, which comes in handy when food or water supplies get low. It’s like in real life where a couple might struggle for quite a while before finally having their first child in an almost miraculous fashion.
After a child has been conceived, the female Nugget will become pregnant and show the usual signs. While the mother is slowly cooking up her new baby (um, phrasing), her productivity will be slightly decreased and she will move 15% slower. After the child is born, they will enjoy their childhood for a little while before adulthood creeps up on them and they’re forced to join the workforce for the remainder of their days. Well, you’re in charge of their Happiness, so maybe things won’t be too bad. Or will it?!
Thank you all for your amazing feedback you provide us with after every update. It helps us a lot, as it allows us to make any necessary changes at the right time. You guys really have the best ideas!
Remember to follow us on Twitter or Facebook for regular day-to-day updates.
Also, we know some of you are waiting patiently for the game to become available on Steam. Don't forget to ad the game to your wishlist so long to be ready.
Thank you again!
Crytivo Games Team
Good grief, it’s been a busy month for us here at Crytivo Games. We’ve been cleaning our repositories, migrating various assets, and improving just about everything without pause. There are no brakes on the dev train! This kind of work will help us to keep our project squeaky clean and as bugless as possible. The Universim is growing rapidly, and the technical side of the project is becoming far more complex. We don’t want to have to deal with a messy workspace.
You may recall our plans to implement a far more advanced AI system in the game, which we’re happy to announce is coming together quite nicely. You can read a great piece about it here. We also want to remind you that we will very likely be skipping the next scheduled patch date, because we’re going through a vital system update that will allow us to introduce the following: road systems, load/save system, more advanced AI, the reintroduction of animals, hunting, and Nugget exploration.
As you can see, a lot of systems are heavily dependent on our next major update, and we want to ensure that we have enough time to do it right. We hope for your support and understanding in this matter.
Without further ado, let’s get back to the cool stuff! In today’s patch, we will be reintroducing seasons to the game. Seasons are now far more accurate and come equipped with new controls that allow us to expand the system in the future. You will soon begin to see the planet changing like never before, simulated in a lifelike manner. We have also added the Forecast Tower, which works alongside the new season system. In the future, the Forecast Tower will warn you about upcoming natural disasters, such as storms, earthquakes, tornadoes, and so on. At this moment, the Forecaster will only notify you about season changes by blowing a loud horn from atop their tower.
Forecast Towers will help you to understand the planet’s temperature shifts and predict future events. It’s still very much a work in progress, but we’re happy to roll out our initial system to give you a chance to mess around with it and leave us some feedback on our forums.
Of course, there’s always a lot more in every patch, so check out the full list of changes below:
BUG FIXES
Hello Creators, join our stream now to watch our Devs talk about game updates:
Watch Stream Now
Thank you,
Crytivo Games Team
HELLO CREATORS!
As you know, The Universim has evolved dramatically since our original pitch on Kickstarter. With your support, we’re improving nearly every aspect of the game on a daily basis. We do our best to keep production quality high and not prioritize release dates over quality and fun. In today's update, we want to talk about our future plans and keep up the standard of transparency you have come to expect from us. The Universim remains 100% crowdfunded, and we’re very proud of that.
Let’s talk about our in-game engine
PROMETHEUS
The Prometheus engine takes up a huge amount of our time. It’s the primary life simulation system, so it makes sense that it will. It controls Nugget behaviour, animal AI, and even the functioning and generation of planetary environments. A few updates ago, we introduced an updated version of the Nugget Artificial Intelligence. This was our first major step towards a Smart AI System that’s been in development for some time now. Our goal is to make Nuggets feel real, like they’re organic creatures. However, in The Universim, a lot of systems are linked together and by updating one, we have to ensure that it works with its siblings and neighbors. It makes this process very challenging and time consuming. But hey, we didn’t choose to make games because it’s easy, right?
So in order to update Nugget artificial intelligence, we also have to update other features simultaneously. No amount of clever modularity or maintenance techniques could save us from this. In addition to the work on Nugget AI, improvements are being made to our planet generation mechanics.
We’re almost ready to start moving into different eras, which will allow you to try out updated buildings, build new ones, and research new technologies. We also want to introduce Road Networks, so the city formation feature can finally take form in the game. In order to make roads usefull and not just cosmetic, Nugget AI will have to recognize and utilize them as needed. In order to have roads on the planet, we have to update our planet generation algorithm to allow it to account for roadways around the planet. This is a big change that has been happening behind-the-scenes for some time now, with roughly half of our team dedicated to this feature. We’ve been working on this on a separate branch, which means it’s not really in the game build that you have access to right now.
At this moment, we have reached the milestone where we want to start implementing the first round of these features in the live project. This will probably take us a little while, as we want to play it safe by setting aside enough time for proper testing and implementation. Because of this, we might skip one of our patch releases that usually happens on the 1st of every month. We’re still going to release V12 on October 1st, though, so be ready for some new goodies. It will have the new Weather Forecast Building and a Season-Specific Engine Update. We changed how the season calculations and predictions work in order to give you a more accurate representation of what is to come and create more lifelike seasons. We are going to discuss this more at length in a future update.
These changes will also finally allow us to implement the load/save feature. While we have done a fair amount of background work on this, a lot of features are very dependent on one another (as mentioned previously), so we have more work to do before it’s ready to go. The Universim is a very complex project and we’re really excited to take it to the next stage. After all of these updates are done, we will start implementing new eras, research items, and so much more.
You can read a blog post below from one of our lead AI developers responsible for the smarter AI system and a lot of other nifty stuff.
Thanks again for helping us make the best god game ever!
READ MORE ABOUT THE UNIVERSIM AI UPDATE HERE
Hello Creators!
This is the first post-Alpha patch for the game since the launch last month. We hope you’ve all been enjoying what’s on offer so far. A lot of time and love went into this patch, particularly when it comes to some much-needed project clean up. There’s a lot of internal restructuring going on. The project accumulated a lot of outdated assets that needed to be revisited- and oh boy, nobody is enjoying this process. We also lit the gasoline on localization, which means we're getting everything ready for translating The Universim into many different languages. This has been a highly-requested addition for quite some time, so we’re happy to announce that work is finally underway.
More than half of our team has been slaving away on a number of important features these past few months. This includes things like the AI update (which you can read all about in previous updates) and the road system, which will allow us to generate cities and villages in future updates. We’ll be talking a whole lot more about this in the coming weeks.
You’d better strap on your floaties for the remainder of this update, because we’ve got a lot of water updates to cover. Water sources on the planet are now dynamic, which means that they can be depleted by your civilization, Creator Powers, or weather conditions. Our devs were presented with quite the challenge when implementing this system, but we believe it’s going to pay off. This water system will eventually make its way onto alien planets as well. Water is no longer a fancy cosmetic item, it’s a vital planetary resource that will affect the global temperature, animal population, and, of course, your Nugget civilization. To test out the new system, we’re even adding fishing to the game. Welcome to water world!
Check full list of Patch Notes Here
BUG FIXES
As you know, we’ve been planning from the beginning to include a Research Tree in the game, which would ultimately drive the progress and development of your civilization. We even released an early version of the Research Screen in the past, but it was disabled after its second iteration due to it not feeling well with the rest of the game. We hit the drawing board hard to find a better way to handle this aspect of the game, pretty much scrapping the design and starting over in the process.
The reason we didn’t like the first idea is that you constantly had to boot up a new window that covered the entire screen in order to conduct research and unlock things (which is a pretty run-of-the-mill approach that wouldn’t be much different from Civ games). It felt completely separate from the rest of the game, resulting in it breaking the game’s flow. It was a hassle to try and balance it to lower the amount of time you’d spend away from the actual gameplay. At the beginning of the game, we really don’t want research to take too long to unlock, so that you always have a constant supply of new stuff to play with. In later eras, we would then gradually increase the time taken and overall requirements for each research item. The screen didn’t work too well with this philosophy either. So, basically, we scrapped that idea and powered up our in-house Quantum Idea MachineTM. Today, we present you with Evolution Towers.
"THERE ARE NO SHORTCUTS IN EVOLUTION"
Louis D. Brandeis
Towers are special buildings that Nuggets construct automatically in random locations. This is where Nuggets gather in groups to conduct research into various aspects of the civilization. In the Stone Age, the first Evolution Tower, called the Sacrifice Tower, will look like a pile of stones wrapped together with wooden threads. It will have up to 5 slots to assign Nuggets. The more Nuggets there are in the tower, the faster research will be completed.
By clicking on the Sacrifice Tower, you’ll be greeted with the Influence Window. You will immediately notice that the window feels much more a part of the game as opposed to a separate environment. It is comprised of the following:
The various Perks that can be researched, the description for the selected Perk, and requirements that must be met in order to research it. By researching Perks, you unlock new buildings and develop your civilization further. Certain Perks even improve the strength of your Nuggets.
EVERYTHING'S BETTER, DOWN WHERE
IT'S WETTER, UNDER THE SEA!
It was only a matter of time before Nuggets started exploring the oceans and lakes found across the planet. However, there isn’t really anything profound about their latest venture, as they merely set off in hopes of finding a quick meal. They’ll learn to appreciate the beauty of it eventually, I’m sure. Or, at least, we can only hope.
If there is a body of water on the planet, it will most certainly have fish in it. Fish come as a separate resource that is entirely dependent on the water level in the ocean/lake. Fish reproduce at a certain rate. If players fish too intensely and also use a lot of water from the ocean or lake (most likely a lake), the number of fish will deplete at a faster rate and reproduce more slowly.
The water level defines the maximum amount of fish that the water source can contain. If the water level rises, the maximum fish value will go up and fish will start to reproduce more frequently again. If the number of fish in a water source reaches 0, the fish in that region will go extinct. Fish responsibly.
Read More About Fishing Here
We are back once again with our usual round of bug fixes, optimizations, and new content. However, we’re also introducing you to a rather unusual specimen of the Nugget species. This erratic, demented, and somewhat ingenious Nugget is called the Witch Doctor, and they’ll be taking care of your people’s ailments from now on. Those poor, unfortunate souls…
This means that Nuggets can now fall ill (well, become unwell when falling in general, really) and get hurt while performing certain tasks. They will thereafter require medical attention from the local Witch Doctor in order to recover. Witch Doctors spend their days collecting herbs for remedies and “treating” the sick and injured. You’ll know something mildly toxic is brewing when smoke rises from the Witch Doctor’s hut. But, hey, at least it’s better than no treatment at all, right?
We are also officially moving on to Alpha from Pre-Alpha (yay!). In this Patch, we're introducing a prototype version of the Nuggets’ artificial intelligence update. You'll notice a lack of Resource Gathering controls and other micromanagement controls that you had to use earlier in order to control Nuggets. This is just the beginning of things to come, and we're working on a far more complex version that will allow Nuggets to make wiser decisions and live their life like more organic creatures. It is a very challenging task, but we have the foundation now.
Let’s talk about where we’re at right now. We're very nearly done with Stone Age mechanics and have begun working on the advanced Nugget AI and City Expansion mechanics. After these two major systems are done, we're going to move a lot faster. There are plenty of things in the pipeline that are not yet ready for testing, but stay tuned for some incredibly awesome content in the future.
The first iteration of the Creator Power menu is also being added. More powers will follow in future patches, but you should definitely take a look at the mini blog at the end for details on the current powers and the system in general. Be sure to read through all of the changes on the way, too. Many are very significant.
READ FULL PATCH RELEASE NOTES HERE
Thank you all very much for the amazing support!
Please leave us your comments and a love note!
Love you All,
Crytivo Games Team
Witch Doctors collect herbs from bushes that grow around the Epicenter and use them to make remedies. Witch Doctors heal injured Nuggets. Witch Doctor Huts can hold up to 4 Nuggets at a time. However, only one Witch Doctor can be assigned to the Witch Doctor's Hut.
Witch Doctors collect herbs around the Epicenter automatically. After returning to the hut with herbs, the Witch doctor will begin preparing Remedies. 1 Remedy requires 1 unit of herbs and heals Nuggets completely in use. (Witch Doctors can carry up to 5 herbs at a time. 1 bush holds 1 unit of herbs) When the Witch Doctor is cooking their Remedies, purple smoke will be emitted from the Witch Doctor’s Hut. It takes 60 seconds to cook 1 Remedy.
It takes 5 seconds to heal 1 health point in a Nugget’s Health bar. Sick or injured Nuggets remain in the Witch Doctor's hut until they are fully healed.
RANDOM INJURIES
We want to add Random Injuries as well. Every 5 to 25 minutes, the Nuggets can be injured during the tasks, such as: stone mining, tree chopping, and etc. When a Nugget gets injured, their HP will be set to 75 HP and they will slowly bleed (their health will deplete by 1HP every 3 Seconds DB). The Nugget will also have a broken bone icon above their head. We also want to have critical news message related to this occurrence: Eg.: “Bob was chopping trees like crazy today until one happened to fall on his head.
UI OVERVIEW
CONSTRUCTION COST
Water: 2, Stone: 30, Wood: 25
Thank you,
Crytivo Games
Aaaand it's that time again, everyone. This is our most glorious patch yet, and thus, it’s only fitting to give it a name like Glorious Globe.
Not only are there a gazillion bug fixes and game stability improvements, we also completely reworked the planet Object Distribution System. Now planets will have more flora variation and the distribution of objects on the planet is more natural/organic-looking. This was a very challenging task for our team, and it took a lot of time and effort during its development over the past few months. We're ecstatic to finally let you enjoy it in all its glory. However, this is not the only highlight of this patch.
Farms have undergone a redesign as well. Farms look better than ever, they have new mechanics, and a whole slew of new crops has been added alongside detailed animations. Each crop can now also be affected by extreme temperature changes.For the stubborn gatherer, we also included some new fruit bushes that can be found across the planet. They, too, can be affected by extreme temperatures. The fruit on all bushes will grow back over time.
Lastly, we are also adding in the Cemetery building type this patch. Cemeteries are linked to a much larger system which you can read about here. Pesky Nugget corpses will no longer ruin the aesthetics of your pristine civilization. Hooray!
There are a number of features that are close to being ready, but they need a little more time in the oven before their release. For starters, the updated research screen is well underway, but we decided to hold it back for implementation in the next patch. This is mainly due to it needing some additional balance tweaking to ensure we don’t break the game too substantially :wink:.
Next on the list is the Nugget AI update. This system has been in production for quite some time now, and it promises to remove a lot of micromanagement from your busy schedule. It's shaping up well, but this is a very important feature and we’re taking our time to ensure its success.
BUG FIXES
CEMETERIES OF THE UNIVERSIM
Cemeteries are a pretty grim topic. After all, just think about all the work your poor, deceased Nuggets are missing out on. It’s rather sad, isn’t it? However, you can’t dwell on such inconveniences for too long. You’re far too busy for that.
That’s why you need a way to automatically get rid of all of the deceased Nuggets lying around. If they remain out in the open for too long, they will begin to generate a whole slew of diseases. It also ruins the aesthetic of your usually picturesque civilization. Cemeteries ensure that Nuggets receive a proper burial. Their families, and everyone who would otherwise be surrounded by dozens of corpses, will really appreciate it!
Check out 3D Model Here
HOW DOES IT WORK?
Cemeteries can hold up to nine dead Nuggets. The Grave Digger ensures that everything in the Cemetery runs smoothly. This may or may not include combating the undead, but that’s an unlikely occurrence.
A DEATH IN THE FAMILY
Cemeteries mark the introduction of even tighter Nugget family relationships. Direct relatives of dead Nuggets will visit the graves of their loved ones every year for the next five years. A deceased Nugget’s spouse and children will take a few moments to reminisce about old times whenever they visit.
THE GRAVE DIGGER
Grave Diggers are a two-in-one solution to the whole mortality issue. They’re like the ambulances of the Stone Age. However, they don’t make any siren noises and they’re unlikely to bring anyone back from the dead. Grave Diggers rush back and forth between the Cemetery and any corpses lying around. They make use of a stretcher to transport the deceased. So long as the Cemetery isn’t full, they’ll ensure that your civilization is kept as clean as possible.
The rope and the Nugget on the stretcher will become rigid bodies and can be affected by the physics engine.
DESEASED AREA
The Diseased Area below a dead Nugget spreads over time. The longer a corpse remains on the ground, the bigger the Diseased Area will be. If other Nuggets move through the area, they will become infected for a short while, preventing them from fulfilling their duties.
GOD POWERS
Using the Creator Menu, you will be able to heal sick Nuggets or even resurrect the dead. Not the typical zombie kind of resurrection. They would likely end up distracting their colleagues. Players can also pick up a Nugget’s dead body and move it away from crowded areas, or even launch it into space. This will confuse their family somewhat. They will still be affected by the Nugget’s passing for the next five years, but instead of visiting the Cemetery, they will visit their loved one’s ceremonial launch pad. May they orbit in peace.
FAMILY TREE
A Nugget’s Family Tree is an excellent way of analyzing how a certain Nugget’s passing will affect their family. Some Nuggets may have more children or direct family than others.
We hope you enjoyed this brief overview of the Cemetery. As always, please feel free to leave us your feedback below.
Stay awesome!
All the best,
Crytivo Games
Hello Everyone!
New Patch v0.0.8 Codename McPatchface is out now.
You can read full patch notes here
BUG FIXES
-Fixed an issue with Nuggets being stuck when trying to store resources to -Stash buildings
-Fixed an issue with dead nuggets trying to die one more time….
-Fixed an issue with male nugget being stuck when the female was interrupting him for mating...
-The game should start on the main screen now
-Video playback was fixed for all platforms. Video performance was heavy and playback was not smooth
NEW CONTENT
-New building added - Eatery. You can assign 2 Cooks to eatery that will cook dishes for the Nuggets. When Nuggets hungry, they will go to eatery. Food from eatery is more fulfilling and Nuggets hunger stats will decrease slower after they eat from the eatery. Nuggets also can drink from the eatery. The cook will grab food for cooking themselves if there are not Couriers available for delivery.
-Updated Nugget ID Card with Simulated Nuggets Clones. ID cards now have more statistics about the Nuggets current status and his health.
-Display Selection added to the Settings Menu. Now if you have multiple displays you can choose on which one you want run game.
-Misc Sound Effects
-God Light. Now during the lights God Light/Camera Light will turn on automatically. This helps during dark nights.
-Fresh Water tutorial
UI DESIGN
-Eatery Panel completely redesign.
-Settings screen video playback upgrade.
-Settings screen buttons, animation upgrade, added selected state.
-Main Menu added new button animations.
-Main UI water tab is correctly working now.
-The reservoir evaporation state added in higher temperatures.
-Reservoir tooltips added.
-New water tutorial implementation after placing Pump building.
-Event triggers for tutorial added. Tutorials will show now when interacting with objects.
-Pump panel tank, mask fixes.
-Added ability to skip only certain parts of the tutorials and added skip confirmation alert window.
-Display selection in setting menu.
-Settings screen added sounds to the buttons
-Workers ID card upgrade. Tooltips added. Nugget thumbnail is now 3d mesh.
-Constructors Hut tooltips.
-Nuggets Name now on top of the ID Card
PERFOMANCE CHANGES
-Nugget List should no longer drop performance dramatically
BALANCE CHANGES
-Water reservoir now can store more water: old 600 new 1500
-Eatery: 1 Dish requires 5 food to be made
-Eatery: it takes 25 seconds to cook 1 dish
-Eatery: Dish Capacity: 25 total
-Eatery: Food Capacity: 100
-Nugget's Critical Thirst Level changed from 5 to 20
-Nugget's Thirst Threshold changed from 5 to 20
-Nugget Thirst Recovery changed from 0.02 to 0.05, Faster now.
-Increased size of lakes Light Beam/highlights during pump placement. This should help locate Fresh Water lakes better.
-The night is darker now
-Audio Tweaks, Nugget Talks no longer to load compare to environmentally sound.
MISCELLANEOUS
-A critical news message will now warn in case there are no more resources to proceed with a construction.
KNOWN ISSUES
-Sometime after 20-30 minute gameplay Nugget AI can stop working for 10-15 seconds and then reset back.
-Pulling trees with the God Powers sometimes make Nugget stuck in -Gathering Wood state.
BEHIND THE SCENE
-We also worked hard on a new AI redesign that will slip behind the scene into the next patch.
-Research screen and new mechanics mostly implemented and requires balance tweaks. We will see it in our next patch.
-Farm redesign partially ready and aimed to be released in our next patch.
-New larger Home Planet with more flora variations, mostly done, requires some tweaking and performance optimization, we plan to release it with our next patch.
As usual, please report any bugs and issues on our Forums https://theuniversim.com/forums
Also, you can leave us your impression and suggestions in the comment section below.
Join our Live Stream at https://www.twitch.tv/crytivogames in 40 Minutes
Curious about the current status of the game, or you want to see what’s new in the up-coming Pre-Alpha v8 patch?
Then come join us this Saturday (May 14th) at noon EST for a live stream on twitch (https://www.twitch.tv/crytivogames).
Not only will we be discussing the new patch that will soon be released, but we will share what you can expect to see in future patches (and maybe even see some never-before-seen concept drawings)!
Or maybe you just have questions you want to ask the team about the game? Well, we will be answering your questions live on the stream also!
So don’t miss out! We hope to see you Saturday on the stream!
VISIT OUR TWITCH CHANNEL
Nuggets are certainly the most fragile and whacky creatures on Mother Planet. They’re awfully similar to humans, in regards to their dominance over the natural world but apparent inability to preserve the planet or themselves. They’re not a very clever or logical bunch, despite whatever amazing gadgets they come up with. That’s why you’re here. Without your guidance, they can be somewhat of a loose cannon. However, thanks to our latest (and upcoming) updates, they will require far less micromanagement than before! Now you can focus on other, more interesting godly duties, instead of the usual babysitting.
In our next few updates, we’ll be introducing those major Nugget AI improvements we’ve been threatening those simpletons with since last month. We’ll finally put that large cranial cavity of theirs to better use. As you know, we want to make Nuggets as self-sustaining as possible. Right now, you have a few tools that allow you to control them directly by changing their priorities. The reason we initially incorporated these tools was because the AI was simply not advanced enough to make its own decisions. Let’s all pretend that it was due to the low intelligence associated with the Stone Age population, though. Agreed?
We already have a more advanced AI system in testing that ensures you will have to do far fewer boring tasks. In today's update, we’re going to cover what you can expect to see in the upcoming patches. Please keep in mind that this is quite a challenging process and we’ll be needing your feedback and bug reports on our forums here.
The primary focus at this moment is to ensure that the most menial of tasks are automated, which implies an AI overhaul for resource collection, construction, job assignment, and reproduction. From now on, Nuggets will understand their needs better and act accordingly. Most of a Nugget’s day-to-day activities will have a weighting. This way, Nuggets will be able to prioritize their actions. For example, food collection is more important than wood collection. We’ll also be teaching them a few fundamental points about logic, such as ‘collecting food may not be all that important if your stashes are all filled to the brim!’
NOTE: All data are presented below is subject to change and acts as a placeholder at this time. Please feel free to leave feedback.
Up until now, the Priority Panel has been the primary way in which to engage with the Nuggets and assign jobs. The update will ensure that available Nuggets on the planet will be assigned to tasks by the system without players needing to explicitly assign them. When a player places a building on the planet, the Nuggets will automatically prioritize that building for construction and take on the necessary roles to get that job done.
After researching the Stash building type, a player will be able to build Stashes for each resource type. Nuggets will try to fill a stash when they’re out of tasks to perform.
After researching the Distribution Center, a player will be able to place a building that will manage resources saved in stashes. Any Nugget assigned to a Distribution Center will take on the role of the Courier. Due to their higher carrying capacity and a slightly faster travel speed; Couriers will take on the job of delivering resources for under-construction building, while the regular Nuggets (Laborers) will work on constructing the building. If there are not enough resources in the stash/storage, or if there simply are no Couriers, Nuggets that were chosen for construction duty will instead begin collecting resources for themselves.
Players can place as many Blueprints as they want, since we are removing the need to reserve resources for constructions.
Prioritizing certain buildings over others can be done via Creator Powers. Nuggets will by default construct buildings in the order they were placed by the player. Players can prioritize the construction of certain buildings by using Creator Points and the Influence Creator Power to shift the focus onto these buildings. If a player places too many buildings and they feel that Nuggets aren’t constructing the buildings they want quickly enough, or if they want to save resources, they can always demolish or cancel buildings that are still under construction.
A maximum of 3 Nuggets can work on one building at a time. If you have more than 3 Nuggets available to start construction, Nugget number 4 will be assigned to the next building in the queue.
FAMILY ESTATE
Every Nugget needs a hut in which to live. A male Nugget’s main priority when they reach adulthood is to build a hut for their family. Sure, females could do this too, but they’re clever enough to let the men have their macho moment and live out their DIY fantasies. The system will prioritize this task over any other non-vital tasks. Nuggets rest and mate in their own huts. This means that if there isn’t a hut assigned to a family, the Nuggets can die from cold temperatures or pass out where they are standing when they’re tired.
CONSTRUCTOR'S HUTS
Constructor’s Huts essentially supply tools to Nuggets (turning them into ‘Engineers’). When a Nugget is assigned (by the player, or automatically) to the Constructor’s Hut, they gain tools which increase their construction ‘strength’, allowing them to build faster.
Nuggets can build without the constructor hut tools, but they will not have the advantage of the greater building ‘strength’ and will thus work much slower.
CONTINUE READING HERE
Hello, Creators! It’s patch day again, and it’s coming with some exciting new updates. We’ve implemented a new Water Consumption System. Now, when you start the game, you will need to give your initial Epicenter placement a little more thought. It’s important to place it near freshwater sources, such as lakes. You’ll see light beams shining upward from the center of a lake during Epicenter placement. Some of the new features have just been implemented, but we decided to release it early for you to test it out and give us your feedback. There are still a number of bugs and issues that we plan to iron out in the next update, but please feel free to report anything that you can find on our forums here. After the Epicenter is finalised, we suggest that you place a Water Pump. Water Pumps supply the Epicenter with water from the surrounding water source. Every building in the game requires water to function properly. After the Water Pump has been constructed successfully, you need to build a structure where your Nuggets can easily access the resource. This is where Wells come in. Wells can be built anywhere, but the further away you build a Well from a Water Pump, the more it will cost you in terms of resources. After the Well is built, your Nuggets will be able to drink from it and go on living without fear of drying out like prunes in the sun. At the moment, we’re not disabling any buildings when there’s not enough water generated by Water Pumps, but expect that to be implemented in the next patch. You can also store water for emergency situations. For example, if a Water Pump is damaged, it will stop generating water. In order to keep your Epicenter functioning at 100% efficiency, we suggest that you build a few Reservoirs to store some water for when things get a little tight. Keep in mind that water in the Reservoir might freeze during cold seasons and evaporate during hot ones. We also dramatically reworked the Nugget AI system. Most of it is behind the scenes, but we did so in preparation for the huge AI update that we’ll be revealing more of in the coming days. Read Full Patch Changes Here
Welcome to our second (and far more official) April update!
We had a bit of fun on April 1st, as most of you know, but if you any of you missed out on it, you can head on over here for some tongue-in-cheek giggles.
In today’s update, though, we’re covering a number of topics revolving around our plans for the big V 0.1.0 (Alpha) launch. Firstly, we want to let all of our Beta Kickstarter Backers know that they will soon be receiving an instructional email that explains how to obtain your Steam version of the game.
Previously, we stated that we want to begin moving into the Alpha Stage and send the Pre-Alpha off to greener pastures in the near future. We have decided that the game will officially transition over to Alpha when the V 0.1.0 patch hits (which will be implemented over the next few months). We’re aiming to have core systems, such as Nugget AI and Planet Generation, polished and optimized. As you know, we have been spending a lot of time lately working on performance optimizations and building the most stable platform for future eras and features. We’re always experimenting with and developing more solutions as the game progresses.
Based on the feedback we’ve collected and the feedback you have submitted to our forums, we have decided to make Nuggets more autonomous. We want them to be more independent, more self-sufficient, and more alive. Don’t worry, they’re still slaves to your desires, but now you don’t have to spend so much time with them. It’s a very unhealthy and one-sided relationship, but they’ll probably never notice. Mortals are so ignorant and easily manipulated, aren’t they? That’s why we love them.
What’s changing, exactly?
Well, the switch to a more autonomous system means that you’ll be spending far less time controlling them via sliders and managing their jobs. They’ll also be more intelligent with how they select and prioritize actions. We’ll be talking a lot more about it in our next update.
For V 0.1.0, we’re planning to have multiple systems polished down to a (mostly) finished product. Although, we always maintain that things will keep changing until we cover our eyes and release the gold product into the world. And then, um, change things again in post-launch updates.
Right now, we’re still stuck in the Stone Age. That statement’s got a number of meanings. Basically, it’s taking us longer to build this first era mainly because we’re implementing most of the systems you’ll see throughout the game.
With the Stone Age, we pretty much introduce core gameplay mechanics, which, after mastering, will cause progress to move much faster and allow for additional areas to be added reasonably quickly. It’s better for us to get the design and implementation nailed down before adding too much. It’s a lot easier to rework a system that hasn’t been completely implemented throughout every era. For example, rewriting and reworking the research system after the assets for every era were added would have been absolutely soul-destroying.
Here is the full list of things
we plan to implement before V 0.1.0:
Hello Creators!
Exciting news! We have some innovative, groundbreaking, and exciting new features to announce that will be coming to The Universim in the near future. We have decided to follow in the footsteps of industry leaders, the so-called great white sharks of the gaming world, by introducing the most demanded and widely-praised features found in some of your favorite games. We know you want these for a very long time, and now we are finally able to deliver.
READ FOOL UPDATE HERE
Hello Creators! We're released a small patch/hot fix today! The main focus of this hot fix is to resolve an issue where Nuggets were not able harvest food around the Epicenter. Changes to remedy this, along with a few other changes to Balance and some added content will be included in this fix! See the full details below: Bug Fixes
Hello Creators,
It’s that time of the month again, everyone! There’s a patch in the waiting room and it’s ready to be downloaded from your client at the earliest convenience. It’s been a productive month for us, and we’ve accomplished a lot. We’re constantly working on new content and performance optimizations (as well as those pesky bugs), and we always aim to deliver our best at all times. Your support makes it all possible, so thank you again to everyone who has joined the ranks of the early adopters, both new and old. We’ll ensure that you always receive special treatment in both The Universim and all future projects to come. Please continue to leave us your feedback on the forums, it’s always super useful. Now, go download Carter (that’s the name of the patch), you wonderful people.
BUG FIXES
Fixed an issue with birds not behaving as intended.
UI confirmation dialogs now prevent any other interaction with the game (no more awkwardness with confirmation pop-ups).
Clicking on a UI panel behind another panel will now bring the selected panel to the front.
Better Nugget clothing mechanics. Nuggets will now wear their unique outfits.
Fixed an issue with snow textures near to water edges.
NEW CONTENT
Gatherer’s Huts/Distribution Centres for keeping all your piles and piles of stuff sorted.
Mating panel is enhanced. The automatic mating toggle is now ON by default.
Added more immersion to the building process. The construction site is now marked by nice fence and the ground is cleared from grass. When Nuggets begin building, Stone Age scaffolds are constructed and the building process starts.
Building process updated with new animations. Now, with each hit of the hammer, you’ll see how the construction is progressing, step by step, stone by stone. When the building is completed, the scaffolds will be disassembled and Nuggets will celebrate. Don’t forget to repair! Your buildings will collapse as soon as they hit 0 HP.
Distribution Center implemented.
Wood Stash implemented.
Food Stash implemented.
Stone Stash implemented.
New Courier class for the Gatherer’s Hut/Distribution Centres: When a Nugget wants resources from storage areas, they will go to the Distribution Centre and request resources from a Courier. The Courier will collect the requested items and bring them back to the waiting Nugget.
When they have some time to spare, Couriers will go out in search of resources that have been left around and bring them back to the stashes.
Couriers move faster (+0.3) than normal Nuggets, and can carry a lot more as well. (+15)
UI/UX DESIGN
Main UI: added animations to buttons.
New tooltips system.
Priorities panel tooltips added.
Mating Panel: auto mating button upgraded.
New warnings when attempting to place buildings without a Constructor’s Hut.
Added Gatherer's Hut and Distribution Center UI panels.
Added water consumption to main UI (coming soon!).
The Priorities Panel has new button animations.
Construction menu and building construction cloud visuals upgraded.
Main UI LED color change.
Linked the “Years” display in the Seasons Panel to the rate at which Nuggets age, so that each year shown in the worker ID card relates to one year in the main UI.
BALANCE CHANGES
Builders will no longer help constructors. They will only focus on building Constructor’s Huts and stone huts.
Stockpiling, Agriculture, and Clothing research are now completed up front.
Research Panel has been disabled temporarily.
Nugget Changes
Hunger Recovery Per Tick: 0.02 to 0.01
Child Growing Time Min: from 180 to 120
Child Growing Time Max: from 320 to 240
Min Reproduction time in hut, from: 25 to 15
Max Reproduction time in hut, from: 35 to 20
Nuggets Carry Capacity: from 3 to 5
Idle Stamina Decrease when Idle: from -0.1 to -0.05
Added Variation to when Nuggets go rest: +-15%
Added Variation to when Nuggets go eat: +- 5%
Max Gatherers Per Resource: from 1 to 2
Building Damage Per Tick: 0.05
Building Repair Level Condition: 0.5
Resource Changes
Tree Pine Wood Points: from 5 to 10 with Health 60
Tree Broadleaf Wood Points: from 5 to 10 with Health 60
Tree Broadleaf Wood Points: from 5 to 10 with Health 60
Tree Dead Tree Health: 10
Tree Palm Wood Points: from 5 to 3 with Health 40
Tree Tall Cactus Wood Points: from 0 to 10 with Health 80
Tree Medium Cactus Wood Points: from 0 to 5 with Health 60
Tree Small Cactus Wood Points: from 0 to 3 with Health 40
Rock Small: Health 30
Rock Medium Stone Points: from 7 to 10 with Health 40
Rock Large Stone Points: from 7 to 15 with Health 80
Buildings Statistics
Stone Hut Max Health: 250. Requirements: Wood 5, Stone 10
Farm Max Health: 100. Requirements: Wood 15, Stone 20
Distribution Center requirements: Wood 10 Stone 15
Construction Hut requirements: Wood 10 Stone 15
Stash Stone Resource requirements: Wood 10, Stone 10
Stash Food requirements: Wood 10, Stone 10
Stash Wood requirements: Wood 10, Stone 10
PERFOMANCE IMPROVEMENTS
Significant rewrite of AI for both game and developer performance.
Significant rewrite of Resource Storage systems for both game and developer performance.
Significant performance improvements due to a custom object culling system. The terrain is split into chunks, and the objects are combined per chunk, so that only the visible chunks are rendered. This leads to just under half the planet being hidden at any point, saving a bunch of unnecessary computing.
MISCELLANEOUS
Fixed Nugget Thumbnails: previously, only Adahy and Elu had correct thumbnails, with the rest being cut off. Also made their lighting much more consistent.
ART ASSETS
New Pine Trees
New Water shader
Now Water covered with ice if temperature below -3c
Increased snowflake quantity
Tweaked Nugget hair colors and clothing colors
Ambient lighting tweaked
Daylight tweaks
Night light tweaks (nights are now darker).
Grass texture color tweaked
AUDIO
Building Construction Fixes
New Buildings construction & repair sounds
Music tracks now fade in and out rather than abruptly cutting from one to the next.
Mini Blog from the Art Department
New Water Update
READ MORE HERE
GREETINGS, CREATORS!
In today's update, we'll be discussing the complete Nugget overhaul and how the changes will affect the way you play the game. Forget (almost) everything you know about the Nuggets, because they just got a whole lot more complicated.
The goal is to imbue Nuggets with a new sense of life. We want them to feel like real, living creatures, with thoughts, needs, and feelings. This is why we have spent a great deal of time designing Nugget parameters and ensuring that Nuggets act like living beings. We want the surroundings and your actions to affect Nuggets directly, either slowing them down or causing other, contextual reactions.
Thus, you will come across research items that can lengthen your Nuggets’ lifespans, or decrease them, depending on your research path. Nuggets are very fragile beings, and it will take us some time to balance their life factors with what you are able to do in the game.
Nuggets will also begin to form families. Each family will need their own home to live in. When someone from a Nugget’s family dies, the entire family will be unhappy for some time, and they will visit the cemetery every now and then. With Your Power, you’ll be able to inspire sad Nuggets. Families will also celebrate when a member of the family achieves something important during their lifespan. For example, when a regular Nugget joins a more advanced profession, by finishing their studies, the family will receive a boost in happiness. This will make them more productive, meaning things will be built faster and stronger. Imagine a family's reaction when a relative becomes the first Nugget to land on another planet, or the first of their kind to travel to space.
Basically, we don't want Nuggets to be lifeless AI. We want them to have personalities and react to the world around them. Any living creature has feelings, and we want you to have feelings for them. We want to make you care about these little characters!
Based on the feedback we received from you, we redesigned the Nugget ID panel. Now the panel will have vertical bars that represent basic information about the Nugget’s life. Additionally, when a player mouses over a bar, we will show the factors currently affecting this bar’s value and at what speed it is depleting.
FROM LEFT TO RIGHT,
HERE ARE THE NEW INFORMATION BARS
NUGGET'S HEALTH
This bar has multiple intervals, indicated by the white lines.
HELLO CREATORS!
It’s time to go on a very special road trip. We’re talking about the kind of trip that makes you feel like you’re floating on a cloud, heading down a river filled with cotton balls and puppies. We hope to start this trip off on the right note with the latest patch, entitled "Gravystein". Our team has put a lot of work into engine optimization these past few weeks. We want to ensure that The Universim runs as smoothly as possible on machines of all specifications, but it’s still got a ways to go. We restructured a number of internal systems, and we’re happy to see some tremendous progress so far. Along with optimization, we also reworked the animal AI system. That’s right, animals are no longer just a bunch of dimwits wondering about endlessly in the hopes of having the pleasure to navigate around a tree.
ANIMAL BEHAVIOR
Animals now have a fair amount of dependencies and behavior. Surroundings will now also affect animals directly. We implemented a dynamic growth system that will be responsible for managing the animal population on the planet. In the future, this system will allow us to link the animal population to factors such as: the local temperature (some animals will reproduce more during winters and die out during hot summers and vise versa), oxygen levels, and the amount of flora on the planet. Player/Nugget actions will directly affect the planet’s environments, which now includes negative effects on the animal kingdom. Good luck living with yourself once you wipe out a species like the penguins. I bet you don’t even see penguins in the game, you heartless brute. There is still quite a bit of work to do, but we have the main platform in place.
NUGGET PRIORITIES
We also redesigned the Priority Panel. Based on your feedback, our goal was to provide you with additional tools to help you keep your Nuggets busy, without the need to constantly open and close the Priority Panel and change things manually. Now you can set the specific amount of workers you want for each task in the panel and the system will try to maintain the workforce as the population changes.
For example, if you currently have two Nuggets assigned as lumberjacks and you want more Nuggets to bolster the ranks as they become available, then all that you need to do is set the total number of lumberjacks you want and the system will assign new workers without pestering you. Please test this system out and let us know your thoughts, especially anything you believe will make it even better.
CONSTRUCTION PROCESS
Next up is the redesigned construction process. Instead of having a fixed construction time per building, each building will now have Health Points. Construction speed will be dependent on a Nugget’s Might from here on. For example, if a building’s has a max HP of 100 and a Nugget’s Might is 10, it will take 10 hits from the Nugget to construct the building. The same thing applies to repairing structures. Everything in The Universim will have HP, and every object that qualifies can be affected by Nuggets based on their Might.
CREATOR POWERS
The final addition is something you will all likely be very excited to hear about. We're officially implementing the first Creator Power mechanics. That means we now have some proper physics! The new gravity system affects every object in the game that isn’t nailed down. This will allow us to have planets with varying gravitational forces. Of course, a system like this would be pretty useless without something for you to fool around with. The first power available to you is the ability to pick up and throw stones, trees, and so on.
This is how it works: You left click on an object and hold your left mouse button down for a few seconds. While holding the left mouse button, try to pull the object out of the ground, almost like you’re pulling a tooth out without adequate training. After the object is dislodged, you can release the left mouse button. You can either drop the object by clicking the left mouse button, or you can throw it with force by holding down the left mouse button again for a few seconds. The longer you hold it down, the more force the object will have when thrown. Initially, you'll be able to throw any objects on the planet around, and objects will be able to damage or kill things. Give it a go and let us know your thoughts!
The team is really spending a lot of time on implementing and polishing the main platform, so as to ensure that we can expand as smoothly as possible in the coming months. As soon as the main features of the Prometheus engine are fully-released and running at the quality we expect, it will be much easier for us to implement new eras and so on. For now, we’re going to continue testing new features and systems in the most stable era, which, ironically, is the Stone Age. You just can’t beat that Paleo diet.
Read Full Patch Info Here
Hello Creators!
We'll be taking a quick look at some key feature that will be included over the next few patches, introduce you to some of our new team members and talk about the Warehouse changes!
GREETINGS, CREATORS!
You’ve done it! The Nugget Customizer has been unlocked. We wanted to give you the means to make the experience uniquely yours, and now you will have access to a whole suite of customization tools, such as the object, building, and planet editors. Now, with the Nuggenizer, you will be able to alter the appearance of any Nugget in the game. Even gods get to pick their favorites! You will be able to change their clothing, hair, skin settings, and more. We were inspired by the Sims, editor and we want to translate the fun of creating the perfect avatar into The Universim.
However, with this stretch goal unlocked, we have decided to change the way we operate to improve our workflow and focus on nailing down the most important features. Basically, what we’re saying is, we’re doing away with stretch goals.
With this change implemented, we will be able to finalize our list of game features and bring everything together without continually expanding the scope of the game. Every additional dollar we receive through backers from here on out will be used to improve the game as a whole. This isn’t the end of additional features, though. Once we deliver on everything that we promised, we will certainly be looking into free, post-launch DLC.
It’s time to turn things up.
Thank you all again for your fantastic support!
All the best,
The Crytivo Crew
Patch 0.0.4 (Dark Light) primarily focuses on balancing and some bug fixes as the majority of our team was on vacation for the better part of December. As such, the patch is smaller than the previous. The following patch will be much larger to compensate for this. Bug Fixes: -Fixed an issue where the resource piles of a construction site were not visible -Fixed an issue with the News Log window that caused its content to flicker -Other structures will now not be able to be constructed on top of the farm plots -Fixed a performance issue during dragging the UI windows -Reversed the scroll bar of the Farm Panel's crop selection section -Fixed an issue that caused tooltips not to fade away New Content: -Settings Panel (work in progress) -Selecting a planetary object will now reveal information about the object UI Design: -Settings screen -Workers ID card font fix -Main UI population icon change -Atlas upgrade and optimization Gameplay Changes: -Maximum Fertile Female at a time: from 2 to 3 -Nugget Maximum Carry Capacity: from 3 to 10 (not final will be balanced more) -Idle Stamina Decrease Pet Tick: from -0.2 to -0.1 -Default Task Stamina Decrease Per Tick: from -0.5 to -0.3 Buildings Construction Process -Building Farm Time: from 5 to 120 -Building Stone Hut: from 20 to 60 -Building Warehouse: from 5 to 120 -Building Bonfire: from 5 to 60 -Building construction hut: from 5 to 60 -Increase amount of rabbits -Planet Day Night Cycle Increased: from 480 to 560 -Bonfire disabled for future balancing(edited)
HAPPY NEW YEAR CREATORS!
Welcome to the first info update of the year. This week we'll be looking at the creator power radial menu, the upcoming change to the Research screen and a look at a concept planet.
WHAT IS IT?
Creator Powers give players the ability to influence their surroundings and have a great time manipulating the game’s physics and simulation aspects. Think of it is as one, big physics-based sandbox. You can grab objects and throw them around, influence your people with special commands, and even trigger horrible disasters. Remember, everything below represents powers and values that are still in testing. They will very likely change, especially once we get some of your feedback.
CREATOR POINTS (CP)
CP acts somewhat like sand in an hourglass. You accumulate CP at a certain rate and each Creator Power costs a varying amount of these points. 3600 Points is the maximum that you can collect at any given time. The CP cost for casting a power depends on the scale of the action it performs. For example, if you want to pull a tree or rock from the ground and throw it, it will only cost a few points. However, should you wish to cast a more awe-inspiring power, such as a natural disaster, it will cost a huge number of points, if not all of them.
TYPES OF CREATOR POWERS
INTERVENTION
Basic Object Interaction. Cost: 60 CP
This is the bread and butter of any god. Who doesn’t enjoy throwing stones, trees, or people around? The harder you fling an object, the more damage it will do to anything it hits.
Inspiration. Cost: 600 CP (10 minutes)
A rousing speech can only be so effective, which is why your unquestionable sway over lesser-minded creatures is so important. Casting this on a crowd of Nuggets will make them work faster, increase their Might, and refill their stamina bars. It’s like an energy drink from the gods.
Construction & Repair Focus Cost: 600 CP (10 minutes)
Nuggets aren’t really programmed to do exactly as you wish, especially when it comes to construction, which is why you need a way in which to communicate your orders without drawing too much suspicion. Casting the Focus power on a building will make it shine brightly and draw Construction Nuggets to the scene to either repair or construct the building. They won’t suspect a thing.
Inconceivable. Cost: 600 CP (10 minutes)
Ever wondered how you lose 100 or so kilograms of useless fat? Cut him out of the relationship. This power will make a female Nugget pregnant without the help of a male.
Immortality. Cost: 2400 CP (40 minutes)
Some say immortality is a curse. We say that our favorite Nuggets don’t have much of a choice in the matter. This power will ensure a desired Nugget never feels the touch of time. They can, however, still feel the teeth of a wild animal or the effects of starvation, so try to keep them safe.
TERRAFORMING
Plant 10 Trees Cost: 2400 CP (40 minutes)
Cutting down trees a little too quickly? Is the air getting a little too hard to breathe? Well, slap a few trees down and call it a day.
Plant 1 Tree Cost: 420 CP (7 minutes)
For every 420 Creator Points spent, we will plant a tree to help save the planet.
Drop 10 Stones Cost: 2400 CP (40 minutes)
Planting trees is one thing, but you don’t really plant rocks without good reason. It’s far more fun to drop them.
Drop 1 Stone Cost: 420 CP (7 minutes)
This power is interesting in that one can actually throw the rock with varying force, damaging or destroying anything in its path. You can also just drop it, but that doesn’t sound nearly as fun.
Cloud Formation Cost: 840 CP (14 minutes)
Want a quick shower? Try forming rain clouds that react to the environment around them. Better watch where the wind is blowing or your plans to put out a fire may go in a completely different direction.
Thermostat Cost: 3600 CP (60 minutes)
Everyone has fooled around with the thermostat at least once in their lives. Now you can do so on a planetary scale. Using this power will allow you to increase or decrease the temperature of the planet by 10 degrees celsius for 1 hour. It can be cast multiple times. Be careful, many plants and living creatures don’t react kindly to rapid climate change.
DISASTERS
Yes, I do want to set the world on fire.
Lightning Strike Cost: 420 CP (7 minutes)
Pretend you’re Zeus by unleashing the power of lightning upon the world. Lightning strikes deal damage to both buildings and creatures. They can also cause fires to start spreading, which react with wind direction and speed.
Earthquake Cost: 3600 CP (60 minutes)
Earthquakes are fun to watch, mainly due to their destructive nature, but they can also assist your civilization. Earthquakes open up new resource deposits for your people to mine, and include resources such as oil, wood, stone, and so on. However, the location of an earthquake is always random, so be mindful of the dangers.
Volcano Cost: 3600 CP (60 minutes)
You raise me up, so I can spew out lava. That’s how the song goes, right? Using this power will create a volcano that increases the temperature in its radius of effect and destroys anything within its critical zone. It lasts for 120 minutes, so don’t expect this to be a simple trip to the disaster drive-through.
Tornado Cost: 3600 CP (60 minutes)
An uncontrollable, spinning force of nature that sucks up anything in its path and spews it across the countryside. You can choose where it begins, but it decides where to end.
Meteor Strike Cost: 1200 CP (20 minutes)
There’s something about bombarding the surface of a planet with giant space rocks that’s so very satisfying. However, these are no mere space rocks. Every meteor strike will include what we call a Pandora’s Box. These boxes can either include helpful gifts, such as a new Research Item or a collection of resources, or deadly surprises, such as a bomb or a contagious virus.
Please let us know in the comments if we're missing "Must Have" of Creator Powers.
Happy Holidays!
Crytivo Games Team.
Happy Holidays, Everyone!
We wanted to wish all of you the best for the holidays and the year ahead. Thanks for making this year such a great one for all of us here at Crytivo Games, and we hope that you have enjoyed every moment of the game thus far. There is so much more to come.
We would also like to announce that The Universim has officially won its first round of awards! The game was awarded both the Coolest Indie of the Year 2015 from Iceberg Interactive and an Editor’s Choice nod from IndieDB. Thank you so much to everyone who voted for us in the Indie of the Year 2015 awards (Upcoming Games category). You all helped to bring this year to a close in the best way possible; by showing that the Crytivo family is as strong as ever.
All the best, The Crytivo Crew!
Iceberg Interactive's "Coolest game of the year" Award
"We have been following Universim for a while and as a publisher with a passion for anything futuristic/strategy/management we feel this amazing good-looking title could become the ultimate treat for fans of the god-game genre. Thumbs up Crytivo Games, you just won the coolest Game award of the year! Congrats" - Iceberg Interactive
The Universim also awarded with Editors Choice - Indie of the Year 2015 by IndieDb Team.
Thank you all for your amazing support,
Crytivo Games Team
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